Male Dwarven Monk (Weapon Adept, Master of Many Styles) 1/Fighter (Two-Weapon Warrior) 1
LN Medium Humanoid (Dwarf)
Init +3; Senses Perception +5; darkvision
AC 17, touch 14, flat-footed 14 (+3 armor, +3 dex, +1 wis)
Fort +6, Ref +5, Will +3 (+3 vs poison, spells, and spell-like abilities)
Speed 20 ft.
Melee Kama/Unarmed Strike +4/+3 (1d6+4/1d6+4)
Ranged Composite Longbow +4 (1d8+4)
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.
Stonecunning Dwarves gain a +2 bonus on Perception checks to 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.
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.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
Bonus Feat At 1st level, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
Fuse Style At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
Perfect Strike At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites.
Unarmed Strike (1d6) 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.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 61 lb.
Money 13 GP 0 SP 0 CP
Ihro was born of old warrior blood, son of Thrungar the Mighty. His father was a military officer who was both a great warrior and leader. He was a force to be reckoned with on the battlefield, a figure of strength and wisdom with his bright red hair and beard. Ihro was born and much was expected of him as the heir of Thrungar. He was every bit the warrior and more that was expected, excelling in his training and rising to the top of his peers. However he shared none of his father's head for tactics or leadership skills. Ihro was shamed for not living up to the ridiculously high bar set for him. He was angry at the unfairness of it all and after years spent in training was considering quitting the militia and striking out on his own as a mercenary.
That very same year is when Taloth clan attacked. His father was called to defend the Iron Mountains and Ihro was unable to see and speak to him during the entire war. Finally, against impossible odds, the orcs were thrown back. But the losses were heavy and the victory small. When Ihro went with the others to see the brave warriors, they saw the truth of the bloodbath that had occurred there. And laying in the middle of the battlefield was Thrungar, resting with his ancestors. Ihro saw this and cried his anger, vowing to avenge his father.
Ihro rededicated himself to his training, becoming a deadly weapon for the militia. He came of age and was thrust into the embargoed mountains where he did guard duty for the longest time. His social skills were lacking, but after years of exemplary service he proved himself to his superiors and finally got a chance to help smuggle supplies. Finally, a chance to make a difference.
Appearance and Personality:
Ihro is tall for a dwarf with a strong build. He has hair the color of a red sunset that falls loosely around his face, coming to meet his well tended beard of the same color. His body and face are built with scars crisscrossing across them, and his nose looks like it has been broken more than once.
Ihro lives for battle and to free the Iron Mountains. To say his personality is abrasive is putting it lightly. He's spent over ninety percent of his life training and fighting and knows little else about society of culture. But while he is he rough and uncultured, he fights not for himself but for the good of his fellow dwarves.