Fighter

Etienne Nevar's page

163 posts. Alias of Radavel.


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dotting for interest. will go with my oracle of battle.

gm striker how much background do you need?


Etienne slashes at the monster.

1d20+8=26, 1d8+2=7


Attack 1d20+5=10, Damage 1d8+2=7

Etienne throws caution to the wind and barrels into the enemy.


"Back to the doorway! We'll hold them off there!"

Reminds me when my character in diablo had to face off against hordes of enemies.


Not here. Though I did have problems accessing the internet itself past couple of days.


Talam Shaleif wrote:
Zoomackulas Eichendar wrote:
Ready to play folks, I need your posts to keep things moving here! Talam I bet doesn't want to fight these guys alone!
Nah, Talam would do fine. I can see it now...Standing upon a pile of corpses "I AM A SEXY SHOELESS GOD OF WAR!"

Post your action already. Did the last episode of bleach burn out your eyes ? ;D


Attack 1d20+5=25, Damage 1d8+2=9

Confirm 1d20+5=23, Additional Damage 1d8+2=6

"For Iomedae!" shouts Etienne as he brings down his blade on the goblin.


1d20+5=8, 1d8+2=3

Etienne follows his previous attack with an ill-timed lunge.


"Strike all of you! The beast must be brought down!"


"Quickly! Close on it!"

Init 1d20+5=24, Charge Attack 1d20+7=20, Damage 1d8+2=9

"Iomedae protects!"


You can count on my steel!


"Let's follow him," Etienne points to the barbarian. "He might need our help."


"Let's the take the right door."


To repeat...

"We're on the right direction."


Oh, detect evil, again to search for immediate enemies.


"Talam, see anything of interest?"


I apologize for not posting as often as I should.

"A moment friends," Etienne uses his divinely inspired senses to detect evil in the direction of the rubble.


Atk; Dmg (1d20+5=15, 1d8+2=6)

Etienne attacks the creature with a backhanded slash.


How many baddies are with me?


Fort (1d20+6=22)

Action

Smite Evil Attack vs. Flying Critter; Damage (1d20+7=22, 1d8+4=9)

"By the light of Iomedae, I smite you!"

Sorry for the late post, Zoom. Since the creature is flying, I imagine smiting it would be like hitting it with a tennis racket and it bouncing off the walls.


Zoomackulas Eichendar wrote:

As Etienne lets Talam pass who is heading toward the next door, a hideous creature with distored human head suspended from leathery wings drops out of the darkness, you can see in place of hair, it is crowned with writhing tendrils and its eyes burn with a menacing green flame. Its heading directly at Talam's head...Blackleaf notices its and gives a warning shout. Talacyst sees it second and joins in the warning yell. Vraelyn who is still out side hears all the comotion coming from in the room but also hears a disturbing noise from behind them....

Roll Init and your actions!

Leather Wings and distorted human head. Evil most definitely. Can someone roll init for me? Can't connect to IC for some reason.


"Foul corruption and blashphemy! Touch nothing!"

"There is no need for divination to conclude that we are in the presence of evil."

Etienne steps into the room, sword and shield at the ready. "Shine the light into the darkness."


"We got your back."


Etienne surveys the area, alert for any threat. He guards the entrance from where the party came from, to ensure that the group is not attacked from the rear.

Spot and Listen (1d20+2=12, 1d20+2=22)


"The greater evil lies ahead of us, friends."

Etienne recites a short prayer.

"Let me be the gauntlet about Her fist,
Let me be the sword at Her side,
And the enemy shall be defeated forevermore."


Detect Evil again.


"A sinspawn? Clearly a blasphemous creature. Forward then we need to put a stop to whatever is happening here."


"Be careful and do not touch it lest its taint contaminate you," warns Etienne.


Wow... we came, we saw, we massacred!

Etienne cleanses the blood off his blade with a flick of his hand.

"What manner of creature is this?"


"Tis the evil creature I sensed!" Etienne moves to flank the creature.

Init; Atk; Dmg (1d20+5=15, 1d20+5=19, 1d8+2=8)


"I sense evil ahead of us."


Etienne concentrates. He listens for the unmistakable noise of evil.

Detect Evil for one round.

Later and upon seeing the choices, Etienne suggests, "Let's check the side tunnel before going ahead."


Listen (1d20+2=14)


Etienne remains vigilant, taking care to mark the paths they have taken.


Right!


Dropping is free, as I recall.


I knew it! We should have hired a torch bearer just like in KODT.


The ones up front I guess. Low-light vision can't be much use underground.


Etienne brings up the rear knowing that his upfront style is no good for stealth.


"Be ready for anything."

<Etienne draws his sword and readies his shield.>

Who's holding the torch?


Talam Shaleif wrote:

"Etienne...umm...are you sure about this?" Talam looks at the dead end.

Search 1d20+2=16

"Iomedae is with us. We have nothing to fear."


Etienne salutes as he passes.


Have fun Zoo. :D


"Don't worry, Coppertop. We'll get through this."


Zoomackulas Eichendar wrote:
Ameiko stares at the snobish paladin for not answering her question but says anyway in an annoyed voice, Well...I AM the owner of the Rusty Dragon if you have forgotten and I GUESS..I could have some food brought over to you since you are helping the town and saved my life and all..... She stands there with her fists on her hips waiting.............

"Please accept my sincere apologies, milady. Any slight is not intended. There are a lot of things on my mind presently. Iomedae knows that it is not my intent to ignore you. What was it you wish to know?"


"Ok, it seems we have all forgotten about dinner."

