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Jabari El Mahdi's page

14 posts. Alias of natloz.


Full Name

Jabari El Mahdi

Race

HP: 16/16, AC:17/17/12, Fort:+4/Ref:+5/Will:+4 CMD: 18, Init+3, Perception +7 Current Effects:

Classes/Levels

Human Unchained Monk 1

Alignment

Lawful Neutral

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Jabari El Mahdi

Jabari El Mahdi Unchained Monk 1 (FCB: +1 HP)
Init +3; Senses Perception +7;

==DEFENSE==
AC 17, touch 17, flat-footed 12 (+3 dex, +3 Wis)
hp 16 (1d10+2,+1, +3)
Fort +4, Ref +5, Will +4

Special Defense Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB);

==OFFENSE==
Spd 30 ft
Melee Unarmed Strike +2 (1d6) 20/x2
Flurry +2/+2 (1d6) 20/x2
Ranged Sling +4 (1d4) 20/x2

Special Attacks Stunning Fist 1x, Flurry of Blows [extra attack on full attack at highest attack bonus];

==STATISTICS==
Str 10, Dex 17, Con 14, Int 12, Wis 16 (14+2), Cha 10
BAB +1, CMB +1, CMD 18
Feats Stunning Fist, Improved Unarmed Strike, Dodge, toughness weapon focus (unarmed strike)

Skills:
5 points total
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim

Acrobatics +7 (3 dex +1 rank +3 cs)
Climb +4 (1 rank +3 cs)
Know religion +6 (1 Int +1 rank +3 cs +1 trait)
Perception +7 (2 Wis +1 rank +3 cs)
Stealth +7 (+3 dex +1 rank +1 cs)

Traits:
Carefully hidden +1 will save +2 vs divination
Undead Crusader +1 damage vs undead, +1 know religion checks and add it as a class skill

Racial Abilities:

Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

Bonus Feat: Humans select one extra feat at 1st level.

Class Abilities:

Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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 (Ex)When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.

Bonus Feat: (Dodge)
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks.

coins: 65 gp

Equipment:
Wooden Pharasmin Holy Symbol
Backpack
Belt pouch
Blanket
50ft hemp rope (2)
Soap
Torches (10)
Waterskin
Crowbar
Grappling Hook
Mirror
Pitons (10)
Thieves' Tools
Sack (5)
50 ft string (5)
Alchemist's fire (3)
Scroll clw (2)

Background:
Background: Jabari El Mahdi is a Keleshite raised in Wati as a Pharasmen acolyte. He took the tenants of the Lady of Graves to heart but he also liked getting into trouble by being places he wasn't supposed to be. His tutors took his mischief and turned it into his talent. He honed his ability to move quickly and silently as well as being able to strike quickly. He also learned about the danger the undead may pose to the living not to mention the blasphemy it is to Pharasma. His training left him able to oppose multiple types of threats. During his adolescence, the Ruby Prince started his lottery to allow adventurers into the ancient tombs and burial sites. The church decided to send envoys with the different adventuring groups to keep informed of the goings on in the ancient tombs. The church hierarchy wanted to be informed in case the adventurers awakened an ancient curse or powerful creature that would have to be dealt with. In this goal, Jabari finds himself trying to connect with his new adventuring group.