Commander Pharamol

Frael's page

No posts. Organized Play character for Kobash.


Classes/Levels

Faultspawn Tiefling Maneuver Master Monk 1 | HP 10/10 | AC 17 [F 13 T 17] CMD 18 | F +4 R +6 W +5 | Init +6 | Perc +7 | Sense Motive +3

About Frael

PFS# 7162-11
Faction: Cheliax
XP: 1
PP: 2 (0 spent)
FAME: 2
.

DESCRIPTION: A slender tiefling with pale bird-like features.
RACE: Faultspawn Tiefling
CLASS/LEVEL: Maneuver Master Monk 1
ALIGNMENT: LN
INIT: +6
AC: 17 [F: 13 T: 17]
FOR: +4 REF: +6 WIL: +5
HP: 10

STR 12 DEX 19 CON 12 INT 8 WIS 17 CHA 7

BA +0 CMB +1 CMD 19
Unarmed +1 (1d6+1, x2)
Bite +1 (1d6+1, x2)
Shuriken +4 (1d2+1, x2)

SKILLS: [3 ranks]
Acrobatics 1 (+8)
Climb 1 (+5)
Perception 1 (+7)
Languages: Common (Taldane)

FEATS: Improved Trip (monk bonus), Agile Maneuvers
TRAITS: Reactionary (+2 Initiative), Life of Toil (+1 Fortitude saves)
SPECIAL: Native Outsider, Darkvision 60', Fiendish Resistance (cold resistance 5, electricity resistance 5, and fire resistance 5), Fiendish Sprinter, Maw (1d6 bite primary natural attack), Prehensile Tail (retrieve small, stowed objects as a swift action), Flurry of Maneuvers, Stunning Fist (1/day), Monk Unarmed Strike (1d6)

SCENARIO and PRESTIGE:

Ruins of Bonekeep - Level 2 1xp/2pp/500gp *pregen rewards

WEALTH and EQUIPMENT:

Starting Wealth - 150gp
Total Scenario Earnings - 500gp

Equipment Accounting
spear 2gp
kama 2gp
sling
bullets (10) 1sp
sack 1sp
scroll case 1gp
chalk 1cp
50' rope 1gp
alchemist fire x2 40gp
Total - 46.21

TOTAL Spent
CURRENT Wealth

Alternate Racial Traits:

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. (Bite Attack chosen)

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Maneuver Master (Archetype):

The maneuver master specializes in more complicated moves than simple damage-dealing strikes.

Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.

Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.

Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.

Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.

Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.

Whirlwind Maneuver (Ex): At 15th level, once per day as a full-round action, a maneuver master can attempt a single combat maneuver against every opponent he threatens, as long as the combat maneuver does not require movement. He makes a single combat maneuver check, and it applies to all targets. This ability replaces quivering palm.