<Turns to Coppertop and Talam>

"You think you can rustle up some food from the Rusty Dragon? Ask for help bringing it here. That way we don't let this avenue of attack unguarded."


"Coppertop, that is a great suggestion."


"That's a brave fellow." Says Etienne.

Etienne then turns to his other companions, "It is written that the we must not be afraid to shed our blood if it will mean stopping evil and protect our family and friends. Sandpoint has been my home this past few weeks, I will not falter in her defense. In Iomecae's name, let it be so."


Etienne hands Talam a dagger. "I used blood for ink. Don't worry, Iomedae favors the brave."

The Nationalist Movement in my country once used this weird ritual of writing names in blood to signify their membership in the Movement.


"Shalelu has a point, friends. For now I suggest we prepare for our foray below." Etienne pulls out a small scroll and signs his name. He passes it around, "May I request that those willing to combat the evil below to scribe their name on this scroll so that I may properly invoke Iomedae's blessing."

I think this is the point where Ash asks, "Who's with me?!" BTW, everyone is Level 2. Please level up accordingly. Max HP, per Zoom.

Full Name

Alanaes Rastova

Race

Human

Classes/Levels

Flowing Monk of the Sacred Mountain 2

Gender

Male

Age

30

Alignment

LN

Deity

Irori

Languages

Common

Strength 16
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 16
Charisma 10

About Alanaes Rastova

Senses: Perception +8

Initiative: +1

Hit Points: 21/21 (2d8, +0 Con, +2 FC, +3 Toughness)

Melee: Unarmed Strike, +4 (1d6+3, 20/x2)
Melee: Flurry of Blows, +3/+3 (1d6+3, 20/x2)

Armor Class: 17, 15 flat-footed , 15 touch (+2 Dex, +3 Wis, +1 armor, +1 natural armor)
Saves: Fortitude +3, Reflex +5, Will +6
Resistances:
Immunities:
Weaknesses:

Base Attack Bonus: +1
Combat Maneuver Bonus: +4 (+6 to trip)
Combat Maneuver Defense: 19

Size: Medium
Speed: 30 ft.

Human Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Monk Class Features:
Monk Proficiencies: 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: 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.

Flurry of Blows (+0/+0) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using unarmed strike as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.

Unarmed Strike (1d6): 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.

Bonus Feat: A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep. At 10th level, the following feats are added: In Harm’s Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike.

Redirection (DC 14): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. This ability replaces Stunning Fist.

Unbalancing Counter (DC 14): At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.

Iron Monk: 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.

Character Traits:
Wisdom in the Flesh (Irori): Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. I have selected Acrobatics.

Bullied: You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

Skills:
Acrobatics +8 (2 ranks, +3 class, +3 Wis)
Climb +7 (1 rank, +3 class, +3 Str)
Perception +8 (2 ranks, +3 class, +3 Wis)
Sense Motive +8 (2 rank, +3 class, +3 Wis)
Stealth +6 (2 ranks, +3 class, +1 Wis)
Swim +7 (1 rank, +3 class, +3 Str)

Feats:
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Vicious Stomp: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapons: Unarmed Strike
Armor: None
Tools and Skill Kits: None
Mundane Gear: Backpack, Flint and Steel, Silk Rope (50 ft), Sunrod (x4), Waterskin, Wooden Holy Symbol of Irori
Magical Gear: +1 Bracers of Armor
Potions: None
Scrolls: None

Money and Treasure: 37 gold

Experience Points:
To Next Level:

Backstory:
Alanaes Rastova grew up as a bullied child. He had friends, but most were too meek and timid to help defend Alanaes when the bullies came to beat him up. So Alanaes had to defend himself. Unfortunately, it didn't go well and he ended up bloodied and hurt after yet another attack by the bullies.

Alanaes knew he needed to learn how to defend himself and so he sought some help from a strange Varisian neighbor. The man didn't seem to like people bothering him and turned Alanaes away a few times, but eventually Alanaes won him over. The Varisian man, a former gypsy, taught him his unique style, blending two distinct forms of martial arts into one. Alanaes learned to channel his energy in order to ground himself like a mountain. He also learned to channel his energy to redirect attacks like a river. Alanaes became like a river flowing down and around a mountain, unmovable, yet moving all the time.

During this time, his mentor preached the ways of Irori and his focus on inner strength and perfection. Alanaes soon became a devout follower of Irori himself. It only took one more attack by the bullies to convince them to leave Alanaes alone forever more. Without moving from his spot, Alanaes was able to drop all four bullies in the matter of a few seconds.

Unfortunately, one of the bullies was the child of the town's mayor, who was rather vindictive. The mayor kicked Alanaes out of town and shamed his family. And so, Alanaes decided to pursue and perfect his martial art, and traveled Varisia to visit temples to Irori. Now, 15 years later, Alanaes is 30 and using his skills for a purpose other than just self-perfection. He has joined a group of adventurers, and who knows where he will be led.

Appearances:
Alanaes is a Varisian man with long brown hair and a large mustache. He wears modest clothing and does not have many personal effects, having given away most of his items to charity.

Adventuring Companions:
Soth-Loren the Raven Knight
Darian Castilan
Rogar Ungart
Geoff Barriston
Terra Crux

Campaign:
DM Cobalt's Unshackled City

Character Progression:

Level 1: Combat Reflexes, Improved Trip, Vicious Stomp, +1 HP (FC)
Level 2: +1 HP (FC)

Feats of Interest: Weapon Focus (Unarmed Strike), Style feats (Monkey, Panther, or Snake), Improved Reposition, Greater Trip, Greater Reposition, Fury's Fall