Ercinee

Hollowe's page

66 posts. Alias of Oceanshieldwolf.


Full Name

Hollowe

Gender

Male Tengu Monk 1; HP: 12/12; AC:16, T:13, FF:13; FORT +2, REF +5, WILL +5; INIT +3; PER: +x9; CMB: +2; CMD 18; SPD: 30 ft

Size

Medium

Alignment

Neutral

Location

The yard

Strength 14
Dexterity 15
Constitution 11
Intelligence 12
Wisdom 16
Charisma 12

About Hollowe

Quick View Stats for Combat:
Status:
HP: 12/12
AC:16, 13 touch, 13 flat-footed
Saves: Fort: +2, Reflex: +5, Will +5
BAB +0
CMB +2; CMD 18

Initiative: +3 (+3 Dex)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand: Sling

Hollowe's Tale:

Grandmother Leit grasped Hollowe's talons in her own gnarled claw, bent even further than was usual for the tengu. Her milky eyes searched, focusing on his own tear-stricken eyes.

"You may not be the strongest, nor the quickest, but you will always...be...you. You are a character, no doubt about it - even without your fine plumage you would be noticed in a crowd. Never standing still. Always with a quip. No great hunter, but you can catch a smile almost without trying. And in these hard times, we need to laugh. Without joy, happiness, love - what are we? We are nothing."

The old crone coughed, blood spurting from her beak. The sand sickness was claiming her, as it had so many of the folk. She smiled, a wan, thin smile that rested mostly in er clouded gaze, but also in a slight sharpening of her beak at the edges.

"We tried Hollowe, we tried in vain to survive here, but I fear it is no longer enough to eke out a passing of the time. Perhaps it is.... time... to leave..."

With that, she breathed her last. Hollowe did not know afterwards whether she meant herself, to pass on, or he and his generation - but one thing was clear, they could not last much longer here.

STATS:

Ability Scores
Score (modifier) (point buy0 (racial bonus) (level up)
Str : 14 (+2)
Dex: 16 (+3) [+2 Tengu]
Con: 11 (+0) [-2 Tengu]
Int: 12 (+1)
Wis: 16 (+3) [+2 Tengu]
Cha: 12 (+1)

DEFENSE:

AC: 16, touch 13, flat-footed 13 (+0 armor, + 3 Dex, + 3 Wis, +0 shield, +0 size)
HP: 12 (Full first lvl = 8, +0 Con, +1 Favored Class, +3 Toughness)
Fort +2 (2 + 0 ), Ref +5 (2 + 3), Will +5 (2 + 3)

OFFENSE:

Initiative: +3 (+3 Dex)
Speed 30 ft.

Base Atk: +0

CMB: +2 (+0 BAB, +2 str) CMD: 18 (10, +0 BAB, +2 str, +3 dex, +3 wis)

Melee:
Open Hand +2, 1d6+2 [+0 BAB, +2 Str] [+2 Str]

Flurry - Open Hand +1/+1, 1d6+2 [+ 0 BAB, +2 Str, -1 Flurry] [+2 Str]

Ranged: Sling +3, 1d4 +2 [+0 BAB, +3 Dex] [+2 Str]

Favored Class Bonus Monk: Hit points

Feats:
[4: 1 1st level, 3 Monk]
Monk:

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.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

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.

1st Level:

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits:

Dirty FighterWhen you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

SKILLS:

Skills: (6 = 4 ranks x Monk 1, +1 Int, +1 craft)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
*****Acrobatics (Dex)/Yes, +3/1/+3 = +7 * #
*****b]Appraise (Int)[/b]/No/1/+1 = +2
Bluff (Cha)/No/0/+1 = +1
Climb (Str)/Yes, +3/0/+3 = +x *
****Craft (weapons) (Int)/Yes, +3/1/+1 = +5
Diplomacy (Cha)/No/0/+1 = +x
Disable Device (Dex)/No/0/+3 = +3 * #
Disguise (Cha)/No/x/+1 = +x
Escape Artist (Dex)/Yes, +3/x/+3 = +x *
Fly (Dex)/No/0/+3 = +x *
Handle Animal (Cha)/No/0/+1 = +x #
Heal (Wis)/No/0/+4= +x
Intimidate (Cha)/Yes, +3/0/+1 = +x
Knowledge (arcana) (Int)/No/0/+0 = +0 #
Knowledge (dungeoneering) (Int)/No/0/+0= +0 #
Knowledge (engineering)(Int)/No/0/+0 = +0 #
Knowledge (history)(Int)/Yes, +3/0/+0 = +0 #
Knowledge (nature)(Int)/No/0/+0 = +0 #
Knowledge (planes)(Int)/No/0/+0 = +0 #
Knowledge (religion)(Int)/Yes, +3/0/+0 = +0 #
Linguistics (Int)/No/0/+0 = +x #
*****Perception (Wis)/Yes, +3/1/+3 = +9 [+2 racial]
*****Perform (Cha) /Yes, +3/1/+1 = +5
Profession (Int) /Yes, +3/0/+0 = +x #
Ride (Dex)/Yes, +3/0/+3= +x *
Sense Motive (Wis)/Yes, +3/0/+4 = +x
Sleight of Hand (Dex)/No/0/+3= +x * #
Spellcraft (Int)/No/0/+0 = +0 #
Stealth (Dex)/Yes, +3/0/+3 = +x * [+2 racial]
*****Survival (Wis)/No/1/+3 = +4
Swim (Str)/Yes, +3/0/+3 = +x
Use Magic Device (Cha)/Yes, +3/0/+1 = +x #

Languages: Common

Tengu Racial Abilities:

Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
Type: Tengus are humanoids with the tengu subtype.
Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Tengus have a base speed of 30 feet.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Carrion Sense: Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.

Offense Racial Traits

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits

Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

CLASS 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.

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.
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.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. 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.

GEAR:

Weapons:
bone spear 1d8 reach

Sling with 10 stones 1d4

Armor:

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
Bone dagger
waterskin
flint and steel
sinew and needle
one torch
a makeshift bag or pack
hide bedroll

Total equipment cost:
Weapons xx Armor xx gp., Magic Misc. 0 gp, Mundane Misc. xx
Remaining Gold xx gp, xx sp
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light