Manjin's page

No posts. Organized Play character for wuhan.


Full Name

Manjin

Race

tengu

Classes/Levels

Monk1 Maneuver Master/cleric1

Gender

M

Alignment

LN

Deity

abadar

Strength 18
Dexterity 14
Constitution 10
Intelligence 7
Wisdom 15
Charisma 10

About Manjin

4xp, 0pa, 6 fame.

952gp

Melee + Healer.
Cleric of Abadar: Domain:Metal/Travel

Associated Domain: Earth.

Replacement Power: The following granted power replaces the acid dart power of the Earth domain.

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Replacement Domain Spells: 2nd—heat metal, 6th—wall of iron, 8th—iron body

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

stats:18(17), 14 +2 (2), 10 -2 (2),7(-4),15 +2(3), 10(0)

Spd: 40'
Init: +2
AC: 14 (dex2 wis2)
HP: 14 (8monk base +1 favored class +5cleric)
F/R/W
4/4/6
CMB:+5 (+8 Grapple, +7 Sunder)
CMD: 18 (CMD21 vs Grapple, CMD20 vs Sunder)

+0base

MW Cold iron Flambard 1d10 19-20/×2 — 6 lbs. S sunder
Benefit: If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.

Sunder Flambard vs wood hafted weapons +12 1d10+8 vs objects
4str 1bab,2feat, 4circumstance, 1MW.

Flurry of Maneuvers, Sunder Flambard vs wood hafted weapons +8/+8 1d10+8

Tactics: Flurry of maneuvers, Sunder w/ Flambard +8 (4str 2feat 4weapon/vs haft, 1MWwpn, 1monklvl) Strike with flambard +5 1d10+6

Flambard +5 1d10+6
Unarmed +4, 1d6+4
Secondary : bite -1 , 1d3+3

2Javelin +2, 1d6+4 P
dagger +2, 1d4+4 P/S

Feats:
Improved Sunder *Monk1*
Improved Grapple

Grappled creatures cannot make attacks of opportunity.
Being pinned does not make you flat-footed, but you are denied your Dex bonus.
A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll.

Oregent Vandal Regional +2 to damage rolls vs. targets with hardness
Adopted: Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Stunning fist 1/day DC13
Channel positive 3/day 1d6

Skills:
1perception9
1acrobatics8
1stealth8

Table: Common Armor, Weapon, and Shield Hardness and Hit Points
Weapon or Shield Hardness1 Hit Points2, 3
Light blade 10 2
One-handed blade 10 5
Two-handed blade 10 10
Light metal-hafted weapon 10 10
One-handed metal-hafted weapon 10 20
Light hafted weapon 5 2
One-handed hafted weapon 5 5
Two-handed hafted weapon 5 10
Projectile weapon 5 5
Armor special4 armor bonus × 5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20

1 Add +2 for each +1 enhancement bonus of magic items.
2 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
3 Add 10 hp for each +1 enhancement bonus of magic items.

Equipment:
Armbands of the Brawler, -2pa
They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.

1 alchemists fire 20gp
1smokestick 20gp
cold weather outfit
1 javelins 1gp
dagger 2gp
10 shuriken 2gp
MW Cold Iron Flambard
potion of feather step 10min/lvl

Scrolls:
detect evil
magic stone
hide from undead
remove fear
remove sickness
swallow your fear
divine favor
bless
prot vs evil
magic weapon
delay poison
bull str

Potions:
enlarge person
mage armor

433gp

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
(Read magic, detect magic, light)
Long strider: Domain
Swallow your fear
Magic Weapon

Monk:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Cleric:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

This ability replaces flurry of blows.

The sarkorian prophecy, 2-08: 1xp applied. 500gp +1xp
Scenario 04: The frozen fingers of midnight +1xp +2PA +467gp
Scenario 4-01: Rise of the goblin guild +1xp, +2pa, +520gp
scenario 4-18: The veterans vault, 1 xp, +2pa, +519gp

-2pa wand of cure light wounds 50 charges
-2pa armbands of the brawler (+1 competence to grapple)
-2pa scroll 5x Lesser restore

Standard Racial Traits

Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
Type: Tengus are humanoids with the tengu subtype.
Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Tengus have a base speed of 30 feet.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
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

list of swords/daggers prof :
sword breaker dagger 1d4 x2 disarm, sunder+2 (+4sunder vs bladed weapons)
two-bladed sword 1d8/1d8 19-20
flambard 1d10 19-20 sunder+2, (+4vs wood hafted weapons)
elven curved blade 1d10 18-20
bastard sword 1d10 19-20
dueling sword 1d8 19-20 finesse
sabre saw tooth 1d8 19-20 off hand light
khopesh 1d8 19-20 trip
falcata 1d8 19-20 x3
greatsword 2d6 19-20
falchion 2d4 18-20
longsword
rapier
cutlass 1d6 18-20
scimitar 1d6 18-20
sword cane 1d6 x2
shortsword
kukri 1d4 18-20

sword seven branched 1d10 x3 disarm/monk (trip = flatfooted)
double katana 1d6/1d6 x3
urumi 1d8 18-20
temple sword 1d8 19-20 trip
katana 1d8 18-20 x2
wakizashi 1d6 18-20 x2
broadsword 9 ring, 1d8 x3 monk
double chicken saber 1d8 19-20 disarm, monk
butterfly sword 1d4 19-20 monk

(Build @ lvl 3, monk1/cleric2
+Power attack
+Linguistics (1rank = +6 1+3+4-2)+Varisian+Polygot