Oread

Durm Grimstone's page

96 posts. Organized Play character for PJP.


Full Name

Durm Grimstone

Race

Oread

Classes/Levels

Monk 1 (Master of Many Styles, Monk of Sacred Mountain) HP: 10/10 | AC: 16 (Tch:16, FF:13) CMD: 19 | F: +3 R:+4 W: +5 | Init: +2 Perc: +7 SM: +7 Darkvision 60' | Active Conditions: none

Gender

L-N Male

Size

Medium

Age

24

Alignment

Lawful-Neutral

Languages

Common, Terran

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 17
Charisma 5

About Durm Grimstone

#150786-29
XP 1 / PP 2 / FP 2
Durm Grimstone, Male Oread Monk 1 (Master of Many Styles, Monk of Sacred Mountain)
LN, member of Grand Lodge
Darkvision 60'
Languages: Common, Terran

HP 10 (1d8 = 8 +1 Con +1 FC)
Initiative +2 (+2 Dex)
Speed 20 ft

DEFENSE
AC 16, touch 16, flat-footed 13 (10 +2 Dex +1 Dodge +3 Wis)
CMD 19 (0 BAB +4 Str +2 Dex +3 Wis)
Fort +3 (+2 monk +1 Con)
Ref +4 (+2 monk +2 Dex)
Will +5 (+2 monk +3 Wis)

Defensive Abilities
Acid Resistance 5
Dragon style: +2 bonus on saves vs sleep effects, paralysis effects, and stunning effects

OFFENSE
CMB +4 (+0 BAB +4 Str)
Base Attack +0; Melee Touch +4 (+0 BAB +4 Str); Ranged Touch +2 (+0 BAB +2 Dex)

Melee
Shortspear +4 Dmg 1d6+4 P Crit x2 P (+0 BAB +4 Str; Dmg +4 Str )
Throwing Axe +4 Dmg 1d6+4 P Crit x2 S (+0 BAB +4 Str; Dmg +4 Str )

Unarmed Strike +4 Dmg 1d6+5 B (+0 BAB +4 Str; Dmg +4 Str +1 trait)
Dragon Style: +2 dmg (.5 Str) on first strike in round
Charge: +2 to hit, -2 AC for round
+1 for AoO attacks

Stunning Fist: 1 of 1 remains

Ranged
Shortspear +2 Dmg 1d6+4 P Crit x2 Range 20 ft (+0 BAB +2 Dex; Dmg +4 Str )
Sling +2 Dmg 1d4+4 B Crit x2 Range 50 ft (+0 BAB +2 Dex; Dmg +4 Str )
Throwing Axe +2 Dmg 1d6+4 S Crit x2 Range 10 ft (+0 BAB +2 Dex; Dmg +4 Str )

STATISTICS
Abilities Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 17 (+3), Cha 5 (-3)

SKILLS 4 (4 +0 Int)
Acrobatics* +6 (1 rank +2 Dex +3 class skill)
Appraise +0 (+0 Int)
Bluff -3 (-3 Cha)
Climb* +4 (+4 Str)
Diplomacy -3 (-3 Cha)
Disguise -3 (-3 Cha)
Escape Artist* +2 (+2 Dex)
Fly +2 (+2 Dex)
Heal +4 (1 rank +3 Wis)
Intimidate* -3 (-3 Cha)
Knowledge(history)*
Knowledge(religion)*
Perception* +7 (1 rank +3 Wis +3 class skill)
Ride* +2 (+2 Dex)
Sense Motive* +7 (1 rank +3 Wis +3 class skill)
Stealth* +2 (+2 Dex)
Survival +3 (+3 Wis)
Swim* +4 (+4 Str)

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

EQUIPMENT
3 shortspears (1 gp, 3 lb each)
4 throwing axes (8 gp, 2 lb each)
sling
sling bullets (10) (1 sp, 5 lbs)

COINS
PP 0
GP 544
SP 9
CP 0

FEATS
Dodge (L1)
Dragon Style (MoMS Bonus 1)
Stunning Fist (Monk)
Unarmed Strike (Monk)

TRAITS
Quain Martial Artist (Quain): +1 bonus on damage when using unarmed strikes.
Bullied: +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

SPECIAL ABILITIES:

Oread Racial Traits
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.

