Duergar Hammer

Garrett Gravelbrand's page

10 posts. Alias of ScubaSteve93.


Full Name

Garrett Gravelbrand

Race

Dwarf

Classes/Levels

Monk 2 HP 20/20 | AC 17, T 17, FF 14 | Fort +5, Ref +6, Will +7 | Perc +9 | Init +4 | Stunning Fist 2/2

Gender

Male

Size

M

Age

60

Alignment

LN

Languages

Common, Dwarven

Strength 17
Dexterity 14
Constitution 15
Intelligence 8
Wisdom 18
Charisma 5

About Garrett Gravelbrand

Statistics:
Male Dwarf Monk 2
N Medium Humanoid (Dwarf)
Init +4; Senses Perception +9, Darkvision 60 ft.
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DEFENSE
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AC 17, touch 17, flat-footed 14 (+2 dex, +4 Wisdom, +1 Dodge)
hp 20
Fort +5, Ref +6, Will +7 (+4 vs spells & SLA; +2 vs poison)
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OFFENSE
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Speed 20 ft.

Melee Unarmed Strike +4 or +3/+3 (1d6+3/x2)

Ranged Shuriken +3 or +2/+2 (1d2+3/x2)(10 ft)
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STATISTICS
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Str 17, Dex 14, Con 15, Int 8, Wis 18, Cha 5
Base Atk +1; CMB +4; CMD 20 (24 vs bull rush & trip)
Traits Grounded, Reactionary
Feats Steel Soul, Improved Grapple, Deflect Arrows, Dodge
Skills (6 points; 8 class, -2 INT)
ACP -0
(2)Acrobatics +9
(0)Appraise +1 (non-magical stones and gems)
(2)Perception +9
(2)Sense Motive +9

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Acrobatics (trait)
+2 Appraise (race)

Languages Common, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Grounded: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Reactionary: You gain a +2 trait bonus on initiative checks.

Steel Soul You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

AC Bonus: 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: 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, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels 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.

Stunning Fist 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.

Evasion: 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76, Medium 77-153, Heavy 154-230
Current Load 43 lb

Money 38 GP 0 SP 0 CP
Monk's Kit 8 gp; 22 lb
20 Shuriken 4 gp; 2 lb
2 Potion of Cure Light Wounds 100 gp
4 Potion of True Strike 200 gp
4 Potion of Mage Armor 200 gp
4 Potion of Magic Fang 200 gp
4 Potion of Shield 200 gp
Masterwork Backpack 50 gp; 4 lb
10 Dwarven Trail Rations 20 gp; 15 lb

Background:

Appearance and Personality: