Loris Raknian

Fero Ardus's page

39 posts. Alias of Euan.


Full Name

Fero Ardus

Race

Unchained Monk 9

Classes/Levels

AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Gender

M

Size

M

Age

42

Alignment

LG

Deity

Iomedae

Location

Roslar's Coffer

Languages

Common

Occupation

Merchant

Strength 10
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About Fero Ardus

Male Human Unchained Monk 9
LG Medium humanoid (human), Age 42
Init +4; Senses Perception +17
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Defense
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AC 23, touch 23, flat-footed 14 (+4 dex, +4 wis, +2 monk, +1 dodge +1 deflection +1 insight)
+4 dodge when moving through threatened squares.
Deflect Arrows 1/r
AC often includes +4 natural armor (barkskin) and +4 armor (mage armor)
HP 76 (1d10 +2con) (12,8,8,8,8,8,8,8,8)
Fort +9 (6+2con), Ref +11 (6+4dex), Will +10 (3+4wis+2ironwill)
(+1 resistance, cloak)
Improved Evasion (no dam on reflex save, 1/2 damage on failed save)
Immune to all diseases
+2 vs enchantment spells and effects

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Offense
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Speed 60 ft.
Melee: Unarmed Strike +11/6 (1d10+10, 20/x2) (magic, silver, cold iron)
Ranged: Crossbow +13/8 (1d8, 19-20/x2, 80’r) (silver, cold iron)
(+1 att/dam to any opponent who did damage to the party last round)
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Statistics
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(15pt buy, +2 dex (human), +1 wis (4th lvl), +1 wis (8th lvl), +2 dex (belt), +2 wis (headband))
Str 10, Dex 19, Con 14, Int 10, Wis 18, Cha 8
Base Atk +9/4; CMB +9; CMD 29 (4 dex, 2 monk, 1 dodge, 1 deflection, 1 insight)
+4 CMB disarm, sunder, trip (dex instead of str with finesse weapon)
+2 CMB/CMD disarm, grapple, & trip (also no AoO)(feat)
+2 CMD grapple, reposition, trip (ring)
Favored Class: Ki (1-8), Skill (9)

Traits
Caretaker (link)
The Reclaimer (link)

Feats
Weapon Focus (close weapon group) (human) (link)
Healer’s Hands (1) (link)
Unarmed Combatant (monk) (link)
Stunning Fist (monk) (link)
Dodge (monk 1) (link)
Deflect Arrows (monk 2) (link)
Extra Ki (3) (link)
Signature Skill (heal) (5) (link)
Deft Maneuvers (monk 6) (link)
Stunning Fist Adept (7) (link)
Iron Will (9) (link)

Skills (4 +1 human +2 background†)
Acrobatics = +16* (9 +3 class +4 dex)
Appraise = +0
Bluff = -1 (-1 cha)
Climb = +0*
Craft = +0
Diplomacy = -1 (-1 cha)
Escape Artist = +8 (1 +3 class +4 dex)
Fly = +5* (1 +4 dex)
Heal = +25 (9 +3 class +4 wis +1 trait +3 circ(tools) +5 comp(gloves))
Intimidate = -1 (-1 cha)
Knowledge history = +0
Knowledge religion = +0
Knowledge planes = 9 (9)
Linguistics = +0
Perception = +17 (9 +3 class +4 wis +1 trait)
Profession cook† = +16 (9 +3 class +4 wis)
Profession merchant† = +16 (9 +3 class +4 wis)
Ride = +4* (+4 dex)
Sense Motive = +8 (1 +3 class +4 wis)
Spellcraft = +0
Stealth = +14* (7 +3 class +4 dex)
Survival = +4 (+4 wis)
Swim = +0*
*Armor Check Penalty -0

Languages Common (Taldan), Varisian dialect

Treat Deadly Wounds (9x per day)
DC 20: heal 2 ability damage or lvl x2 hp
DC 25: heal 2 ability damage or lvl x2 +4 hp
DC 30: heal 2 ability damage or lvl x2 +13 hp
1xday: DC 20 to heal 1d4 ability damage (1h, vest)

Gear
Comfortable clothing
Ring of Seven Lovely Colors (link) 4,000
Healer’s Gloves (link) 2,500
Ring of Ki Mastery (link) 10,000
Vest of Surgery (link) 3,000
Belt of Incredible Dexterity +2 (link) 4,000
Headband of Inspired Wisdom +2 (link) 4,000
Amulet of Mighty Fists, (agile) (link) 4,000
Daredevil Boots (link) 1,400
Aegis of Recovery (link) 1,500
Cloak of Resistance (link) +1 1,000
Light Crossbow 4# 35gp
- cold iron silver blanched bolts (20 tracked on sheet, +20 in reserve) 28gp
Alchemical Silver (brass) Knuckles (link) 21gp
Cold Iron (brass) Knuckles (link) 2gp
Dagger 1#, 2gp
Dusty Rose Prism Ioun Stone (link) +1 AC 5kgp
Snapleaf (link) 750
Elixer of Swimming 250gp
Potion of Cure Serious Wounds 750gp
Potion of Fly 750gp

Backpack, MW (link) 4#, 50gp
- Alchemist’s Fire (1#, 20gp)
- Bedroll & winter blanket (2#, 1gp)
- Campfire Bead (link) 720
- Candle x5
- Chalk x5
- Charcoal x5
- Healer’s Kit x2 (link) (20/20)
- Ioun torch 50gp
- Steel flagon and wooden bowl (1#, 1gp)
- Rations x4 (1#, 1gp)
- Surgeon’s Tools (link) +3 heal 20gp

