Quinn

Jyrrar Rivurder's page

255 posts. Organized Play character for Eric Swanson.


Full Name

Jyrrar Rivurder

Race

l HP: 15/15 l AC: 17 (14 Touch, 13 FF) l CMB: +4, CMD: 17 l F: +4, R: +6, W: +6 l Init: +3 l Perc: +8, Darkvision 60 ft

Classes/Levels

l Speed 20ft l Stunning Fist 2/2

Gender

Male LN Oread Monk 2 (Student of the Stone)

About Jyrrar Rivurder

Jyrrar Rivurder
Male Oread Monk (Student of the Stone) 2
LN Medium Outsider (Native)
PFS: 13977-5
Faction: Liberty's Edge
Experience: 5
Fame: 10
Prestige/Spent: 10/1
Init +3; Senses Darkvision 60'; Perception +8
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Defense
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AC 17, touch 14, flat-footed 13 (+3 class, +3 Dex, +1 dodge), CMD 17
hp 15 (1d8+5+2)
Fort +4, Ref +6, Will +6
Acid Resistance 5
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Offense
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Speed 20 ft.
Melee Unarmed Strike +3 (1d6+2, x2, B) or
Shortspear +3 (1d6+2, x2, P) or
Cestus +3 (1d4+2, 19-20/x2, B or P) or
Dagger +3 (1d4+2, 19-20/x2, P or S) or
Ranged Shortspear +4 (1d6+2, x2, 20', P) or
Lt. Crossbow +4 (1d8, 19-20/x2, 80', P)
Special Attacks: Flurry of Blows +1/+1 to hit
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Statistics
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Str 15, Dex 16, Con 13, Int 9, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 17

Feats: Dodge, Mobility

Traits:
Earthsense (Oread): You were inexplicably transformed in the womb by elemental forces, making your connection to the earth exceptionally strong.
Benefit(s) As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Cooperative Combatant: You have a knack for cooperation in the heat of battle.
Benefit(s) You gain a +2 trait bonus on attack rolls to perform the aid another action.

Skills (8 -2 int, +2 FC)
Acrobatics +7 (1)
Climb +8 (2)
Escape Artist +3
Intimidate -1
Knowledge NA
Perception +8 (2)
Ride +3
Sense Motive +3
Stealth +8 (2)
Swim +3

Languages Common, Terran
SQ: Acid Resistance 5.
Magic Stone 1/day (CL 2nd; DC 10)
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
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Special Abilities
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Bonus Feat: Dodge.

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.

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 on 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 use 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.

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.

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. This ability replaces evasion.
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Equipment Carried
Monk's Outfit (5gp)
Shortspear (1gp)
Lt. Crossbow w/10 bolts (36gp)
Dagger (2gp)
Cestus (5gp)
+1 Demon Bane Shurikan (Qty 1.)
Alchemist Fire
Tanglefoot bag
one air crystal
One snapleaf. (worn)
Potions of Endure Elements, Fly, Water Breathing
MONK'S KIT (8gp, 22 lbs.) This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
3 gp.

Stored:

Background:

PFS Rewards:

500 GP Total.
+513 GP
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1013 GP total
+500 GP
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1513 GP total
+1185 GP
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2698 GP total
+500 GP
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3198 GP Total

Boons:

Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
▫ Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.
▫▫ Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has
granted you a fraction of her power. You may use one of the following as a spell-like ability once, using
your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.

Defender of Absalom: You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs and ghostly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose two of the following rewards corresponding to the appropriate faction. **SEE CHRONICLE SHEET**

House Thrune's Favor:

Conditions:

Liberty's Edge Season 8 Faction Card:

[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.

[x] [ ] Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental,
fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.

[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.

[ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.

[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

[ ] Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or
break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.

[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20
participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your
character level).

[ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Completed Scenarios:
Scenario #8-00: The Cosmic Captive
Scenario #4–19: The Night March of Kalkamedes
Scenario #9-00: Assault on Absalom
Scenario #4-11: The Disappeared
Scenario #9-22: Grotto of the Deluged God