About Fursin D'UrighPhysical Description:
Combat Statistics:
Hit Dice: 1d8+2d10+6
Initiative: +5 = 3(dex) +2(trait) Armor Class: 19 = 10(base) +3(studded leather) +3(dex) +1(dodge) +2(deflection) Touch AC: 16 Flat-Footed AC: 15 Speed: 30ft, Fly 30ft (good) Senses: +7 Perception, Darkvision 60ft. Immunities: Popison, Sleep, Stun Fortitude: 9 = 5(class) +2(con) +2(luck)
BAB: +2
Attacks:
Monk Abilities:
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 are 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. 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:
Stunning Blow: 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.
Brawler (Shield Champion) Abilities:
Brawler's Cunning: If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.
Brawler's Flurry: Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
Air-Infused Half-Orc Racial Abilities:
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Darkvision: Half-Orcs can see perfectly in the dark for up to 60 feet. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Moderate Air-Infusion: Immune to poison, sleep, and stun effects, cast endure elements 1/day as a spell-like ability. Fly at normal movement rate (good maneuverability), gust of wind and obscuring mist 3/day as spell–like abilities, +2 deflection AC bonus. Spell-Like Abilities:
Endure Elements 1/day [1/1]
Gust of Wind 3/day [3/3] Obscuring Mist 3/day [3/3] Feats/Traits:
Traits:
Trait: Reactionary (+2 to initiative) Trait: Fate's Favored (increase luck bonuses by 1) Trait: Carefully Hidden (+1 on will saves) Drawback: Power-Hungry (-2 on Will saves vs charm/compulsion if offered wealth or power) Feats:
Skills:
Background Skills: 6 ranks
+6 Craft(Armor): 3(ranks) +0(int) +3(trained) +5 Profession(Cook): 1(ranks) +1(wis) +3(trained) +4 Perform(Wind): 2(ranks) -1(chr) +3(trained) Adventuring Skills: 14 ranks = 12(class) +2(FCB)
Equipment/Money (need to finalize gear and money):
Money:
4000gp sp cp Worn/Carried:
Belt Pouch (0.5lbs) (total: 0.5 lbs)
MW Backpack (4lbs) (total: 42lbs)
Carrying Capacity:
Backgound:
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