| Full Name |
Fynder Greymantle |
| Race |
Human |
| Classes/Levels |
Quing-gong Monk 11/Living Monolith 3 |
| Gender |
Male |
| Age |
39 |
| Deity |
Pharasma |
| Location |
Sothis, Necropolis of the Faithful |
| Occupation |
Caretaker of royal tombs and undertaker |
About Fynder the Constant
Fynder is a man of unknown origin. As a youth he was taken from his home land by Katapeshi slavers. However, the slave ship he was on foundered off of the Osirian shore. Fynder was saved by an Osirian galley. Fynder was then tended to on the ship by an Osirian priestes of Pharasma. After that Fynder was taken in by a cult of Pharasma priests, tenders of an old pharaonic tomb. Fynder dedicated himself to the cult and remains loyal to their teachings even as a member of the Pathfinder society.
Fynder is 6 ft. tall and weighs 180 lbs. He has grey eyes and his head is shaved. His face is covered with intricate cult tattoos which tends to put off people who do not know Fynders actual nature.
Fynder is honest to a fault and believes that the rule of law should ensure the wellfare of all people. As an Andoran and due to his own experiences, he hates slavery and slavers, though he believes in the greater good. To Fynder punishment is an integral part of justice and is not prone to leniency.
Fynder is quiet and observant. He speaks plainly and is often blunt (even rude). Fynder is a man of action and often makes up his mind quickly, causing those who do not know him to regard him as rash.
--------------------
Fynder Greymantle
Male Human (Garundi) Living Monolith 3/Monk (Qinggong Monk) 11
LN Medium humanoid (human)
Init +3; Senses Perception +23
--------------------
Defense
--------------------
AC 24, touch 24, flat-footed 22 (+2 Dex, +2 deflection, +1 insight, +9 untyped)
hp 126 (14d8+53)
Fort +15 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +13, Will +18; +2 bonus vs. sleep, paralysis, and stunning, +2 vs negative levels, death effects, and mind-affecting effects, +2 vs. enchantment spells and effects
Defensive Abilities evasion, fortification 10%, improved evasion; DR 1/adamantine; Immune disease, poison, stone blood
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 holy, keen adamantine fauchard +15/+10/+5 (1d10+19/15-20+2d6 vs. Evil) and
. . dagger +14/+9/+4 (1d4+12/19-20) and
. . unarmed strike +17/+12/+7 (2d8+17)
Ranged shuriken +13/+8/+3 (1d2+6)
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (12/day, DC 22)
Spell-Like Abilities
. . —barkskin (self only, 1 ki)
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 16, Int 10, Wis 20, Cha 7
Base Atk +11; CMB +19 (+23 grapple, +21 trip); CMD 42 (44 vs. grapple, 44 vs. trip)
Feats Combat Reflexes, Dragon Ferocity, Dragon Style, Endurance, Exotic Weapon Proficiency (fauchard), Greater Grapple, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Medusa's Wrath, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Traits anatomist, attuned to the ancestors
Skills Acrobatics +20 (+32 jump), Climb +15, Intimidate +6, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (religion) +8, Linguistics +10, Perception +23, Profession (Mortician) +9, Sense Motive +10, Stealth +13, Survival +6, Swim +11 (+15 to resist nonlethal damage from exhaustion)
Languages Azlanti, Common, Infernal, Jistka, Osiriani, Osiriani, Ancient, Polyglot, Sphinx, Tien
SQ ac bonus, fast movement, fortified flesh, ka stone, ki defense, ki pool, maneuver training, purity of body, stunning fist (stun), unarmed strike
Combat Gear oil of bless weapon (2), potion of cure light wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of darkvision, potion of fly, potion of haste, Potion of Lead Blades (x2), Scroll of Breath of Life, wand of cure light wounds, wand of cure light wounds, wand of infernal healing (50 charges), wand of mage armor (50 charges), antiplague, antitoxin, sunrod (5); Other Gear +1 holy, keen adamantine fauchard, dagger, shuriken (20), amulet of mighty fists +2, Armbands of the Brawler, belt of giant strength +4, boots of speed, cloak of resistance +3, Gauntlets of Skilled maneuver (trip), handy haversack, headband of inspired wisdom +4, ioun stone (clear spindle), ioun stone (dark blue rhomboid, cracked), ioun stone (dusty rose prism), ioun stone (dusty rose prism, cracked), ioun stone (pale blue rhomboid, cracked), ioun stone (pale ruby trillian, cracked), ioun stone (pink and green sphere, cracked), ioun stone (pink rhomboid), ioun stone (vermillion rhomboid, cracked), monk's robe, Ring of Foe Focus, ring of protection +2, Shirt of Immolation, wayfinder, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 3204 GP, 5 CP
--------------------
Experience: 39 xp; Fame: 73; Prestige: 20,
--------------------
TRACKED RESOURCES
--------------------
Antiplague - 0/1
Antitoxin - 0/1
Attuned to the Ancestors (7r, 1/day) (Su) - 0/1
Boots of speed (10 rounds/day) - 0/10
Dagger - 0/1
Ka Stone (3/day) (Su) - 0/3
Ki Pool (Su) - 0/10
Light (At will) - 0/0
Oil of bless weapon - 0/2
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/1
Potion of cure serious wounds - 0/1
Potion of darkvision - 0/1
Potion of fly - 0/1
Potion of haste - 0/1
Potion of Lead Blades (x2) - 0/1
Shuriken - 4/20
Stunning Fist (12/day) (DC 22) - 0/12
Sunrod - 0/5
Trail rations - 0/7
Wand of cure light wounds - 11/50
Wand of cure light wounds - 0/50
Wand of infernal healing (50 charges) - 0/50
--------------------
Special Abilities
--------------------
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist +1 to confirm critical hits.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Attuned to the Ancestors (7r, 1/day) (Su) 1/day, hide from undead for 7 round(s).
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/adamantine) You have Damage Reduction against all except Adamantine attacks.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Fortification 10% You have a chance to negate critical hits on attacks.
Fortified Flesh (Ex) Gain % chance to ignore crit/sneak att. +10% & +1 DR when use Ka stone.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
High Jump (+11) +11 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ka Stone (3/day) (Su) +2 to save vs neg level, death & mind affects. Swift, enlarge person self.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Know the Sands +2 to Know (geography) & Survival in Osirion.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Potion of Lead Blades (x2) Add this item to create a potion of a chosen spell.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Risen Guard +2 to Fort saves vs death and negative levels.
Scroll of Breath of Life Add this item to create a scroll with spells on it.
Slow Fall 50' Costs 0 ki point to activate.
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
Stone Blood (Ex) Immune to dam from blood loss & automatically stabilize when dying.
Stunning Fist (12/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (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 conditio
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder, dayfinder (1 @ 0 lbs) (Wayfinder, Dayfinder) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.