Full Name |
Gunthorn Dursten |
Gender |
Male Dwarf Monk of the Lotus - HP:8/8 | Init: +1| Perc: +7 | AC: 14/14/13 | F:+3 R:+3 W:+5 |CMD: 16 |
Size |
Medium |
Age |
110 |
Alignment |
LN |
Deity |
Irori |
Location |
Absalom |
Languages |
Common, Dwarven, Goblin, Giant |
Strength |
15 |
Dexterity |
13 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
8 |
About Gunthorn Dursten
Gunthorn Dursten
LN Dwarf Male Monk of the Lotus 1
Init: +1; Perception: +7
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DEFENSE
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AC: 14, Touch: 14, Flat-footed: 13
HP: 8 (1d8)
Fort: +3, Ref: +3, Will: +5
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OFFENSE
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Speed: 20 ft.
Melee: Unarmed Strike (+2, 1d6+2, x2), Sai (+2, 1d4, x2, disarm, monk), Quarterstaff (+2, 1d6/1d6, x2, double, monk)
Ranged: Sling (+1, 1d4, x2, 50ft)
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STATISTICS
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STR: 15(+2), DEX: 13(+1), CON: 12(+1), INT: 14(+2), WIS: 16(+3), CHA: 8(-1)
BAB: +0; CMB: +2; CMD: 16
Feats: Combat Expertise
Traits: Poverty Striken, Caretaker
Skills: Climb +6, Craft (Weapons) +8, Heal +8, Knowledge(History) +6, Perception +7, Sense Motive +7, Stealth +6
Languages: Common, Dwarven, Goblin, Giant
Gear: Belt Pouch, Bedroll, Candle, Chalk, Flint and Steel, Soap, Waterskin, Sewing Needle, Explorers Outfit, Earplugs, Magnet, Marbles, Hooded Lantern, Twine 50', Silk Rope 50'
Weapons: Quarterstaff, Sai, Sling
Armor: None
Magic Items:
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TRACKED RESOURCES
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Alchemists Fire - 1/1
Antitoxin - 1/1
Holy Water - 1/1
Trail Rations - 5/5
Oil - 5/5
Bullets - 20/20
Candles - 5/5
Chalk - 5/5
Starting Wealth: 175gp
Copper: - 6
Silver: - 1
Gold: 12
Platinum: -
Gems: -
Other: -
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SPELLS
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NONE
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SPECIAL ABILITIES & Racial Traits
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Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
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 on 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 use 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.
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 is 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 Small or Large Monk Unarmed Damage on the table given below.
Bonus Feat: Deflect Arrows
Touch of Serenity: At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This ability replaces Stunning Fist.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.
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BACKGROUND AND DESCRIPTION
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Description: A dwarf, thin and dressed in a pale gray robe over light silk shirt and cotton pants. The hood of the robe is pulled up over his face which is terribly disfigured and scarred from a fire or some magical conflageration. Despite the scars his face holds a smile and his eyes seem to speak of peace, serenity, and friendliness. He carries very little except a knotted quarterstaff and a few other basic traveling items.
Background: