Barl Breakbones

Jeydanan's page

1 post. Alias of Bimpnottin Daergel.


Full Name

Jeydanan

Alignment

LN

Deity

Fandarra

Languages

Common, Terran

Strength 14
Dexterity 17
Constitution 16
Intelligence 10
Wisdom 20
Charisma 10

About Jeydanan

Jeydanan
Male oread monk 1
LN Medium outsider (native)

Backstory:

Jeydanan grew up heavily cloistered, in a monastery in the Barrier Wall region, north of the Mwangi Expanse. But he was not born there. He was born in the coastal city of Merab. His family had no knowledge of how they might be linked to the shaitan. In any event, upon his birth, his parents recognized him for what they thought he was: a monster not fitting of polite city life. It was difficult not to: skin the color and texture of cut malachite, mismatched eyes sparkling like a sapphire and an emerald from their sockets, and small nubs that would eventually grow into ruby spikes where hair would otherwise reside. They journeyed to the harsh mountains south of Merab, where they abandoned him. He would have expired there, had it not been for a wandering monk. The man took him in and brought him to a monastery that most of history had forgotten. He trained extensively, finding solace that his unusual appearance didn't cause stress for the monks. Instead, they saw it as a blessing for the stoicism that monastic life required. Though, while they didn't shun him for his appearance, as his parents had, they also made no attempts to shelter him from the truth: his parents had abandoned him at the base of the mountain. This warped his mind to the point that he craves acceptance from others. Strange for their habit of worshipping Fandarra, his monastery attracted the attention of the late professor, through some forgotten academic writings. During his wanderings, the professor visited the remote mountain peak and nearly met his death when the perilous mountain path began to give out. Springing to action, Jeydanan used his impressive frame and quick feet to haul the professor away from the collapse and got him back to the monastery safely.

Jeydanan is quick to act, but not always for the right reasons. Because of his urge to be accepted by those around him, he will quickly get engaged in a situation he may know nothing about. This is most of what got him in trouble at the monastery when he was younger. They saw it as eagerness to fight, he saw it as needing to be needed.


Character Sheet:

Init +5; Senses darkvision 60 ft., Perception +9
DEFENSE
AC 19/20, touch 19, flat-footed 15/16 (+3 Dex, +1 dodge, +5 misc, +1 shield if using Snapping Turtle style )
hp 14 (1d10+4)
Fort +5, Ref +5, Will +5
Resist  acid   5
OFFENSE
Speed 20 ft.
Ranged javelin +4  (1d6)
Melee kama +3  (1d6+2)
Melee flurry of blows +3/+3  (1d6+2)
Melee unarmed strike +3  (1d6+2)
Innate Spell-Like Abilities: magic stone ( DC 10, 1/day)
STATISTICS
Str 14, Dex 17, Con 16, Int 10, Wis 20, Cha 10
BAB +1; CMB +3; CMD 22
Feats Dodge, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist
Skills Acrobatics +7 , Acrobatics (Jump) +3 , Craft (Stonemasonry) +4 , Knowledge (History) +4 , Knowledge (Religion) +4 , Perception +9 , Stealth +8 , Stealth (In hilly or rocky areas) +9
Traits chance savior, highlander (hills or mountains), stoic dignity
Drawback dependent
Languages Common, Terran
SQ ac bonus, bonus feat, darkvision, earth affinity, energy resistance, flurry of blows 5, resistance to acid, spell-like ability, stunning fist, unarmed strike
GEAR
javelin (5)
kama (2)
outfit (monk's)
monk's kit (a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

SPECIAL 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 f lat-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.
Background Skill (Craft (Stonemasonry), Knowledge (History))
Bonus Feat 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.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you're in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dependent You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Earth Affinity (Ex) Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Oread spellcasters with the Earth domain use their domain powers and spells at +1 caster level.
Energy Resistance (Ex) Oreads have acid resistance 5.
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.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Spell-Like Ability (Ex) Magic Stone 1/day.
Stoic Dignity While you're conscious, you and all allies within 10 feet gain a +1 bonus on saves against mind-affecting effects not already suffering from. This is a trait bonus for you and a morale bonus for your allies.
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. The damage for Small or Large monks is listed below.
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.