Native Outsider: Oreads are outsiders with the native subtype.

Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Oreads have a base speed of 20 feet.

Darkvision: Oreads can see in the dark up to 60 feet.

Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level; DC 11 + Charisma modifier).
Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Energy Resistance: Oreads have acid resistance 5.

Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
or
Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Monk of Many Styles
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.

Monk of the Sacred Mountain
The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain. A monk of the sacred mountain has the following class features.

Iron Monk (Ex): At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.

Bastion Stance (Ex): At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.

Iron Limb Defense (Ex): At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump.

Adamantine Monk (Ex): At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/—. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion.

Preferred Styles:

Dragon Style (Combat, Style)
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.

Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks. (Bonus no need)
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Panther Style (Combat, Style)
You can strike back at enemies who attack you when you move.

Prerequisites: Wis 13, Combat Reflexes, Improved Unarmed Strike. (Bonus no need)
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity. (Swift, not an AoO!)

Panther Claw (Combat)
You unleash a rapid series of blows on foes that attempt to attack you when you move.

Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.
Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Dragon Ferocity (Combat)
You attack with the strength of a dragon, your telling blows striking fear into your enemies.

Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.
Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1–½ times your Strength bonus on other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).

DESCRIPTION
Durm is an odd looking hulk of a oread, skin the complexion of stone. He is generally dusty or muddy, wearing very simple clothes and no jewelry or other accessories. He is quite bald, with his head resembling a small boulder. When he speaks, his voice is low, gravelly, and sounds a touch angry.

BACKGROUND
Durm never knew anything of his parents, being left on the doorstep of an order of monks in Quain. He grew up under their tutelage, but often chaffed at his inability to excel at lessons like the others around him. For years, he was forced into taking a vow of silence, which he bitterly detested. However, being a dedicated rules follower, he did as instructed.

BOONS
none

HISTORY
01.1 Consortium Compact (Current) Start: 150 End: 544
01.2 Available

Future Planning:

moms - lose flurry, perfect self
mosm - lose evasion, slow fall, high jump, imp evav, sun and moon
monk +1/3 crit hit confirm with unarmed ??

Will need combat reflexes for panther claw, acrobats 5 for Dragon ferocity, Acro 8 for roar,
Heal 6 ranks for Jawbreaker (Combat)

Oread
S +2 10 16 18 +4
D 5 14 14 +2
C 2 12 12 +1
I 0 10 10 +0
W +2 7 15 17 +3
Ch -2 -4 7 5 -3

1 MoMS MoSM Monk 1 CMB: +4 (+0 BAB+4 Str), AC +5 (Dex+Wis) CMD: 16 1: Dodge, Bonus: Dragon Style, Fuse, Stunning Fist, IUS Acro/Heal 1
2 Bonus: Panther Style, MoSM: Toughness (+4 hp!), +1 Nat AC Acro 2
3 Acro/heal 3, +10 Move, Feat: Power Attack (had to wait for +1 BAB); man training; skill mind
4 Acro/heal 4; +1 Wis; Ki Pool
5 Acro/heal 5 Feat: Improved bull rush ; disease immunity
6 Bonus: Wildcard slot (Styles) as long as meet prereqs; +20 Move, Heal 6
7 Feat: Jawbreaker (needs Heal 6); wholeness of body - self heal
8 Fuse 3 styles as swift +1 Str (1d10)
9 +30 Move, Feat: Improved overrun or greater bull rush
10 Bonus Feat: Wildcard slot or greater grapple
11 Immune to poison; Feat: Improved overrun or greater bull rush
12 +1 Str (2d6)

9-12 maybe could be another class - brawler, lore warden maybe? barbarian?