Amwyr Yuseifah

Lolito's page

9 posts. Alias of Balacertar.


Race

|

Skills:
Acrobatics+9/+13,Climb+8,C.carpentry+4,Esc.Art+2,Diplomacy-1,Intimidate+3,H .animal+0,Heal+3,K.history+7,K.nature+5,K.religion+4,P.Oratory+3,SenseMotiv es+3,SoH+3,Stealth+7,Survival+8,Swim+9

Classes/Levels

Wandering Elder Monk (unchained) 4 | -

Gender

HP 36/36 AC 19 TAC 18 FF 16 | CMD 25 (27 vs grapple) | F +7 R +7 W +6 (evasion, +2 vs enchantments, dragon style: +2 vs sleep, paralysis and stunning) | Ki: 6/6 SF: 4/4 (DC 15) | Ini: +2 | Senses: +9

About Lolito

Background:

Lolito was born among a well established family of Korvosa, in Varisia. He grew as an spoiled teenager having access to all kind of commodities and soon fell into alcohol, drugs and prostitution. During this spiral of self-destruction chaos erupted in his city and economic support was put on the edge as vandalism and destruction menaced to finish his family income. It was then when a band of adventurers appeared to safe the city from chaos, that one of the adventurers promised to safe Lolito’s family and way of living under the promise he will clean himself from his vicious life and adhere to the way of the monk under his teachings.

It resulted this adventurer was a monk of the Platinum Band, who had came to expand Apsu’s fight against Dahak’s forces by defeating the evil dragon behind the chaos in Korvosa. As they were successful, Lolito hold his promise and from then on he travelled with his master through Golarion, searching for evil dragons and other Dahak’s followers, guarding the knowledge of Apsu, writing down the true history of the world and building up self-enlightenment as he discovered the draconic teachings and his own human limitations.

After decades of travel and adventures Lolito was prepared to become a monk of himself and so his master decided it was time for them to split parts and the new monk to find out his own student whom to pass the teachings of Apsu. During his travels, he met one person that wanted to follow the teachings of The Exiled Wyrm, and so, Lolito decided to show this person the ways of the monk.

Recently his student came to the conclusion a great menace of Dahak [or optionally an old piece of knowledge related with the history of the world and the knowledge of Apsu] was concealed in old Azlant. Against Lolito’s judgement his student enrolled into the expedition that travelled to build a colony on those lands. Despite knowing this fact, Lolito let his student to depart stealthy during the night, as he decided this was a teaching his student should discover alone.

That said, Lolito recently felt his student is in danger, and so, he decided to enroll himself in the expedition. His vast knowledge of travelling and exploration made it easy for him to convince the Bountiful Venture Company he shall be added to the most recent wave of colonists putting feet in their new Azlanti colony.

Note about the name of Lolito’s student: I think this works best if the GM selects a NPC from the first wave, as it gives a motivation for Lolito to find what has been of those people.

Personality and Appearance:

Lolito’s cheerful mood hides the enlightment of a man who has learned by stumbling with all stones there are to fall in the road of a man’s life. He is a person able to live with very little, but he is quick to give others as they need, to share his knowledge and help others in their own path of enlightenment showing a patience rare on short lived races as humans.

Lolito travels with very few equipment. Just some comfortable linen clothing and his nine-section whip rolled around his waist as if it was a belt. The man’s appearance is uncared, he lacks many teeth, no doubt the price of his early life vice. His hair is white and a prominent baldness gives him an old man’s appearance. Drawn onto his back, his clothes hide a large tattoo of a golden dragon.

High level character details:

Lolito will evolve to adapt to how the adventure actually plays out, but most likely he will keep leveling as an Unchained Monk, providing a resilient and skillful scout for the party, and becoming a solid secondary melee participant.

If aquatic combat becomes prevalent he will likely take aquatic combatant to improve his ability while the group fights underwater.

All in all, I see him advancing as an interesting and fun personality in the team with scouting abilities and a solid skill to support the group’s fighter in combat.

