Kalten Stonejaw's page

32 posts. Organized Play character for TriOmegaZero.


Race

Male Dwarf Pal1/Mnk4/CoI1 HP41/53 AC22 TC16 FF21 CMD25(29 vs Trip/Bull Rush) F+10 R+6 W+12 (+3 vs Poison +5 vs Spells, +1 vs Mind-Affect) Init +1 Perc +10 Spd 30 Ki 6/6 Smite 1/2

About Kalten Stonejaw

Kalten Stonejaw
Male dwarf (Pahmet) champion of irori 1/monk (monk of the sacred mountain) 4/paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 114, 116)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10 (+12 vs. flying creatures)
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 17 (+1 dodge, +1 monk, +2 natural, +4 Wis)
hp 53 (6 HD; 5d8+1d10+18)
Fort +10, Ref +6, Will +12; +2 vs. poison, +4 vs. spells and spell-like abilities, +2 vs. enchantments, +1 trait bonus vs. spells, spell-like abilities, and poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine dwarven dorn-dergar +10 (1d10+6) or
. . silversheen dwarven longaxe +10 (1d12+6/×3) or
. . unarmed strike +9 (1d8+4) or
. . unarmed strike flurry of blows +8/+8/+3 (1d8+4)
Ranged or
. . shuriken flurry of blows +4/+4/-1 (1d2+4) or
. . shuriken +5 (1d2+4)
Space 5 ft.; Reach 5 ft. (10 ft. with silversheen dwarven longaxe, 10 ft. with adamantine dwarven dorn-dergar)
Special Attacks flurry of blows, smite chaos, smite evil 2/day (+1 attack and AC, +2 damage), stunning fist (4/day, DC 17)
Champion of Irori Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect chaos
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 9, Wis 18, Cha 12
Base Atk +5; CMB +10; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats Deflect Arrows, Dodge, Dragon Style[UC], Improved Unarmed Strike, Ironhide[APG], Steel Soul[APG], Stunning Fist, Toughness
Traits glory of old, wisdom in the flesh
Skills Acrobatics +10, Diplomacy +5, Knowledge (history) +4 (+6 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +4, Knowledge (religion) +8, Linguistics +0, Perception +10 (+12 vs. flying creatures), Profession (soldier) +8, Sense Motive +8; Racial Modifiers lorekeeper[APG]
Languages Ancient Osiriani, Common, Dwarven
SQ bastion stance, fast movement, ki pool (6 points magic), lay on hands 2/day (1d6), maneuver training, sky sentinel[ARG]
Combat Gear oil of mage armor, wand of cure light wounds, acid (4), air crystal, antitoxin, holy water; Other Gear adamantine dwarven dorn-dergar, shuriken (25), silversheen dwarven longaxe[ARG], cloak of resistance +1, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, backpack, belt pouch, blanket[APG], cold weather outfit, collapsible plank[UE], hemp rope (50 ft.), soap, tattoo holy symbol of Irori[UE], torch (10), trail rations (5), waterskin, 8,969 gp, 6 sp
--------------------
Special Abilities
--------------------
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (1d6 hit points, 2/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Maneuver Training (Ex) CMB = other BABs + Monk level
Sky Sentinel +1 to attack/+2 to AC Gain bonus to att/AC vs. flying foes. Foes gain no bonus for high ground, +2 Perception vs. flying.
Smite Chaos (Su) +1 to hit, +2 to damage, +1 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +1 to hit, +2 to damage, +1 deflection bonus to AC when used.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stunning Fist (4/day, DC 17) You can stun an opponent with an unarmed attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.