Primal Companion Hunter

Gad’larr Fireblood's page

857 posts. Alias of Jeremy Clements.


Full Name

Gad’larr “Gad” Fireblood

Race

Half-Orc

Classes/Levels

Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Gender

Male

Languages

Common, Orc, Draconic, Vudrani, Ignan, Aquan

About Gad’larr Fireblood

Short Cuts:

[dice=Perception]1d20 + 11[/dice]

[dice=Stealth]1d20 + 11[/dice]

[dice=Appraise(Unskilled)]1d20 + 1[/dice]

[dice=Knowledge(Local)]1d20 + 6[/dice]

[dice=Profession (Sailor)]1d20 + 11[/dice]

[dice=Acrobatics]1d20 + 11[/dice]

[dice=MW 9 Ring Sword]1d20 + 12[/dice]
[dice=Damage]1d8 + 4[/dice]

[dice=Unarmed Strike]1d20 + 11[/dice]
[dice=Damage (Magic)]1d8 + 8[/dice]-Includes Dragon Style!
+ Flurry!
[dice=Unarmed Strike]1d20 + 11[/dice]
[dice=Damage (Magic)]1d8 + 6[/dice]-Includes Dragon Style!
+ Iterative
[dice=Unarmed Strike]1d20 + 6[/dice]
[dice=Damage (Magic)]1d8 + 6[/dice]-Includes Dragon Style!
*When you score a critical hit or a successful Stunning Fist attempt against an opponent while using Dragon Syle, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

+Stunning Fist!
Fort DC:15
*At 4th level, the monk can choose to make the target Fatigued instead of Stunned.

[dice=Shuriken!]1d20 + 9[/dice]
[dice=Damage ]1d2+4[/dice]
+ Flurry!
[dice=Shuriken!]1d20 + 9[/dice]
[dice=Damage ]1d2+4[/dice]
+ Flurry(Iterative)!
[dice=Shuriken!]1d20 + 4[/dice]
[dice=Damage ]1d2+4[/dice]

--------------

[dice=+1'Shock' Shuriken!]1d20 + 9[/dice]
[dice=Damage(+Ligtning Damage)]1d2+4+1d6[/dice]
+ Flurry!
[dice=1'Shock' Shuriken!]1d20 + 9[/dice]
[dice=Damage(+Ligtning Damage)]1d2+4+1d6[/dice]
+ Flurry(Iterative)!
[dice=S1'Shock' Shuriken!]1d20 + 4[/dice]
[dice=Damage(+Ligtning Damage)]1d2+4+1d6[/dice]

Ki:

Ki Abilities

Ki Pool (Su)
*At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of
overcoming damage reduction.

*At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming
damage reduction.

*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 as a swift action, a monk can make one additional unarmed strike at his
highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks
gained from flurry of blows, as well as those from haste and similar effects. 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.

Ki Powers
*Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

*Elemental Fury(Su): Gad can spend 1 point from his ki pool as a swift action to imbue his natural attacks with +1d6 points of Fire, for a number of rounds equal to 1/2 his monk level.

Group Funds/Treasure Found:

Current Group Funds: 991gp 2 sp and 5cp

Bought a standard 4th level scroll of Restoration @800gp (Group treasure)

Gad’larr “Gad” Fireblood:

______________________________________
Gender/Race Male ½ Orc
Age 20
Alignment/Class LN Unchained Monk 6
Init +2; Senses Darkvision (60 ft.)
Perception +10, Survival +10
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
*Stunning Fist
6/Day; Fort DC:15 (10+ 1/2lvl+ Wis)
*Deflect Arrows
1/round you may deflect a ranged weapon hit so that you take no damage.
*Extra ki Attack:
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack
bonus when making a flurry of blows attack.
*Ki Power
Elemental Fury!(Su): Spending 1 point from his ki pool as a swift action to imbue his natural attacks with +1d6 points of Fire, for a number of rounds equal to 1/2 his monk level.
__________________________________________
DEFENSE
_____________________________________________
AC 19, touch 16, flat-footed 16
(+1 Armor, +2 Dex, +3 Monk, +1 Dodge, +2 Natural)
Mobility: +4 AC w/AoO provoked from moving through threatened areas.

Hp 68 (+3 Favored Class)

Temp hp [ ]

Fort +7, Ref +8, Will +5
*Still Mind: +2 bonus on saving throws against enchantment spells and effects.
*Evasion (Class Feature)
*Dragon Style: +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects while using the style.
*Purity of Body: a monk gains immunity to all diseases, including supernatural and magical diseases.

