Jarl of the North Wind

Frakdar Stonefist's page

318 posts. Alias of Tirion Jörðhár.

Full Name

Frakdar Stonefist


Dwarf(Ouat Caste)


Monk of the Four Winds/5




M - 4' 1" - 185 lbs.






Common(Taldan), Dwarvish

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 18
Charisma 8

About Frakdar Stonefist

+6 Initiative (+2 Dex, +4 Feat)
+3 BAB --> or level for FoB and CMD

+8 CMB (+5 BAB, +3 Str) (+2 Improved Grapple)
+25 CMD (+5 BAB, +3 Str, +2 Dex, +4 Wis, +1 Monk, +10) (+4 vs bull rush/trip if on ground) (+2 vs Grapple, Improved Grapple)

+6 Unarmed Strike [+3 BAB, +3 Str) Damage: 1d8+3 (+3 Str)]

Furry of Blows [(+6/+6 --> +5/+5 BAB, +3 Str, -2 FoB Penalty) Damage: (per weapon used)]

+6 Kama [+3 BAB, +3 Str) Damage: 1d6+3 (+3 Str)] (+2 trip)
+6 Nunchaku [+3 BAB, +3 Str) Damage: 1d6+3 (+3 Str)] (+2 disarm)
+6 Siangham [+3 BAB, +3 Str) Damage: 1d6+3 (+3 Str)]

+5 Shuriken [+3 BAB, +2 Dex) Damage: 1d6+3 (+3 Str) (Range 10')]
+5 Crossbow [+3 BAB, +2 Dex) Damage: (1d8) (Range 80')]

+1 attack vs orc/goblinoid
Current hp: 37

Max hp: 37 (+8, +5, +5, +5, +4; +10 Con)
AC 18 [+4 Wis, +2 Dex, +1 Monk, +1 Bracers, +10] (+4 vs giants)
Flatfoot AC 16 [+4 Wis, +1 Monk, +1 Bracers, +10]
Touch AC 18 [+4 Wis, +2 Dex, +1 Monk, +1 Bracers, +10]

+7 Fort (+4 base, +2 Con, +1 Cloak) (+2 vs poison, +2 vs spells & spell like abilities)
+8 Ref (+4 base, +2 Dex, +1 Trait, +1 Cloak)(+2 vs spells & spell like abilities)
+9 Will (+4 base, +4 Wis, +1 Cloak)(+2 vs enchantment spells & effects(monk) (+2 vs spells & spell like abilities(dwarf))

+1 vs. fire(trait)
+2 vs Poison, Spells and Spell like Abilities (dwarf)
+2 vs enchantment spells and effects (monk)

Special Abilities

Elemental Fist: 5/5 - +2d6 fire damage
Flurry of Blows --> +3/+3
Evasion - no damage if save made
Scorpion Style - reduces enemy movement to 5'
Slow Fall
High Jump
Purity of Body - Immune to Disease
Ki Points 5/5
Snake Style - may make Piercing Damage with unarmed strikes, may use Sense Motive in place of AC.


+9 Acrobatics (+2 Dex, Rank 4, +3 Class Skill) --> High Jump (Add Monk level for jumps)
+0 Appraise (+0 Int, Ranks 0), (+2 Appraise (non-magical items with precious metals or gems))
-1 Bluff (-1 Cha, Ranks 0)
+9 Climb (+3 Str, Ranks 3, +3 Class Skill)
+* Craft(untrained) (+0 Int, Ranks 0, +3 Class Skill)
-1 Diplomacy (-1 Cha, Ranks 0)
+* Disable Device (+2 Dex, Ranks 0)
-1 Disguise (-1 Cha, Ranks 0)
+6 Escape Artist (+2 Dex, Ranks 1, +3 Class Skill)
+2 Fly (+2 Dex, Ranks 0)
+* Handle Animal (-1 Cha, Ranks 0)
+4 Heal (+4 Wis, Ranks 0)
+3 Intimidate (-1 Cha, Ranks 1, +3 Class Skill)
+* Knowledge(Arcana) (+0 Int, Ranks 0)
+* Knowledge(Dungeoneering) (+0 Int, Ranks 0)
+* Knowledge(Engineering) (+0 Int, Ranks 0)
+* Knowledge(Geography) (+0 Int, Ranks 0)
+4 Knowledge(History) (+0 Int, Ranks 1, +3 Class Skill)
+* Knowledge(Local) (+0 Int, Ranks 0)
+* Knowledge(Nature) (+0 Int, Ranks 0)
+* Knowledge(Nobility) (+0 Int, Ranks 0)
+* Knowledge(Planes) (+0 Int, Ranks 0)
+4 Knowledge(Religion) (+0 Int, Ranks 1, +3 Class Skill)
+* Linguistics (+0 Int, Ranks 0)
+11 Perception (+4 Wis, Ranks 4, +3 Class Skill)(+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.
-1 Perform(untrained) (-1 Cha, Ranks 0, +3 Class Skill)
+* Profession(untrained) (+3 Wis, Ranks 0, +3 Class Skill)
+6 Ride (+2 Dex, Ranks 1, +3 Class Skill)
+11/+13 Sense Motive (+4 Wis, Ranks 4, +3 Class Skill) (+2 if using Snake Style)
+2 Sleight of Hand (+2 Dex, Ranks 0)
+* Spellcraft (+0 Int, Ranks 0)
+9 Stealth (+2 Dex, Ranks 4, +3 Class Skill)
+4 Survival (+4 Wis, Ranks 0)
+7 Swim (+3 Str, Ranks 1, +3 Class Skill)
+* Use Magic Device (-1 Cha, Ranks 0)

Each level skill points gained = 4/5 (4(Monk) +1 (if FC))


• Deft Dodger - +1 Reflex Saves.
• Desert Child - You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.


Improved Unarmed Strike(Monk Feat) -
Elemental Fist(Monk Feat) -
Combat Reflexes(1st Level) -
Scorpion Style (2nd Level Monk Extra Feat) -
Improved Grapple (Monk Extra Feet) -
Improved Initiative (3rd Level) -
Snake Style (5th Level) -

Weapon Proficiency(Monk):club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Weapon Proficiency(Dwarf): Battleaxes, Heavy Picks, Warhammers, "dwarven" weapons.


Size: Medium
Speed: 30' -- 20'(dwarf) + 10'(monk) --> never slowed by armor or encumbrance
Ability Bonuses: +2 Con, +2 Wis, -2 Cha
Senses: darkvision (60 feet.)
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Racial Skill Bonuses: +2 Appraise (non-magical items with precious metals or gems)
Hatred: +1 attack vs. orc and goblinoid subtypes
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: +4 racial bonus on CMD vs bull rush and trip while standing on the ground.
Stonecunning: +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.
Languages: Common, Dwarven.

Leveling/Stat Info:

Favored Class: Monk
Lvl 1 (Skill +1)
Lvl 2 (Skill +1)
Lvl 3 (Skill +1)
Lvl 4 (Skill +1)
Lvl 5 (Skill +1)
+1 Str at level 4

+2 Wis - Headband


Class Features

Weapon and Armor Proficiency: 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 (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 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.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Monk of the Four Winds
The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

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.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th 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 + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. 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, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Slow Time (Su): At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

[i]Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Aspect Master (Su): See APG

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Immortality (Su): See APG


Chakra - Stahl Brustkorb --> +1 Natural Armor

Chakra action - Kündigung Schlag --> when using unarmed combat or a monk weapon and a crit is confirmed, may as a Swift Action increase the power of the strike to increase the damage by 1x, 2x @ level 12, 3x @ level 18. (i.e., 2x become 3x for levels 1-11, becomes 4x for levels 12-17, and becomes 5x for levels 18+). Once this power is used, the monk must wait 1 minute before he may make another increased critical. This is a slight change from what I had before, but I do not think is all that different.

Maneuver - Umgekehrt und Merkt - when performing a grapple, if you beat the enemies CMD by 5 or more, may make an immediate attempt to pin the person.


Arms, Armor, and Clothing
Monk's Outfit, 2 lbs.

Kama - 2 lbs.
Nunchaku - 2 lbs.
Siangham - 1 lbs.

Crossbow, Light 4 lbs.
20 Bolts - 3 lbs. (3lb/20)
20 Bolts, Silver - 3 lbs. (3lbs/20)

Headband of Inspired Wisdom +2
Cloak of Resistance +1
Bracers of Armor +1

Potion of CLW(CL1) x5
Potion of Mage Armor(CL1) x3
Potion of Magic Fang(CL1) x2
Potion of Shield(CL1) x2

36 lbs

In Backpack

Backpack, 2 lbs
Oil, Flask, 1 lbs.
Climbing Kit, 5lbs
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin x3, 12 lbs

23 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
920 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 59 lbs

Light Load: x < 66 lbs.
Medium Load: 67 < x < 133 lbs.
Heavy Load: 134 < x < 200 lbs


Frakdar is of average height for a dwarf, but has gained the almost golden skin color which is common among the Pahmet dwarves of southern Osirian. His head is completely shaven, however the distinguishing feature is his beard which is much shorter than most dwarves. He has learned to keep it this way as he found a long and unkept beard frequently impaired his freedom of movement. Frakdar's beard is bright red and he tends to keep it carefully bound with a leather cord which is weaved through it is a pattern which reflects the holy symbol of Torag to whom Frakdar pays homage.

When traveling and working, Frakdar carries minimal equipment, generally only carrying a satchel of shurikens, his nunchaku, his siangham, and his kama. Frakdar wears simple robes and wears a small backpack with his few possessions.


Nearly five generation ago, Frakdar's great-great-great grandfather was among the dwarves who were delving in the deepest parts of the mines of Tar-Urkatha. He stood with his brethren and sadly was one of the first dwarves to be overcome by the creeping undeath. As the undead in the mine became stronger and stronger, the dwarves of Tar-Urkatha were forced to flee. Some went south and joined the dwarves of the Shattered Range. Many travelled north, across the Inner Sea to the Five Kings Mountains and other dwarven strongholds of the north. And a few families headed north across the Brazen Peaks to join the Pahmet dwarves of southern Osirion. The Stonefist family was among this last group who migrated to Osirion.

For five generations, the stories of the platinum mines of Tar-Urkatha have been passed down from father to son and mother to daughter in expectation that the family would someday lead a return to Tar-Urkatha and the defeat of the undead and darkness therein. In addition to the Stonefist family, several other dwarven clans also migrated north to Osirian. Despite nearly six centuries away from their ancestral homelands, these families continue to band together in preparation for the day when they will all be able to return to their homes beneath the earth. This group of families refers to itself as the Fire Hammers in reference to both the hot arid land in which they live as well as their preferred weapon. Every ten years, representatives from the various families and clans displaced across the Inner Sea when Tar-Urkatha was overrun meet at one of the adopted homes to assure that no descendant of those chased away by the creeping undeath ever forgets the mines and their heritage. These meetings are referred to among the dwarves as simply The Return.

Fifteen years ago, Frakdar was allowed to take time from his monastic studies and accompany his grandfather who was representing the Fire Hammers to one of these dwarven gatherings. During this time, he heard many stories of the grandeur of Tar-Urkatha and of the platinum which had been mined there. While at the meeting, Frakdar met an elderly dwarf who spoke about a promise made to his father to reclaim the mines, and that the elderly dwarf had promised his father to one day return to Tar-Urkatha. Hearing the elderly dwarf's resolve, Frakdar vowed that if the elderly dwarf called upon Frakdar, Frakdar would be the first to answer the elderly dwarf's call to lead the return. Frakdar solemnly vowed that when chance arose, he would be the first to volunteer to begin the return to Tar-Urkatha and to combat the evil dwelling therein.

Although the Stonefist family is generally renown for its masterful stone carvings and stonework, Frakdar found his calling in the martial arts. Among the Pahmet dwarves is a caste of warriors called the Ouat caste. The Ouat caste focuses not on normal weapon and armor training as do most dwarven fighters and clerics, rather, the Ouat caste teaches its disciples to master the use of their minds and bodies so that the dwarf becomes the weapon. For nearly thirty years, Frakdar has studies with the masters of the Ouat caste and has frequently, as the Ouat caste are know to do, worked as a personal bodyguard to powerful Osirian mages.

Unlike many of his brothers, Frakdar refused to bind himself to any one mage or lord, but rather worked more as a bodyguard for hire. He made this choice as he had a dream as a young child of leading the return to Tar-Urkatha. As an ardent believer in the need to follow laws and rules, Frakdar knew that if he were bound to a lord or mage, he would be unable to break the employment contract and lead the return to Tar-Urkatha when the opportunity arose. Thus, for many years, Frakdar has served as a bodyguard and protector to many different employers including visiting dignitaries and others of import, but never has he agreed to be employed for an extended period.

Recently, just as his childhood dream had foretold, Frakdar received notice that the elderly dwarf who he had met at the dwarven conclave fifteen years earlier was planning on funding a mission to the fabled mines. Upon hearing this, Frakdar immediately informed his family and other members of the Fire Hammers as well as his masters with the Ouat caste, and set forth to free Tar-Urkatha from its invaders.