To be given to Garret Fallows
Runestone of Power 1st (link) 2,000

Weight: 15# (medium load >39#, heavy load > 77#)
Total Cash: 49gp

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Special Abilities
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Flurry of Blows (Ex) 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).
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, 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.
Evasion (Ex) 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.
Improved Evasion (Ex) At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Ki Pool (Su) At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level (4) + his Wisdom modifier (4) + favored class bonuses (2 (+1/4)) + feat (2)) (12 total). As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
- Barkskin (90m, +4 nat armor, 1ki) (link)
- Scorching Ray (2 rays, 4d6 dam, 2ki) (link)
- Insightful wisdom (30’r, re-roll attack or save, 2ki) (link)
Style Strike (Ex): A monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
- Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
- Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.

Appearance:
Fero Ardus is a human and simple in his appearance. His gear is well made, if a little worn by time. It is clear he was once wealthy given the quality of his various items, though perhaps not still. He stands easy, but often on the balls of his feet, and he walks with a long gait that’s hard to match, though he does slow for his friends. His only visible weapons are a well cared for crossbow, and a dagger - though his fists are calloused and well used.

He boasts a few facial scars, marring his features slightly, and he has a direct way of speaking that is sometimes off-putting.

Background (private):
Fero, though he doesn’t look it, comes from money. Not nobility mind you, but his grandparents made a pretty fortune on trade, providing all manner of crafted wood objects in a long forgotten border skirmish near Korvosa. Everything from barrels to wagons - even weapons, were sold, some say to both sides. Whatever happened, the Ardus family made out like bandits. Afterward though the family came under some scrutiny for war profiteering and they were forced to move from their home to Roslar’s Coffer where they would be unknown and could live in peace. At that time, the business passed to Fero’s parents, his grandparents aging and being tired of such matters.

Of course the pre-juvenile Fero understood none of this. He only distantly remembers his birthplace, while Roslar’s Coffer has really always been his home. He was a strong and thoughtful boy, and feared nothing, being foolish in that way at least. He got along reasonably well with others, and was always the first to investigate an abandoned house, or stream bed, or the like. A very rough and tumble child.

Mother tried to focus the precocious child trying to harness his mind more than his body. She had tutors brought in for his education, but more often than not they were too boring and tedious for Fero. Until she tried a youthful monk named Morris. Morris was not like the others. He taught that the mind and the body were one - and both sides of the coin must be exercised if perfection was to be achieved. His abilities were superlative, and he very much made an impression on the youthful Fero in the few years he was his tutor.

Fero grew lithe and wise under Morris’s tutelage and blossomed into a decent young man, if a little coarse and unforgiving of others. Still, he began assisting with the families business - until he turned 30. Roslar’s Coffer was overrun while Fero was out with friends drinking and relaxing near a pool they frequented for the purpose. When they returned to the town, it had been sacked - and those who resisted put to the torch. Sadly, that included his parents, and the business he knew.

He did what he could in the resistance, learning some stealth - but most especially how to heal without tools or magic. For both were in short supply during those lean years. He did well, and managed to avoid the worst of the orcs as he blossomed into a formidable foe.

He slowly rebuilt the family business during this time, pleased at the progress he made. Then Roslar's Coffer was destroyed while he was in Vigil trading. He was crushed. He went to the place Roslar's Coffer had been in the hopes of helping survivors. But of course he found destruction.

He returned to Vigil and again looked to rebuild the business as a way of dealing with the loss of Roslar's Coffer.

Campaign Questions (private):
Goals
- To protect Roslar’s Coffer from further orc raids, or really any calamity.
- To re-birth his family’s business as merchants

Secret kept from others
- Fero understands his families hidden past, and is ashamed of it. Being LG, he finds such dealings in opposition to how he lives his life.

A secret kept from himself
- His parents had hidden much of their wealth and some personal effects in a cache outside Roslar’s Coffer in the event they needed to flee once again. They remembered leaving Korvosa behind and were always worried it could happen again. The location however died with them.

Important People
- Morris may still be around. He left long before Roslar’s Coffer was overrun. As a traveling tutor he could be anywhere.
- Willehad is Fero’s mate! They hung out together and were nearly inseparable. Wilehad was with Fero when Roslar’s Coffer was overrun, and the two worked together during the time of the resistance to overthrow the orcs.
- Hiltrude was the family's servant. She survived the orc attack and was the one who told Fero about the loss of his family - witnessed with her own eyes. Fero has continued to employ Hiltrude to keep the family house, such as it is, in some sort of shape. He doesn’t have a ton of wealth, but he pays what he can and Hiltrude lives in the home. She may now be dead with the destruction of Roslar's Coffer.
- Odger was a political figure of some status in Roslar’s Coffer when the orcs overran the place. He quickly positioned himself as a leader of the people and negotiated with the orcs, in as much as was possible. However, Fero is of the opinion that he worked with the orcs to his own gain, rather than the benefit of the people at large. He oversaw many atrocities, and Fero is of the opinion that Odger could have done more to prevent them, and failed to do so. Odger was seen by many though as a necessary evil of those days, and he remains in a position of power today - much to Fero’s chagrin!