Krun Thuul

Dur'rok Stone-Eater's page

7 posts. Organized Play character for Mantic0re.


Full Name

Dur'rok Stone-Eater

Race

Male Half-Orc (Tiefling) Unchained Monk 1 / Ninja 1 | HP 1/12 | Speed 30ft | AC 17 : F +5 : R +6 : W +2 | Init +6 | CMB +5 : CMD 21 | Active Conditions: None

Gender

Male

Size

Medium

Age

17

Strength 18
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Dur'rok Stone-Eater

Character Info:

Unchained Monk 1 / Ninja 1
Medium Humanoid
Languages Common, Orcish, Tiefling
Init +6; Senses Perception +6
Speed 30
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Defense
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AC 17 , Touch 17, Flat-Footed 12
HP 12
Fort +5, Ref +6, Will +2
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Offense
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Melee Unarmed (+6/1d6+4/x2/B)
Melee Knuckle Axe (+5/1d6+4/x3/S)
Ranged Shuriken (+5/1d2+4/x2/10ft)
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Statistics
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Str 18, Dex 18, Con 14, Int 10, Wis 14, Cha 8
BAB +1; CMB 5; CMD 21
Feats: Improved Unarmed Strike [C/1]; Dodge [C/1] (+1 Dexterity bonus to AC); Weapon Focus (Unarmed) [1] (+1 to unarmed attack rolls).
Traits: Reactionary (+2 bonus to initiative checks); Life of Toil (+1 to Fortitude saves).
Skills: Acrobatics +8; Climb +8; Disable Device +8; Perception +6; Sense Motive +6; Sleight of Hand +8; Stealth +10; Swim +8.
Carrying Load:
Light Load:
Medium Load:
Heavy Load:
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Gear
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Weapons: Knuckle Axe (2), Shuriken, Shuriken (Cold Iron)
Armor: None
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Currency:
Gold: 26
Silver: 3
Copper: 8
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Consumables
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Trail Rations: 3/3
Acid: 2/2
Alchemical Fire: 1/1
Shuriken: 20/20
Shuriken (Cold Iron): 10/10

Equipment:

Weapons
Acid: (1d6/x2/10ft/1lb/Acid/Splash)
Alchemical Fire: (1d6/x2/10ft/1lb/Fire/Splash)
Knuckle Axe (x2): (1d6/x3/2lb/S)
Shuriken: (1d2/x2/10ft/.5lb/P)
Shuriken (Cold Iron): (1d2/x2/10ft/.5lb/P)

Equipment
Adventurer's Outfit
Backpack
Bedroll
Belt Pouch
Blanket
Flint and Steel
Grappling Hook
Grog (1 litre): 2
Oil (1 pint flask): 2
Piton: 5
Silk Rope (50ft)
Sunrod: 1
Thieve's Tools
Tindertwig: 3
Torch: 2
Trail Rations: 3
Waterskin: 2

Spell Components
Spell Components Pouch
Bat Fur
Coal

Monk (Unchained) Class Abilities:

AC Bonus (1)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (1)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (1)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (1)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Evasion (2)
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ninja Class Abilities:

Poison Use (1)
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack (1)
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (2)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks (2)
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Racial Abilities:

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Darkvision: See in the dark for up to 120 feet.

Weapon Familiarity (Orc): Proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Fiendish Resistance: Cold resistance +5, electricity resistance +5, fire resistance +5.

Skill Bonus: +2 Stealth.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the character's class level.

Darkness:
School: evocation [darkness]
Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: touch
Target: object touched
Duration: 1 min./level (D)
Saving Throw: none; Spell Resistance: no

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Appearance:

Background:

The Stone-Eater tribe was once a small band of orc raiders until a fierce and powerful young orc rose through their ranks, taking power through violence and blood. The warlord, Gulrog Stone-Eater, was not satisfied. He began to conquer tribes that had warred with the Stone-Eaters for years beyond count. Soon they all feared this new high warlord.

It was high warlord Gulrog Stone-Eater who sired Dur'rok, one of many bastard sons.

Dur'rok first took a life when he was eleven years of age. Even then, the half-orc was larger than most grown adults. In the last six years he has taken twenty eight more. For every life Dur'rok ends, he scars himself. Those earned in battle are worn with pride. Those that are self-inflicted serve as a grim reminder of his violent past.