~Ki Pool(Su): 1/2 his monk level + his Wis (5 Points)

_____________________________________________
OFFENSE
_____________________________________________
Speed 50 ft. (Includes +20 from Fast Movement)

Melee
+11/+6 Unarmed Strike (1d8+4/x2/Magic Attack) (+Flurry)(+2.0 Damage for Dragon Style)
+12/+7 MW Broadsword, Nine Ring (1d8+4/x3) (+Flurry)
+11/+6 Dagger (1d4+4/19-20/x2)

Ranged
+9/+4 Dagger (1d4+4/19-20/x2)
+9/+4 Shuriken (1d2+4/x2)(+ Flurry)

Special Attacks
Stunning Fist: Stunning Fist forces a foe damaged by your unarmed
attack to make a Fortitude saving throw (DC 10 + 1/2 your character
level + your Wis modifier), in addition to dealing damage normally. A
defender who fails this saving throw is stunned for 1 round (until just
before your next turn). A stunned character drops everything held,
can’t take actions, loses any Dexterity bonus to AC, and takes a –2
penalty to AC. A 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, the monk can choose to make the target fatigued.
~When you score a critical hit or a successful Stunning Fist
attempt against an opponent while using Dragon Syle, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength
bonus.
_____________________________________________
STATISTICS
_____________________________________________
Str18, Dex14, Con13, Int 12, Wis 14, Cha 12

Base Atk+7/+2; CMB +11 ; CMD 26

Feats
~Class Bonus: Imp. Unarmed Strike, Stunning Fist
~1st Level Monk Bonus Feat: Dodge
1st Level Feat: Ironhide (+1 Natural Armor)
~2nd Level Monk Bonus Feat: Deflect Arrows (1/rd with 1 hit from a
ranged weapon, you may deflect it so that you take no damage)
3rd lvl Feat: Dragon Style Feat
5th lvl Feat: Dragon Ferocity
6th lvl Bonus: Mobility
7th lvl Hammer the Gap

Racial Traits
*Intimidating: Half-orcs receive a +2 racial bonus on Intimidate
checks due to their fearsome nature.
*Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck
bonus on all saving throws. This racial trait replaces orc ferocity.
*City-Raised: City-raised half-orcs are proficient with whips and
longswords, and receive a +2 racial bonus on Knowledge (local) checks.
This racial trait replaces weapon familiarity.
*Orc Blood: Half-orcs count as both humans and orcs for any effect
related to race.

Traits
*Iron Control (Half-Orc raised by Humans): You learned the hard way
that expressing the rage you inherited from your orc blood exacerbates
humans' fearful and hostile reactions to you; after years of effort,
you've mastered self-control and buried your anger deep. Whenever
you're confused and roll to determine behavior in a given round,
subtract 10 from the result.
*Outcast (Half-Orc): Driven from town after town because of your
heritage, you have become adept at living apart from others.You gain a
+1 trait bonus on Survival skill checks, and Survival is always a
class skill for you.
____________________________________________
SKILLS
____________________________________________
Skills 28 Points (4/lvl +1 Int/lvl +4 For favored Class)
Acrobatics +11
*Intimidate +10
*Knowledge (Religion) +8
*Knowledge (Local) +6
Perception +11
Stealth +11
*Survival +10
*Sense Motive +9

Background Skills 6 Points (2 Points/lvl)
*Profession (Sailor) +11
Knowledge (History) +9
*Linguistics +4 (+Vudrani, Ignan, and Auqan)
Languages Common, Orc, Draconic, Vudrani, Ignan, Auqan

____________________________________________
SPECIAL QUALITIES
____________________________________________
Flurry of Blows:At 1st level, a monk can make a flurry of blows as a
full-attack action. When making a flurry of blows, the monk can make
one additional attack at his highest base attack bonus. This additional
attack stacks with the bonus attacks from haste and other similar
effects. When using this ability, the monk can make these attacks with
any combination of his unarmed strikes and weapons that have the monk
special weapon quality. He takes no penalty for using multiple weapons
when making a flurry of blows, but he does not gain any additional
attacks beyond what's already granted by the flurry for doing so. (He
can still gain additional attacks from a high base attack bonus, from
this ability, and from haste and similar effects).

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom
bonus (if any) to his AC and 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.

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

Style Strike (Ex)

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes
as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th
level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the
attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can
be a different type. The monk can choose from any of the following strikes.

*Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his
fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the
end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes
an attack of opportunity as normal. The attack made after the movement must be a kick.

Dragon Style Feat(Combat)

You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects.
You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can
add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity (Combat)

Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength
bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also
shaken for a number of rounds equal to 1d4 + your Strength bonus.

