Oread

Etemyc Jasper-Rock's page

47 posts. Organized Play character for Jeremy Packer.


Race

Oread

Classes/Levels

Tetori Monk 3 | HP 24/24 | AC 16, T 16, FF 14, CMD 21 | F +4, R +5, W +6 | Init. +3, Perc. +7

Gender

M

Size

Medium

About Etemyc Jasper-Rock

Etemyc Jasper-Rock
Oread Male Monk (tetori) 3
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
-----DEFENSE-----
AC 16, touch 16, flat-footed 14 (+2 Dex, +3 Wis, +1 deflection); +1 shield bonus w/ Snapping Turtle Style
hp 24 (3d8+6)
Fort +4, Ref +5, Will +6; Evasion
Resistance acid 5
-----OFFENSE-----
Speed 30 ft.

Melee:
  • unarmed strike +6 (1d6+4)
  • cold iron kama +6 (1d6+4)
  • silver nunchaku +6 (1d6+4)
  • cold iron siangham +6 (1d6+4)

Ranged:
  • cold iron shuriken +4 (1d2+4)
  • magic stone +5 (1d6+5, or 2d6+6 vs. undead)

Special Attack stunning fist 3/day (Fort DC 14)
Spell-like Abilities (CL 3, concentration +0)
1/daymagic stone
-----STATISTICS-----
Str 18, Dex 14, Con 12, Int 12, Wis 16, Cha 5
Base Atk +2; CMB +7 (+10 to grapple); CMD 21, +2 against grapples, +1 shield bonus w/ Snapping Turtle Style
Feats Improved Grapple, Improved Unarmed Strike, Snapping Turtle Clutch, Snapping Turtle Style, Stunning Fist, Stunning Pin
Skills Acrobatics +8, Climb +9, Knowledge (history) +10, Knowledge (nature) +6, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +3, Perception +7, Profession (scribe) +9
Languages Taldane, Osirian, Aquan, Ignan, Terran
SQAC bonus, crystalline form, graceful grappler, planar sage, still mind
Traitsscholar of the great beyond, unintentional linguist
Combat Gearacid, alchemist’s fire, potion of cure light wounds (CL 1),potion of mage armor (CL 1), wand of cure light wounds (CL 1, 50 charges); Other Gear cold iron kama, silver nunchaku, cold iron siangham, 10 cold iron shurikens, fleshgem spikes, 10 smooth stones, cloak of protection +1, ring of protection +1, scholar’s outfit (worn), 3 belt pouches, flint and steel, common grappling hook, 50 ft. of silk rope, 2 waterproof bags, waterskin, 2 spring-loaded wrist sheaths, decorative fleshgems, 200 platinum, 13 gold

Racial Abilities:
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.
Darkvision: Oreads can see in the dark up to 60 feet.
Energy Resistance: Oreads have acid resistance 5.
Native Outsider: Oreads are outsiders with the native subtype.
Slow Speed: Oreads have a base speed of 20 feet.
Spell-Like Ability: Magic stone 1/day [CL 3][/list]

Class Abilities:
Favored Class (monk): Add +3 hit point.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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. (+3 bonus)
Bonus Feat: A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Choke Hold, 18th level—Neckbreaker.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. (+10 ft.)
Graceful Grappler (Ex): A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes (Pathfinder RPG Bestiary 301), and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack (Bestiary 298), inflicting his unarmed strike damage on any successful grapple check.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex): 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. (3/day, Fortitude DC 14)
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
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.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage. (1d6 damage)

Traits:
Scholar of the Great Beyond (faith): Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. (Knowledge [planes])
Unintentional Linguist (social): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. (Ignan)

Pathfinder Abilities & Boons:
Pathfinder Faction: Scarab Sages
Inner Struggle (7-01): Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
Legacy of a Princess (8-16): You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it of your Chronicle sheet.
Mythic Legacy (5-16): Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Planar Sage (faction journal): You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check. (+2 bonus)
Prophet's Ally (7-22): By helping Passad secure district in Alabastrine, you proved to him that the Pathfinder Society remians a valuable ally. If you follow the Prophecies of Kalistrade, he assists you in your business ventures. You can puirchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points. If you already have the vanity, it upgrades to the version below.
Savior of the Sages (Osirion Faction) (5-16): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1. (+3 bonus)
Scrutiny of the Stars (5-16): Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.
Seeking the Sages (Osirion Faction) (5-12, 5-15): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.
Sun Shogun Talismans (8-16): Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), or talisman of warrior’s courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.