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About FirebeardLG Dwarven Monk 2
Init: +2
Defense:
AC: 15/15/12 (+2 dex, +2 wis, +1 dodge) CMD: 19 (+2 bab, +3 str, +2 dex, +2 wis) Fort +5, Ref +5, Will +5 Defensive abilities: dodge, evasion Offense:
Speed: 30' Melee: Flurry unarmed +4/+4 (1d6+3/1d6+3) Ranged: Flurry shuriken +3/+3 (1d2+3/1d2+3) Special Attacks: flurry of blows, stunning fist (3/day, DC 13), grapple +8 Statistics:
Str: 16, Dex: 14, Con: 14, Int: 10, Wis: 15, Cha: 8 Base Atk +2; CMB +6 Feats toughness, improved grapple, dodge Trained Skills acrobatics +9, climb +7, escape artist +6, perception +8, sense motive +6, stealth +8, umd +3 Equipment:
40 shuriken 2x Sai 2x Bich'hwa Backpack
Cash: 320.55 g
Feats:
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). Improved Grapple - You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Special 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. Flurry of Blows (Ex) - 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 any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) 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 from his monk class levels 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. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. 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; see Table: Small or Large monk Unarmed Damage. 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. 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. Maneuver Training (Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Racial Traits:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision). Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Traits:
Grounded: Firebeard's training and mental communion with Kols has made the dwarf well-grounded in both body and mind. He gains +2 trait bonus on acrobatics checks and a +1 bonus to Reflex saves. Adaptive Magic: Firebeard doesn't trust magic, and never has. But, since becoming a champion of Kols, the dwarf has had his share of divine and arcane mishaps. He finally learned to control a few wands, and maybe a trinket or two, but he never really likes doing it. He gains +1 bonus on on K. Arcana and UMD checks, and UMD is a class skill.
Background:
"What's t' tell about me childhood tha' ye really wanna hear? D' ye really wanna hear about me ma an' da gettin' butchered by demons on th' road t' Brunderton? Or mebbe tha' time when I got beat bad by them other kids fer talkin' funny? Mebbe it be amusin' t' ye t' hear th' story of th' weasel an' the barrel? Keep yer wonderin' t' yerself, longshanks. There be only one story in me life tha' truly matters, and tha' be centered around Kols." "Have ye heard of Kols, longshanks? He's th' Faithful one, Oath-Keeper an' Law-Binder. He's not one fer fightin' battles like his father, Torag, but fer keepin' oaths an' responsibilities. Aye, I know him well-enough, though not in me younger days. Back then I was a merc, sellin' me hammer for gold an' not carin' a whit about the consequences. Me name was Karkarathilandenodontius, but I'd answer to 'dwarf' as well as any other name. Gave up me name and gave up me honor, I had. Aye, an full up to me nose in meself I was; not carin' fer dwarf or family. Didnae have none, ye see; and didnae care to go look up da's family in Greathame. An' I especially didnae care to go back to th' family debt. Da was a merchant, ye see, and when th' demons got him an' ma, it saddled me with all kinds o' debt. Wanted no part o' it, so I ran." "One day, I was fightin' with th' Red Dragoons, out of Falshire, when me squad got tasked with working with a group o' greensins. Me, a dwarf, workin' alongside greenskins fer pay! Oh, it shames me now, but then it was just who I was. Anyways, on the second night, one o' them gobbos decided to slit a dwarven throat, an' I was too drunk to stop him. As I lay there, drownin' in me own blood, I heared a voice in me head. It were ol' Kols, remindin' me o' me responsibilities and the consequences o' me actions. I vowed t' right th' wrongs and serve him fer eternity in atonement. He tol' me eternity'd have t' wait. He wanted me t' be his mortal champion, servin' as no other dwarf would, his Hands an' Feet in the mortal world." "When I awoke, the greenskins had moved on, apparently thinkin' I was dead. This scar was thick aroun' me healed throat, and all of me weapons and gear were gone. Across th' clearing, a withered old human woman was sittin' cross-legged, holding herself in th' air by a single finger. What power was holdin' her in the air, I wondered, as she simply watched me. Then, in a husky voice - surprisin' fer such a small woman - she said 'Well met, Firebeard! I am Dirisha. It appears that our Lords got together and planned a cosmic prank. For I am to be your teacher, and you are to learn the way of the Foot and Hand." "She took me t' her temple, where there were people of all races doin' unnatcheral things. Some were standin' on the points o' spears, while others were climbin' bare walls withou' ropes or pitons. There were even a pair throwin' bits o' metal inta a target dummy. Not a decent warhammer, with heft and power behind it, but thin bits o' metal...and they were throwing about a hunnert at a time! Never seen anythin' like it before, and weren't too sure I wanted any part o' it. But, I had given me life t' Kols, and he had set me on this path." "Four years I studied there under Dirisha. Four long years. And durin' that time I learned the ways o' the monk. Discipline over mind an' body were th' hardest. An' fightin' empty hand like. 'Ain't natcheral fer a dwarf' I said, but I kept at it. An' Kols revelead the path t' me. T' be Torag's champion meant battle axes an' hammers, roarin' battle and drunken peace. But Kols's champion would be one o' balance. Actions begat consequences. Agreements should be adhered t'. An' th' easist way t' make yerself heard an' noticed is often t' stand out. So, I learned t' throw them bits o' metal, an' break stone with me hands, an' a hunnert other things that no dwarf would want t' know." "Been all aroun' Golarion, havin' come so very far. Kols himself leads me hither an' yon, ne'er carin' what I think about it. Led me near t' me death in the hills not far from here. Buncha orcs got th' drop on me an' the folk I were travelin' with. Kilt a few, but then got stuck on the wrong end o' a spear. Then th' strangest thing ye ever saw happened. An elf she were, boundin' an' weaving like Dirisha her own self. Kilt th' orc an' healed me wounds. An elf she were, an' the enmity 'tween her folk and mine was gone th' moment she threw herself int' harm's way fer me. "An' now I'm here, though himself's not told me why, though he hinted tha' a new place needed an example o' responsibility. All I knows fer sure is this: Kols saved me fer service, an' to follow through on promises I made...an' that's what I intend t' do."
Description:
In his early 60s, Firebeard is not built like most other dwarfs. Taller than most, and with a lean build, he doesn't resemble the stocky fireplug of a dwarf that most people think of. His hair is bright red, and his long beard is braided in an intricate fashion. His face is smooth, but beneath the beard the wicked-looking scar from a goblin's knife can be seen on his throat. It is difficult to imagine how he could have survived the slash.
Personality:
Gruff and brash in his youth, Firebeard has a more contemplative nature since Kols revived him and took him as Champion. There is a serenity about him that is unusual for a dwarf, a sense of balance and responsibility foreign to most of his race, though below the surface his dwarvish tendencies lurk, waiting to burst forth. Firebeard, as he is known to all, makes friends easily with all - including greenskins - and strives to show Kols' ideals in all aspects of his life. Unlike many lawful clergy and monks, he doesn't attempt to proselytize, simply show the "rightness" of Kols' ideals through his life and solicitied advice.
[spoiler=Progresison] Level 3: HP: 1d8 + 2 ⇒ (4) + 2 = 6
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