Level of familiarity with the AP:

I don’t own this AP, I have not read or glanced at the pages of any of it’s volumes. My knowledge comes from just reading the Player’s Guide and applying to GM Strider’s recruitment a couple of years ago.

My motivation for this AP is because I love the building a new colony and exploring an ancient civilization themes. I do know the open nature of the AP makes it more difficult to run in PbP as the GM is not able to push the party that easily through. That said I consider myself a good party pusher and lore motivated player. As such I hope to be a good addition to your party.

How many other PbP games are you involved in:

I am playing on 5 campaigns (including one of your Reign of Winter ones) and GMing one (Shackled City which we are past half-way to the end). Although I have time for more, I prefer to keep myself on those numbers so I can carefully read and participate with quality posts on those campaigns I am in.

That said, I am eager to play both Ironfang Invasion and Ruins of Azlant, and thus I still hope to get into one or both of those AP’s in the future.

LOLITO
Male Human Monk (unchained) 4
LG Medium humanoid (Human)
Init +2 (2 Dex); Senses Perception +9

DEFENSE
AC 19, touch 18, flat-footed 16 (+1 dodge, +3 Wis, +1 level, +2 Dex, +1 deflection, +1 armor; +4 fighting defensively with nine-section whip)
hp 36 (4d10+8)
Fort +7 (4 class, 2 Con, 1 item), Ref +7 (4 class, 2 Dex, 1 item), Will +6 (1 class, 3 Wis, 1 item, 1 trait) [evasion, +2 vs enchantment, dragon style: +2 vs sleep, paralysis and stunning]

OFFENSE
Speed 40 ft (while in Dragon Style ignores difficult terrain when charging, running, or withdrawing and can charge through allies)
Melee unarmed strike +9 (1d8+6) 20/x2 bludgeoning/magic
flurry of blows +9/+9 (1d8+6/1d8+4) 20/x2 bludgeoning/magic
cold iron Kama (1d6+4) 20/x2 slashing, monk, trip
silver nine-section whip (1d8+6) 19/x2 bludgeoning, monk, blocking, trip, distracting
Ranged shuriken (1d2+4) 20/x2 piercing, monk, 10’
Special attacks stunning fist (4/day, Fort DC 15)

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Ability increments +2 Str/Wis (racial), +1 Str (4th)
Base Atk +4; CMB +8 (+10 grapple) CMD 25 (27 vs grapple)
Feats Weapon Focus (unarmed strike), Dodge*, Improved Unarmed Strike*, Stunning Fist*, Improved Grapple*, Dragon Style
Traits
Expert Explorer (campaign): Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Skills (4x4=16; ACP=0) Acrobatics +9/+13 (2 Dex, 4 rank, 3 class; +4 jump), Climb +8 (4 Str, 1 rank, 3 class), Escape Artist +2 (2 Dex, class), +3 Intimidate (-1 Cha, 1 rank, 3 class), K. nature +5 (0 Int, 1 rank, 3 class, 1 trait), K. religion +4 (0 Int, 1 rank, 3 class), Perception +9 (3 Wis, 3 rank, 3 class), Ride +2 (2 Dex, class), Sense Motive +3 (3 Wis, class), Stealth +7 (2 Dex, 2 rank, 3 class), Survival +8 (3 Wis, 1 rank, 3 class, 1 trait), Swim +9 (4 Str, 2 rank, 3 class)
Background Skills (2x4=8) Craft carpentry (0 Int, 1 rank, 3 class), Handle Animal (-1 Cha, 1 rank), K. history (0 Int, 4 rank, 3 class), Perform oratory (-1 Cha, 1 rank, 3 class), Profession (class), Sleight of Hand (2 Dex, 1 rank)
Languages Common
Favored class (monk) Kix4
Religion Apsu

