Sajan

Heto Rohen's page

60 posts. Organized Play character for redcow80.


Full Name

Heto Rohen

Race

Human

Classes/Levels

Monk/2 (HP 15/15 | AC:17 | T:17 | FF:14 | CMB: +4 | CMD:20 | Fort:+4 | Ref:+6 | Will:+6 | Init:+3 | Perc: +8 | Stealth:+7 | Speed 30)

Gender

Male

Size

Medium

Age

26

Special Abilities

Traits: Undead Slayer and Subject of Study: Undead

Alignment

Lawful Neutral

Deity

Pharasma

Location

Ustalav

Languages

Common

Occupation

... Monking it up

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

About Heto Rohen

Name: Heto Rohen
Race: Human
Classes: Monk2
Hit Points: 15
Experience: 2000 / 5000
Alignment: Lawful Neutral
Speed: Walk 30 ft.
Languages: Common

Stat Score Mod
STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 8 (-1)

-------------------- Special Abilities ---------------------
Flurry of Blows
You can make a flurry of blows as a full-attack action.
When doing so, you may make one additional attack using
any combination of unarmed strikes or attack with a special
monk weapon (kama, nunchaku, quarterstaff, sai, shuriken,
and siangham) as if using the Two-Weapon Fighting feat. For
the purpose of these attacks, your base attack bonus is
equal to your monk level. For all other purposes, such as
qualifying for a feat or a prestige class, you use your
normal base attack bonus

AC Bonus
 When unarmored and unencumbered, you add +3 to your AC and
your CMD. These bonuses apply even against touch attacks
or when you are flat-footed. You lose these bonuses when
you are immobilized or helpless, when you wear any armor,
when you carry a shield, or when you carry a medium or
heavy load.

Evasion
You can avoid damage from many area-effect attacks. If
you make a successful Reflex saving throw against an
attack that normally deals half damage on a successful
save, you instead take no damage. Evasion can only be used
if you are wearing light armor or no armor. If you are
helpless, you do not gain the benefit of evasion.

-------------------------- Feats ---------------------------
Agile Maneuvers
You add your Dexterity bonus to your base attack bonus and
size bonus when determining your Combat Maneuver Bonus
(see Chapter 8) instead of your Strength bonus.

Crushing Blow
After a successful full round stunning fist attack the
targets AC is lowered by your Wisdom modifier

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.

Improved Unarmed Strike
Considered armed when unarmed, does not provok AOO while
fighting unarmed, unarmed can do lethal or nonlethal dmg.

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.

Stunning Fist
You must declare that you are using this feat before you
make your attack roll (thus, a failed attack roll ruins the
attempt). Stunning Fist forces a foe damaged by your unarmed
attack to make a Fortitude saving throw (DC 14), 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. You may attempt a stunning attack once per
day for every four levels you have attained (but see Special),
and no more than once per round. Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned. [Paizo Publishing - Core
Rulebook, p.135]

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 7 1.0 3 3
Appraise 0 0.0 0 0
Bluff -1 0.0 -1 0
Climb 6 1.0 2 3
Craft (Untrained) 0 0.0 0 0
Diplomacy -1 0.0 -1 0
Disguise -1 0.0 -1 0
Escape Artist 7 1.0 3 3
Fly 3 0.0 3 0
Heal 3 0.0 3 0
Intimidate 3 1.0 -1 3
Knowledge (History) 4 1.0 0 3
Knowledge (Religion) 4 1.0 0 3
Perception 8 2.0 3 3
Perform (Untrained) -1 0.0 -1 0
Ride 3 0.0 3 0
Sense Motive 7 1.0 3 3
Stealth 7 1.0 3 3
Survival 3 0.0 3 0
Swim 6 1.0 2 3

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 17 / 17 / 14
Initiative: +3
BAB: +1
Melee tohit: +3
Ranged tohit: +4
CMB: +4 (+6 grapple)
CMD: 20 (22 vs grapple)

Fortitude: +4
Reflex: +6
Will: +6

Unarmed attack:
to hit: +3
damage: 1d6+2
critical: 20/x2

Sword (Temple):
to hit: +3
damage: 1d8+2
critical: 19-20/x2
special properties: May be used to perform a flurry of
blows (pg. 145), May be used to make trip attacks (pg.145)

Quarterstaff:
to hit: +3
damage: 1d6+3
critical: 20/x2

Shuriken:
to hit: +4
damage: 1d2
critical: 20/x2
range: 10 ft.
special properties: May be used to perform a flurry of
blows (pg. 145)

Flurry of Blows: unarmed / temple sword / Shuriken
to hit: +2/+2 / +2/+2 / +3/+3
damage: 1d6+2 / 1d8+2 / 1d2
critical: 20/x2 / 19-20/x2 / 20/x2

------------------------- Equipment ------------------------
16 GP 5 SP

Name QTY LBS
Sword (Temple) 1 3lbs
Unarmed Strike 1 0lbs
Outfit (Monk's) 1 2lbs
Flurry of Blows 1 0lbs
Quarterstaff 1 4lbs
Shuriken 30 3lbs
Backpack (21 lbs.) 1 2lbs
Flint and Steel 1 0lbs
Rations (Trail/Per Day) 5 5lbs
Rope (Hemp/50 ft) 1 10lbs
Waterskin (Filled) 1 4lbs
Total weight carried: 33
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175