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About Liam TormAttacks:
Unarmed Strike: +7 to hit | 1d6 + 4 | 20 x 2 Critical | Bludgeoning | Melee
BAB = 3
Special Notes: When making a power attack an unarmed strike will have -1 to hit but deal +3 damage. If he uses flurry of blows he will not gain the same extra damage from strength/power attack on the second attack.
Defense:
HP: 27/27 3 HD Monk ( Max 1st = 10 [5.5 avg] Class, 1 mod, 1 FC) Fort: 4 ( 3 base, 1 stat,) Ref: 5 ( 3 base, 2 stat) Will: 2 ( 1 base, 0 stat, 1 trait) AC: 15 (10 base, 2 Dex, 0 armor, 0 shield, 1 dodge, 2 misc) Flatfooted: 10 Touch: 15 CMD: 18 ( 10 base, 3 BAB, 3 Str, 2 Dex) Special Notes: Evasion, Dodge Racial:
Class Features:
Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma. 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. AC Bonus (EX): When unarmored and unencumbered, the monk adds his Charisma 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 flat-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. 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. A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity. At 10th level, she adds Disheartening Display, Dragon Roar and Shatter Defenses. This ability modifies bonus feats. 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). Stunning Fist (EX): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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. Evasion (EX)" At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement (EX): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed. Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
Traits:
Resilient: Whether in body or mind you are more resilient than most. Select a saving throw, you gain a +1 trait bonus to the selected saving throw. You may select this trait multiple times, selecting a different saving throw each time. Selecting Will. Storied Past: You've learned unusual skills in your life, and how to apply that knowledge to what you know now. Select an adventuring skill, you gain a +1 trait bonus to that skill and it becomes a class skill for you. Alternatively, you may select two background skills to gain this bonus and become class skills. You may select this trait multiple times, selecting different skills each time. Selecting Knowledge (Local) Feats:
Defiant Luck (Human)[1st Level]: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll. Inexplicable Luck (Human)[Bonus Feat, Human]: Others are often dumfounded by your luck. Prerequisites: Defiant Luck, human. Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4. Dragon Style (Combat)[Bonus Feat, Monk]: You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls. Stunning Fist (Combat)[Bonus Feat, Monk]: You know just where to strike to temporarily stun a foe. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning 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. Improved Unarmed Strike (Combat)[Bonus Feat, Monk]: You are skilled at fighting while unarmed. Benefit: 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. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. Dodge (Combat)[Bonus Feat, Monk]: Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Weapon Focus (Combat)[3rd Level]: Choose one type of weapon group (monk). Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon group (Monk). Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Skills:
(4 Base, 0 Mod, 2 Background, 1 Racial) 3 levels = 21 SP * = Class Skill
Acrobatics (Dex)*: 9 [3 ranks, 3 mod]
Special Notes: Equipment:
Sling
0 PP, 67 GP, 12 SP, 19 CP Current Weight = 43.75 Lbs. [Light = < 266 lbs.] [Medium = 267-533 lbs.] [Heavy = 534-800 lbs.] Special Notes: Muleback Cords give him an effective carry weight as if her had 8 higher strength. Background:
Liam felt a brief rush of excitement and panic as the roof of the building rushed upward to meet his feet. He had misjudged the height of the jump. Letting one foot down an instant before the other, he stumbled onto the other foot and fell into a shoulder roll. The impact rocked his knee, and he fell out of the roll after how hard he hit his shoulder. Landing chest down in a spawl and sliding forward to a halt. Laying there for a moment he ran through the result, ignoring scracthes or bumps and focusing on his knee mostly. The dull ache in his shoulder wasn't worth worrying about. He rolled over onto his rump, pulling his leg in and holding the knee as he rolled the joint. "Eh, it's fine." he reasoned aloud as if to convince himself. Standing was simple enough, and a few steps proved it could hold his weight. He did decide he would finish his delivery route on the ground though. A few blocks to bump shoulders with the city would be good for him anyway. Surely that was why he had chosen such a low roof to jump to. Last thing he wanted was to become unpersonable! As he lowered himself off the edge of the building and let himself slip the last few feet to the ground he felt a pang in his knee, but he insisted to himself he was fine. Spotting a drunk passed out in the alley he spared the older man a glance. The unruly beard and disgusting state of his clothing marked him as a likely homeless. Liam walked over, dropping to a knee as he turned the sprawled out drunk into a resting position. Reaching into a belt pouch he withdrew a paper wrapped biscuit and dried fig he had been holding for a snack and placed it into the man's pocket. Feeling something small and brittle in there already, Liam plucked it out to inspect. A small wooden bear carving was what met his eye. Likely whittled down to fit between his fingertips due to a lack of skill. This brought a wry smile to his face, and he placed it into the man's hand. Heading out in the street proper assaulted his senses with the sounds and smells that was the pulse of Absalom. Thankfully he was in one of the nicer residential stretches of the city. The primary scent was the pooling water of the morning rain in the bricks, the carts with their finely detailed wooden panels and oiled springs, and the horses that pulled them. The foot traffic here was lighter. Decently dressed individuals, a handful of porters like himself hurrying along with their business, and he spotted a pair of scribes walking slowly and enjoying a chat. He might of recognized one of the two younger men, but he couldn't be sure if it was just a familiar face or not. He patted the lad on the shoulder as he passed, turning and walking backward a few paces to offer a friendly wave. He was given a queer look, but both of them did stop briefly to smile at him. He felt his mood brightening as a crier on the corner called out the news and concerns of the day. The weather would continue to be wet at night, with a cool day to follow. Some of the criminal element had robbed a store in the nearby shopping center and donations were being taken to help the owner reopen. Liam had little dobt the man would be back to business within the week. He made a note to try buying a new sash there. There was a market fair coming up as well. Having convinced himself the state of this district was in good order he carried on in a particularly good mood. As he approached the manor his delivery was at he checked the clip in his hair and brushed his bangs back over his other ear. Briefly patting his tunic down he reached back and unclipped his satchel behind his waist. The package he was deliverying was neatly wrapped in silk, and pinned closed with a red gemmed pin. Holding it smartly in an outstretched hand he went up the step and rapped on the door. The houses here were all stately brick affairs, built side to side with none of the fencing and yards that the truly wealthy enjoyed, but there was no surprise as a well groomed butler with an impressive mustache opened the door. "A delivery for the lady Emsworth." Liam neatly stated with the offering held out, "If you can provide her mark or direct me to her for delivery kind sir." The butler scrutinized him for a moment before reaching daintily into his breast pocket and producing her mark, as was part of the terms of his delivery. "You weren't expected for at least another hour." the butler noted as he received the silk wrapped bundle. Liam smiled wide and gave a nod. "No point making you wait." he pointed out, "Fine mustache, by the way." He turned slowly to leave and the butler nodded in kind before closing the door. While Liam knew he was a touch out of place in this part of the district he also knew he wouldn't be scrutinzed too hard given his work. He had made deliveries here often enough that his garb was recognized by the watch. With a bit of free time before he had to be to the work site next, he made his way down the streets and turned to the market. He wanted a snack, and without his previous provisions he reasoned something hot and fresh would be grand. He took a moment to marvel at the bustle of people around him. It was amazing how everything always seemed to work out, so long as the cities pulse kept thumping along. Thanks to workers like himself, businessmen, and all the people going about their lives. With his knee feeling normal again he picked up his pace, taking a jog through the city he called home. He would likely take to the rooftops again when he went on to his next job. There was a jump he had been eyeballing for a while, and he suspected some of the toughs he had spotted in an alley near there might be up to something if he could catch them. There had been four... five of them the last time he had been through? He had a notion he could give them a good enough fight to deter anymore crimes for the crier to talk about. The fact he might not come out of the fight the winner didn't matter so much. He kicked up his heels and ran then. Not wanting to delay himself from the rest of his day. Description:
Tall, light brunette Taldan man. Well defined jawline, slightly hawkish nose, light blue eyes. Muscular and fairly stocky. Would likely be barrel chested if he ever put on the pounds. Hair would be short cropped, but he looks like he has missed a haircut apointment or two. Has bangs he needs to brush out of his face sometime. Has a plain brass hairclip he uses to keep them back one one side. Wears a sleeveless, open breasted tunic. Belted at the waist, and has a satchel pack on the back of his waist as well as several belt pouches. The tunic has several bands from belly to shoulder that has one of several patterned sashes running though it to his belt, front and back. The sash changes based on the day. Red, orange, navy , yellow, purple, sky blue, and magenta. He wears cotton brais that end at his upper calves. His feet are covered with booted sandals. Open at the toe and heel, but with leather that covers the arch, front of the heel, and back of the ankle. Progression and Party Role:
Liam will be a frontline melee for the group. More of a striker than a straight tank. Though he could certainly manage. Very mobile, so hopefully able to set up flanks or do work in a running fight escaping undead. If anyone else in the group can give rerolls he will likely invest in a feat that gives him +2 on rerolls later on. Or teamwork feats. He is really designed to work with group tactics. |