Kravg Ironfeather's page

243 posts. Organized Play character for Rocan.

Full Name

Kravg Ironfeather




Monk (Flowing Monk/Monk of the Iron Mountain) 2


HP: 18/18; AC: 17, T: 16, FF: 14; CMB: +4; CMD: 20; Fort: 4, Ref: 6, Will: 6; Init: +3; Perception: +10; Speed: 30 feet




Common, Tengu



Strength 16
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 17
Charisma 7

About Kravg Ironfeather

PFS number:123705-2

Kravg ‘Ironfeather’:

Kravg Ironfeather
Male Tengu Monk (Flowing Monk/Monk of the Iron Mountain) 2
LG Medium Humanoid (Tengu)
Faction: Liberty's Edge
Init +3; Senses: Perception +10, Low-Light Vision


AC 17, touch 16, flat-footed 14. . (+3 Dex, +3 Wis, +1 NA)
HP 18 (8+1d8+2+3)
Fort +4, Ref +6, Will +6


Speed 30 ft. (No Armour)
Unarmed Strike +4 (1d6+3+1, x2)
Flurry of Blows +3/+3 (1d6+3+1/1d6+3+1, x2)
Bite +4 (1d3+3, x2)
mwrk Kusarigama both ends +5 (1d3+3;1d6+3, x2) double, reach, grapple, trip, monk
Tiger Fork +4 (1d8+4, x2) monk, brace
Sansetsukon +4 (1d10+4, x2) monk, disarm, blocking
Str 16, Dex 16(14+2), Con 10(12-2), Int 10, Wis 17 (15+2), Cha 7
Base Atk +1; CMB +4 (+2 to Trip); CMD 20 (10 +3 Str +3 Dex +1 BAB, +3 Wis) (+2 vs Trip)
Feats: Improved Unarmed Strike, Combat Reflexes, Improved Trip (Monk Bonus Feat)
Traits: Resilient (Combat), Heavy Hitter (Regional)
Skills: Perception 2 rank (+10), Acrobatics 2 rank (+8), Climb 2 rank (+8), Profession (Scout) 1 rank (+7), Stealth no ranks (+5), Sense Motive 1 rank (+7)
Languages: Common, Tengu
Combat Gear: mwrk Kusarigama (both ends)(312 gp, 3lbs), Sansetsukon (8gp, 3lbs), Tiger Fork (5gp, 8lbs)
Other Gear: Bedroll, Pouch Belt (1gp, 0,5lbs, Backpack (2gp, 2lbs, 50 ft Silk rope (10gp, 5lbs), 2 Flask of Acid, 2 Flask of Alchemist's Fire, 3x potion of CLW (CL1), Grappling Hook (1gp, 4lbs), Crowbar )2gp, 4lbs) Monk's Outfit (2lbs), Straw Hat (0,5 lbs), Courtier's Outfit, Jewelry, Waterskin (1gp, 4lbs)
Total money: 503 gp
Encumbrance: 35,5 lbs Light Load up till 76 lbs
Race Abilities
Feat and Skill Racial Traits
• Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Offense Racial Traits
• Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits
• Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.
(Proficiency with Kusarigama, Sansetsukon, Tiger Fork)
Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
Class Abilities
Bonus Feat
A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse.
At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep.
At 10th level, the following feats are added: In Harm’s Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike.

Redirection (Ex)
At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
This ability replaces Stunning Fist.

Unbalancing Counter (Ex)

At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
DC 14

This ability replaces the bonus feat gained at 2nd level.

Iron Monk (Ex)

At 2nd level, a monk of the iron mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus.

This ability replaces evasion.

Favored Class Bonus: (+1 HP)