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str/Wis
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
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 Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level (+1). 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 feats: A monk need not have any of the prerequisites normally required for the bonus feats he selects.
Flurry of blows (Ex): When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. 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. At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows.
Stunning fist (Ex): 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. A monk may attempt a stunning attack a number of times per day equal to his monk level, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 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. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
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. The damage dealt by a monk's unarmed strike increases each 4 levels (1d8).
Evasion (Ex): 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): A monk gains a +10’ enhancement bonus to his land speed for each 3 monk levels. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki pool (Su): 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 Wisdom modifier + ¼ favoured bonus (6). 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. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki strike (Su): As long as he has at least 1 point in his ki pool, he can make a ki strike. A ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

EQUIPMENT:

Worn
(belt) -
(body) -
(feet) -
(hands) -
(head) -
(headband) -
(amulet) -
(ring 1) ring of protection +1, 2000 gp
(ring 2) -
(shoulder) cloak of resistance +1, 1000 gp
(wrists) bracers of armor +1, 1000 gp
(slotless) -

Weapons
Cold iron Kama, 4 gp (light, 1d6/20x2 slashing, monk, trip)
Silver nine-section whip, 98 gp (one-handed, 1d8/19x2 bludgeoning, monk, blocking, trip, distracting)
Shuriken [x10], 1 gp each 5

Waterproof bag

Belt

Bandolier 1 (3/8)
Alchemist fire, 20 gp
Acid flask [x2], 10 gp

Bandolier 2 (6/8)
Bless weapon oil, 50 gp
Magic weapon oil, 50 gp
Magic armor potion, 50 gp
Enlarge person potion, 50 gp
Cure light wounds potion [x2], 50 gp

Backpack

Gold earned: 6000 (initial)
Gold spent: -98(silver nine-section whip)-6(kama+shuriken)-1000(bracers)-1000(cloak)-2000(ring)-0.5(waterproof bag)-40(alchemicals)-300(oils & pots) = -4444.5
Gold remaining: 1665.5 gp

Progress ideas:

Lolito's Dragon Ferocity damage progress

1) Exotic weapon proficiency (bastard sword), Weapon focus (bastard sword) | 2-handed bastard sword+PA +4 (1d8+6)
2) Bravery +1, Aquatic Combatant | 2-handed mwk bastard sword+PA +6 (1d8+6)
3) Armor training 1, Power attack | 2-handed mwk bastard sword+PA +7 (1d8+6)
4) Weapon specialization (bastard sword), Item: Effortless lace | mwk bastard sword+PA +3/+5 (1d8+6/1d8+3)
5) Martial Dominance, Weapon training +1 | mwk bastard sword+PA +5/+7 (1d8+9/1d8+6)
6) Improved Iron Will, Bravery +2 | +1 bastard sword+PA +7/+8 (1d8+10/1d8+7)
7) Dirty Fighting, Armor training 2 (Secured Armor)
8) Improved Critical, Item: Duelist Vambraces
9) Targeted Blow, Weapon training +2 (Defensive weapon training)
10) Quick Study, Bravery +3
11) Dodge, Armor training 3 (Armor Specialization)
12) Penetrating Strike
13) Greater Weapon Focus, Weapon training +3
14) Greater Weapon Specialization, Bravery +4
15) Cautious Fighter, Armor training 4
16) Greater Penetrating Strike
17) Risky Striker, Weapon training +4

Other feats:
Risky Striker
Armor Focus +1 AC
Barrom Brawler 1/day gain a combat feat for 1 minute (move action)
Dirty Fighting - Perform maneuvers without AoO when flanking, and ease prerequisites for getting maneuvers feats.

Equipment
Ioun Stone, Dusty Rose Prism(****): +1 to AC is always good.
spectral shroud 26000 see invisibility permanent, and become incorporeal 10 min
Pale green prism: +1 competence to attack or saving throws, 4000 gp
Deliquescent gloves 8000 gp to add corrosive to whatever weapon you hold.
cloak of displacement blur - 24000; displacemnt - 50000

Spells
Ride the waves (level 4) - breath and swim

Plot:

- Faceless stalkers are attacking goats
- Some rumors about faceless stalkers:
· Ramona suggests talking with Eliza
· Medrinnah stopped coming to the bar for no apparent reason
· Kereda says some people are coming and looking at his home at night
· Andvara is in hunger strike until a palisade is built and monsters dealt with