Oread

Jaydavu's page

108 posts. Alias of Gerald.


Race

Oread Monk 9 | AC 23/22/21 | HP 84/84 | Speed 20' | 7/8 Ki points | 10/10 Stun.Fist |

Classes/Levels

F+10, R+11, W+13 | Init.+3 | Perception+16 | SM+13 | Darkvision 60'

About Jaydavu

Male Oread Student of Stone Monk 9
Worshipper of Kols, "the Oath Keeper"
LN Medium Humanoid
Init. +3; Perception +16
Darkvision 60'
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Defense
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AC 23(+3 Dex, + 4 Wis, +3 Monk, + 1 NA, + 1 Dodge, + 1 Deflection), touch 22, flat footed 21 (+2 to AC vs. Ray attacks)

HP: 84/84 (9d8 + 18 Con. + 9 Favored Class + 9 Toughness)

Saves

Spoiler:
(+2 on saves versus Enchantment spells and effects) (when using Dragon Style, gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects)
Fort: +10 (Base +6, +2 Con, + 2 Magic),
Ref: +11 (Base +6, +3 Dex, + 2 Magic),
Will +13 (Base +6, +4 Wis + 1 Trait, + 2 Magic)

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Offense
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Speed20' (Base 20)(When using Dragon Style, ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies.)

Melee Attacks

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(+1 to Attack and Damage if both you and foe are on the ground) (When using Dragon Style, with Dragon Ferocity, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.)

Normal Attacks:
+13 Unarmed Attack w/+1 Ghost Touch AoMF, 2d6+6(add 2 points of Damage if using Dragon Style and Ferocity) (x2), or
+14/+14/+9/+9, Flurry of Blows w/ +1 Ghost Touch AoMF, 2d6+6 (add 2 points of Damage if using Dragon Style and Ferocity) (x2).

Power Attacks:
+12 Unarmed Attack w/+1 Ghost Touch AoMF, 2d6+10(add 2 points of Damage if using Dragon Style and Ferocity) (x2), or
+13/+13/+8/+8, Flurry of Blows w/ +1 Ghost Touch AoMF, 2d6+10 (add 2 points of Damage if using Dragon Style and Ferocity) (x2).

Ranged Attacks

Spoiler:
(+1 to Attack and Damage if both you and foe are on the ground)
+9 Shuriken, d2 +5 (x2) 10' range

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Statistics
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STR16(20), DEX14(16), CON14, INT10, WIS16(18), CHA8

BAB: +6/+1
CMB +14 (+16 Grapple)(+1 to CMB if both you and foe are on the ground)
CMD 31 (33 v. Grapple)(+1 to Bullrush and Trip CMD if both you and opponent are on the ground)

Feats

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1. Toughness, MB. Improved Unarmed Strike, MB1. Improved Grapple, MB. Stunning Fist (DC 18)(10/day, also Fatigued or Sickened), MB2. Dodge, 3. Dragon Style, 5. Dragon Ferocity, MB6. Elemental Fist (Acid only)(9/day), 7. Power Attack (-1 to Attack, + 2 to Damage), 9. Weapon Focus (Unarmed Attack)

Skills

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4 ranks/level= 36 total ranks:
Acrobatics +15 (9 ranks + 3 Dex + 3 Class)
Climb +9 (1 rank + 5 Str + 3 Class)
Perception +16 (9 ranks + 4 Wis + 3 Class)
Sense Motive +13 (6 ranks + 4 Wis + 3 Class)
Stealth +15 (9 ranks + 3 Dex + 3 Class)
Swim +10 (2 ranks + 5 Str) + 3 Class)

Traits

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Anatomist-+1 to attack to confirm critical hits.
Indomitable Faith-+1 to Will saves.

Languages Common, Terran

Money 2227 gold 9 silver minus 500 gold for bribe to bartender.

Gear:

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Magic:

Ring of Protection +1, 2000 gp
Cloak of Resistance +2, 4000 gp
Gloves of Dexterity +2,
Headband of Inspired Wisdom +2, 4000 gp
Belt of Giant Strength +2, 4000 gp
+1 Ghost Touch AoMF, 16000 gp
Monk's Robe, 13000 gp
Wand of Mage Armor (x50), 750 gp

Everyday Worn Items:
Monk's Outfit, 2 lbs., 5 gp
Backpack, 2 gp
*Waterskin, 1 gp
*empty sack, 1 sp
*50' hemp rope, 1 gp
*Grappling Hook, 1 gp
*5 days rations, 2gp 5 sp
*Bedroll, 1 sp
Signal Whistle 8 sp
Belt Pouch, 1 gp
*2 tindertwigs, 2 gp
*Flint & Steel, 1 gp
*Fish hook, 1 sp
20 shuriken hidden on body, in clothes, backpack, pouch, etc., 4 gp

Racial Traits:

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*Ability Score Racial Traits: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.