____________________________________________
EQUIPMENT AND GOLD Average Starting:
____________________________________________
Money: 71gp,2sp, 8cp
+1791gp 2 sp and 5cp -1500gp +1500gp -1440gp -9gp

Broadsword, Nine Ring
Dagger x2
Shuriken x9
+1 'Shock' Shuriken are 160 gp each (since they are enchanted as ammunition)...so I will get 9 of them made for 1440gps

Gear
Monk’s Outfit
Monk Kit: Weight 22 lbs: This kit includes a backpack, a belt
pouch, a blanket, rope, soap, torches (10), trail rations (5 days),
and a waterskin.

Bracers of Armor +1 (wearing)
Potion of Cure Light Wounds (x2)

Personal note written by Gad'larr's parents.

-Silver Holy Symbol of Irori
-Manacles
-4x Sunrods
-Exotic Gold Dagger (Jalmeray or Vudra? 5000gp?)

*300 gp to turn his 9-ring sword into a Master-Work weapon w/Vivian.
*400 gp for a 'Tree' Feather Token
*450 gp for a 'Swanboat' Feather Token
*50 gp for an 'Anchor' Feather Token
*50 gp for a Potion of 'Protection from Evil'
*50 gp for an Oil of 'Bless Weapon'
*100gp for Holy Water (25 each x4)
*100gp for Tattoo of Mage Armor (1st Level)

Amulet of Natural Armor +1(Dragon ?type? Scales)
two of the biggest dragon claws
Horn of fog
4 Flasks of Alchemist's Fire

+1x Potion of cure moderate wounds

____________________________________________
APPEARANCE
____________________________________________
Height 6’ 4”
Weight 250lbs
Eye Color Blue
Hair Color Greenish (Shaves his head bald)
Region of Origin Unknown/Nirmathas/Jalmeray
Deity Irori

5 Points:

1. Strength and Control are Gad’s motto in life.
Strength of Will and Body. Control of Mind and spirit.

2. He feels his worship of Irori saved his life
in more ways than one. He always trusts the god's word
immediately.

3. After leaving Kassin when he was 15 he wandered
(penniless) for nearly a year before arriving at Jalmeray
while serving as a deckhand on s ship. The Vudrani and the
houses of Perfection changed his entire life.

4. Survival is good, but it is not everything.
Knowing and challenging your true self…is everything.

5. Returning to Kassin as a qualified "success" has been
a dream of his since leaving it. However, he is currently feeling
the guilt of abandoning his adopted family. He only hopes they
accept his return for what it is: Temporary.

2 Goals:

1. Perform the Crypt of Everflame ceremony. Gad has longed to
do so since he was a child and only recently returned to Kassin to
specifically do so.

2. To prove to any town he passes through (especially Kassin)
that Gad is not a monster or savage creature at heart. To prove he
is of worth and benefit to any society that accepts him.

2 Secrets:

1. (PC Keeps)He took the blame for many things that happened in town
as a child because of a girl he liked(she did the acts herself but
blamed him for them…). Her name is Merelda and she is now married to a
local farmer and has several kids of her own now. These "pranks" are
one of the main reasons the town disliked him, but he felt his heritage
only made any protests he might have made as good as as useless.

2. (Kept from PC) He is the offspring of two famous Half-Orcs from the
Mendevian crusades at the Worldwound (Both died fighting demons)rather
than a human and an Orc. Gad's adopted father brought him back to
Nirmathas after their death and married his childhood sweetheart
raising Gad as their own.

People:

1. His adoptive parents. Jessa and Hank (Humans) with big
hearts that took Gad in as a child.

2. Merelda (old love interest-see secrets)

3. The town bully who has grown up to be the town Deputy
Sheriff (or constable?). They still hate each other with a
passion and he often gets harassed by the man since his return.

3 Memories:

1. The day he left town as a teenager (15 years old). There
was a small fire after a town celebration and he was afraid
he would be blamed for it. So he left without saying goodbye
and without a penny to his name.

2. Discovering Irori and self-perfection. He actually cried that
day. There is a first time for everything right?

3. The sea voyage to Jalmeray, where he nearly died. This left
him with a personal feeling of being re-born.

Fear/Paranoia:

He only truly fears losing his precious self-control. He fights his
own chaotic nature daily in order to maintain this control. But he
always fears his orcish side deeply, despite the various racial
advantages it brings in his life.

Description:
Gad'larr is a tall and muscular half-orc with pointed teeth, a shaved head, and a crude black and red dragon tattoo covering most of his chest and shoulders. He wears mostly simple garments of an eastern flavor (Jalmeray) with the front open partially revealing the strange tattoo. Gad'larr always seems to move with precision and economy, at least when observed, and he always maintains a comfortable distance from other people's personal space, most likely from habit. He seems comfortable in his own skin, but distant emotionally. On closer inspection, his blue eyes are his most striking feature, and their steady depths clearly vouch for his humanity both physically and figuratively.