Neolandis Kalepopolis

Kolard's page

28 posts. Organized Play character for Wendon.


Full Name

Kolard

Race

Oread

Classes/Levels

Monk of the Four Winds/Qinggong | 1 HP 10/10 | AC 17, T-17/FF-13 | F+3 R+6 W+5 | Init+4 Per+7 Darkvision 60' Spd 20' | Elemental Fist 1/1

Gender

M

Size

Medium

Age

80

Alignment

LN

Deity

None

Languages

Common, Terran

Strength 14
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 16
Charisma 5

About Kolard

Kolard
Male Oread Monk 1 (Four Winds/Qinggong)
Lawful Neutral; Medium Outsider (Native)
Faction: Concordance
Init +4 Senses Darkvision 60ft; Perception +7
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Defense
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AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Will)
HP 10
Fort +3, Ref +6, Will +5
Energy Resist Acid 5
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Offense
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BAB +0; CMB +2; CMD 19
Speed 20'

Melee
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Unarmed Strike +4 (1d6+2)
Quarterstaff +2 (1d6+3)
Dagger +4 (1d4+2)

Ranged
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Dagger +4 (1d4+2)
Shuriken +4 (1d2+2)

Special Attacks Flurry of Blows(-1/-1 atk penalty); Elemental Fist(1/day)

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Statistics
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STR 14, DEX 18, CON 12, INT 8, WIS 16, CHA 5

Feats
Improved Unarmed Strike (class)

Elemental Fist (class) (level/day +1d6 fire/cold/electricity/acid damage)

Combat Reflexes (bonus: class) (+4 AoO per round; can make AoO flat-footed)

Weapon Finesse (light weapons use DEX for attack rolls)

Traits
Bullied (+1 attack rolls for unarmed attacks of opportunity);
Adopted (Human - “World Traveler”: +1 Kn(Local), and class skill)

Skills
+8 Acrobatics
+4 Knowledge: Local
+7 Perception

Skills:

+8 Acrobatics*
-1 Appraise
-3 Bluff
+2 Climb*
-1 Craft*
-3 Diplomacy
Disable Device
-3 Disguise
+4 Escape Artist*
+4 Fly
-3 Handle Animal
+3 Heal
-3 Intimidate*
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Engineering
Knowledge: Geography
Knowledge: History*
+4 Knowledge: Local*
Knowledge: Nature
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion*
Linguistics
+7 Perception*
-3 Perform*
+3 Profession
+4 Ride*
+3 Sense Motive*
Sleight of Hand
Spellcraft
+4 Stealth*
+3 Survival
+2 Swim*
Use Magic Device

Ranks +1 Acro; +1 Kn.Local; +1 Perception[/b]

Modifiers +1 Kn.Local (trait)

Languages Common, Terran

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Special Abilities
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Flurry of Blows(Monk): Full-attack action w/ extra attack; -2 penalty on all atk rolls; BAB=monk level; full STR bonus to damage

Stone in the Blood(Oread): Fast Healing 2 for 1 round when hit with acid damage; max 2HP/day

Ferrous Growth(Oread): Touched piece of mundane iron/steel grows to any object for 10 minutes

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Equipment
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Monk’s Outfit
Quarterstaff
Dagger (x2)
Shuriken (x20)
Potion of Cure Light Wounds

Other Gear:

Backpack, Bedroll, Waterskin, Rations (x7), Flint&Steel, Silk Rope (50ft) Chalk, sewing needle, wooden mug, string (50ft) - 24gp 2sp 3cp

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Descriptions
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Feats

Improved Unarmed Strike:
“You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.”

Elemental Fist:
“When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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.”

Combat Reflexes:
“You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.”

Weapon Finesse:
”With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.”

Traits

Adopted:
“You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.”

World Traveler:
“Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.”

Special Abilities

Flurry of Blows:
“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).
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.”

Stone in the Blood:
Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Ferrous Growth:
“Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.”
Future: Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.