*Type: Oreads are outsiders with the native subtype.

*Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.

*Speed (Slow): Oreads have a base speed of 20 feet.

*Languages: Oreads begin play speaking Common and Terran.

*Oread can use magic stone 1/day (caster level equals the oread's total level).

*Darkvision: Oreads can see perfectly in the dark up to 60 feet.

*Crystalline Form Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

*Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Student of Stone Monk Abilities:

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Class Features

All of the following are class features of the monk.

*Weapon Proficiency: 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 and Shield Proficiency: 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 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 (Ex) 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.

*Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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 6th level, a student of stone adds Elemental Fist to his list of available bonus feats. If the student of stone selects Elemental Fist as a bonus feat, he may only deal acid damage when using the feat.
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.

*Stunning Fist (Ex) 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. 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

*Hard as Stone (Ex) At 2nd level, 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. Replaces Evasion.

*Maneuver Training (Ex) At 3rd level, a monk 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.

*Strength of Stone (Ex) At 3rd level, a student of stone learns to 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. This ability replaces fast movement.

*Still Mind (Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

*Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:
-Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
-Increase his speed by 20 feet for 1 round, or
-Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

*Slow Fall (Ex) At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

*Bones of Stone (Su) At 7th level, as a swift action, a student of stone can spend 1 ki point to gain DR 2/magic until the beginning of his next turn. At 10th level, he can spend 1 ki point to gain DR 2/chaotic until his next turn. At 15th level, he can spend 1 ki point to gain DR 5/chaotic until his next turn. This ability replaces high jump.

*Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

*Wholeness of Body (Su) At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

*Body of Stone (Ex) At 9th level, a student of stone gains the benefits of the light fortification armor property. This ability replaces improved evasion.

Appearance:

Spoiler:
Davu is a male oread monk of Kols. He is young, but like most of his race, it is impossible to tell his age, if he doesn't disclose it. His skin is a ruddy color with a slightly crystal sheen. His physique roughly resembles what would happen if a dwarf and a large cave wall had a child. Davu has gleaming ebony jewel-like eyes, and a slightly rough texture to his skin. His voice is normally a deep rumble, sounding like gravels rubbing against each other. He does not carry many weapons, other than a few shuriken, preferring hand to hand combat, and the sensation of striking his opponent with his mallet like fists.

Personality:.

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Davu isn't one to talk too much or share his feelings. His general demeanor is quite dwarf like, in that he is a bit grumpy and also has some trouble with the Common tongue. He is traditional in beliefs and values, trying to emulate Kols and he also gives a prayer to Erastil every once and again, enjoying Old DeadEye's conservatism and family teachings. He has heard rumors that all elves are good with archery, so he hopes some of them also worship Erastil, as that might give him something to talk about with the odd creatures.

Background:

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Davu doesn't really care about different races of elves attacking each other. Actually, he doesn't recall ever meeting a true elf before, only a couple of half elves that have visited his community a time or two. What he does care about, however, is his word of honor...and his family's word. That's the reason he is traveling to this strange Kyonin city, brimming with elves. He'd just as soon be at his usual role of defending the community, happy as can be. However, as Kols teaches, an oath is not to be broken, and is passed through honorable members of the family. When his father gave his word that the family owed Kyonin's elves, Davu didn't give it a second thought when he was contacted to fulfill his obligation. He gathered his items, hugged his parents and sister and headed out for the city.

The obligation of the family came after his stepbrother, the black sheep of the family, was rescued by a minor elvish nobleman. Rescued, or bailed out, depends on one's prerogative. His father apparently was contacted through some strange elvish communication magic and a deal was struck that satisfied both sides. The entire family was raised in the teachings of the "Oath Keeper," so when his father committed the family in Kols' name, the elf accepted the terms.

Davu is the mightiest warrior in the village, and takes great pride at protecting his homeland. His current plan is to return as soon as his family's oath is fulfilled.