Oread

Hildan's page

35 posts. Organized Play character for Greenclaw.


Full Name

Hildan

Race

Oread

Classes/Levels

Monk (Manuevre Master/Student of the Stone) 3 | HP: 24/24 | AC: 18 (22 Mage Armor) | T: 17 | FF: 15 (19 Mage Armor) | CMD: 23| Fort: +4 | Ref: +5| Will: +6 (+1 Mind affecting)| Init: +2 | Perc: +9| Sense Motive: +3 |

Gender

Male

Alignment

LN

Languages

Common, Terran

Homepage URL

Hildan

Strength 18
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 16
Charisma 5

About Hildan

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Defense
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AC 18 (22 Mage Armor), touch 17, flat-footed 15 (+2 Dex, +1 Dodge, +3 Misc, +1 Natural, +1 Deflect)
hp 24 (3d8 +3 CON + 3FC)
Fort +4, Ref +5, Will +6 (+1 mind-affecting)
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Offense
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Speed 20 ft.
Melee
Unarmed Strike +6 (1d6+4/20/x2)
Manuevre +7 (+5/+5)
-Grapple +9 (+7/+7)
-Trip +9 (+7/+7)
Silver Kama +6 (1d6+3/20/x2) S, trip
Cold Iron Nunchaku +6 (1d6+4/20/x2) B, disarm
Silver Siangham +6 (1d6+4/20/x2) P
Sai (x2) +4 (1d4+4/20/x2) B, sunder +2
Ranged
Light Crossbow +4 (1d8/19-20/x2)
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Statistics
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Str 18, Dex 15, Con 12, Int 10, Wis 16, Cha 5
Base Atk +2; CMB 7; CMD 23
Feats
Improved Grapple Don't provoke an AoO when performing a grapple maneuver. +2 bonus on checks to grapple a foe or avoid a grapple.
Improved Trip Don't provoke an AoO when performing a trip manuever. +2 bonus on checks to trip or avoid a trip.
Dodge +1AC
Ki Throw On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creature.
Traits
Dangerously Curious: +1 UMD
Stoic Dignity: As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies.
Skills Acrobatics +8, Appraise +0, Bluff -3 Climb +8, Craft (alchemy, armor,bows,trapmaking ,weapons) +0, Diplomacy -3, Disguise -3, Escape Artist +6, Heal +3, Intimidate -3, Knowledge (History, Religion) +4, Perception +9, Perform (Act) -3, Ride +2, Sense Motive +3, Stealth +6, Survival +3, Swim +4, Use Magic Device +2
Languages Common, Terran
Combat Gear Silver Kama (on weapon cord), Sai (2), Cold Iron Nunchaku, Cold Iron Siangham, Light Crossbow, Bolts (20), Cold Iron Bolts (20) Other Gear Alchemist's Fire, Antiplague, Antitoxin, Backpack, Belt Pouch, Cloak of Resistance +1, Earplugs, Outfit (traveller's), Potion of CLW in spring loaded wrist sheath, Ring of Protection +1, Rope, Smelling Salts, Smoked Goggles, Vermin Repellent, Wayfinder, Wand of Mage Armor (48), Wand of CLW (47) 800gp, 8p, 7cp
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Special Abilities
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Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Stone in the Blood Mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The Oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Treacherous Earth Once per day, an Oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the Oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.
Weapon Proficiencies Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor Proficiencies Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
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.
Flurry of Maneuvers As part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Unarmed Strike 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.
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 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. 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. 1/day equal to monk level.
Hard as Stone Whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone’s AC as +4 higher than normal.
Maneuver Defense (Ex) If has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.
Strength of Stone (Ex) Draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.
Maneuver Training (Ex) Uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Boons
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.
Spider's Captor +5 bonus on Diplomacy check to influence government official within nation of Andoran. Official writ of appreciation for capturing the Spider.
[ ][ ][ ] Guardian of the Farheavens: You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to afect a single bear or owlbear with a charm monster efect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.