Loris Raknian

Evard d'Garess's page

117 posts. Alias of waiph.


Full Name

Evard d'Garess

Race

Aasimar

Classes/Levels

UF:1/Monk2 | HP:28/28 | AC:17 (16) | F:+9, R:+5, W:+8 | Init: +2 | Perc: +11

Special Abilities

SF: 2/2

Strength 18
Dexterity 14
Constitution 17
Intelligence 11
Wisdom 19
Charisma 11

About Evard d'Garess

Class: Unarmed Fighter 1 / Qinggong Drunken Master of Many Styles (monk)2

Appearance:
Evard inherited some of the features of his Archon Ancestor but none of the shining aura of other aasimar that inspires awe. Rather his piercing green eyes and overly bronze skin seem out of place, and his heavily scarred face is not an angelic countenance but hard. He did inherit a great frame rendering him a hulking mountain of a man dwarfing the suits of armor in the halls of his previous lord.

His piercing gaze and monotone voice enhance his inhuman otherness, leaving those who meet him disconcerted.

He tends to wear simple cloths often weathered and ragged, with a heavy stein always at his side, a gift from the dwarves.


Background:


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Defense
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AC 17, touch 17, flat-footed 15 (+4 monk, +2 Dex)
hp 22 = 10+2d8+Lv(Con)+FC
Fort +9, Ref +5, Will +8
Resistances: fire 5, cold 5, electricity 5
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Offence
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Speed 30 ft. [30 base]
Melee Unarmed strike: +7 (1d6+4+2+2+1/x2) {B/S:non-lethal/lethal}
Tiger Claws: +7 2(1d6+9)+2+2 w/bullrush at +9
Dagger +7 (1d4+4/19-20/x2) {P/S}
Bardiche: +6 (1d10+9/19-20/x2) {S}

Ranged Sling +2 (1d4+4/x2) 50ft
Dagger +2 (1d4+3/19-20/x2) {P/S} 10ft

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Statistics
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Stats: Str 18, Dex 14, Con 17, Int 11, Wis 19, Cha 10
Base Stats before race mod
Str 18, Dex 14, Con 15, Int 11, Wis 17, Cha 10

BAB +2; CMB +6 = +2bab+4str; CMD 23 = 10+2bab+4str+2dex+5monk 25 vs Bullrush, Overrun, Trip

Accelerated Drinker: consume potions etc as a swift action
Heavy Hitter: +1 damage for Unarmed Strikes
Feats
Lv1 Power attack, [fighter 1]: Tiger Style, [bonus]IUS, Lv2[Monk1]: Tiger Pounce, [Bonus]: Stunning Fist, Lv3Dragon Style, [M2] Tiger Claws,

Features:
Unarmed Style [unarmed fighter]
Stunning Fist: DC: 15 2/day, Unarmed Strike, Fuse Style, AC Bonus, Evasion

Skills: Acrobatics +8, Fly +2 (+6-4), Linguistics +3, Perception +10, Ride: +6, Sense Motive +12, Stealth +6

Languages Celestial, Common, Orc, Goblin

Skills and Ranks:

Ranks: 10
Acrobatics 3, Fly 1, Linguistics 1, Perception 2, Ride 1, Sense Motive 1, Stealth 1,
Linguistics: +2, Sense Motive +2, Fly, -4
Racial Features:

Aasimar - Lawbringer +2con, +2 wis
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker: +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled
Spell Like Ability: You have a natural fly speed of 20 feet (poor) -4 to Fly skill.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Feats:

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Tiger Pounce you can apply the penalty from Power Attack to your AC instead of attack rolls.
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.
Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Tiger Style: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Tiger Claws While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.
Tiger Pounce: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.
Dragon Style: 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.
Class Features:

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. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

This ability replaces flurry of blows.

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.

Monk Unarmed Strike Lv1: 1d6
Lv4: 1d8
Lv8: 1d10
Lv12: 2d6
Lv16: 2d8
Lv20: 2d10

Monk Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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.

Evasion: 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.
Level Advances:

Favored Class - Monk 2: +2 HP
Stat Boosts: Lv4 -
Bab: +1/+1 Fort:+2/+3 Ref:+3 Will:+3

Starting Gear:
Glaive-guisarm: 13 gp
Longsword: 15gp
Dagger: x2 4gp
Studded Leather: 25gp
Sling:--
Bullets: 1gp
Cold Weather Gear: free
Travelers Cloths: 1gp
Silk Rope: 10gp
adventuring gear: ~5gp
-Sack
-Messkit
-bedroll
-Whistle
-Horn
-Pot: CLW

Money
PP:
GP: 50
SP:
CP: