Summoner

Fursin D'Urigh's page

1 post. Alias of MisterLurch.


Full Name

Fursin D'Urigh

Race

Half-Orc

Classes/Levels

Monk 1 / Brawler (Shield Champion) 2 [HP 26/26 | AC 19/16/15, Fort +9, Ref +10, Will +8 | Init +5; Perception +7 | MF: 4/4]

Gender

Male

Size

6'7" 273 lbs

Age

17

Special Abilities

+7 Perception, Darkvision 60ft.

Alignment

Neutral Good

Languages

Common, Orc

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Fursin D'Urigh

Physical 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)
Reflex: 10 = 5(class) +3(dex) +2(luck)
Will: 8 = 2(class) +1(wis) +2(luck) +1(trait)

BAB: +2
CMB: +5
CMD: 18

Attacks:
Unarmed Strike: +5 melee (1d6+3, x2)

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:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

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.
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.

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).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

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.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

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.
Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

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.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

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:
Bonus Feat: Dodge
Bonus Feat: Improved Unarmed Strike
Bonus Feat: Endurance
Level 1: Combat Expertise
Brawler 2: Improved Shield Bash
Level 3: Point Blank Shot

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)
+8 Acrobatics: 2(ranks) +3(dex) +3(trained)
+3 Climb: 0(ranks) +3(dex)
+3 Escape Artist: 0(ranks) +3(dex)
-1 Intimidate: 0(ranks) -1(chr)
+7 Perception: 3(ranks) +1(wis) +3(trained)
+9 Ride: 3(ranks) +3(dex) +3(trained)
+7 Sense Motive: 3(ranks) +1(wis) +3(trained)
+6 Stealth: 3(ranks) +3(dex)
+3 Swim: 0(ranks) +3(str)

Equipment/Money (need to finalize gear and money):
Money:
4000gp
sp
cp

Worn/Carried:
Explorer's Outfit (8lbs)
Studded Leather
Waterskin (2) (8lbs)
MW Pipes (3 lbs)

Belt Pouch (0.5lbs) (total: 0.5 lbs)

  • Flint and Steel

    MW Backpack (4lbs) (total: 42lbs)

  • Bedroll (5lbs)
  • Blanket (3lbs)
  • Silk Rope (50) (5lbs)
  • Trail Rations (5 days) (5lbs)
  • Small Tent (20 lbs)
  • Sack (2) (1 lb)

    Carrying Capacity:
    Light: lbs
    Medium: lbs
    Heavy: lbs
    Max Lift: lbs
    Push/Drag: lbs

  • Backgound: