Zorgus

Maslow Kong's page

71 posts. Alias of Archimedies91.


Full Name

Atlan Mordew

Race

LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft

Classes/Levels

Unchained barbarian 1/ unchained rogue 1

Gender

Male

Size

Med

Age

20

Special Abilities

Rage, sneak attak

Alignment

LN

Deity

Gozreh

Languages

Common merfolk

Occupation

Hunter

Strength 13
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Maslow Kong

Male Vanara Unchained Monk 1
LN Humanoid (Vanara)
Size: Medium
Speed: 30 Feet
Climb Speed: 20 Feet
Inititative: +4
Languages: Common, Vanaran, and Aklo
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HP: 13 AC: 18 Touch: 15 FFAC: 10
Fort: +4 Will: +3 Reflex: +6
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Attack: Unarmed Strike +5 1d6 Bludgeoning (20 x2 Crit)
Attack: Unarmed Strike +6 1d4 Bludgeoning (20 x2 Crit)
Attack: Starknife +5 1d4 Slashing/Piercing (20 x3 Crit)
Attack: Shortbow +5 1d6 Piercing (20 x3 Crit)
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Stats: Str10 Dex18 Con14 Int12 Wis16 Cha6
Skills: Acrobatics +8 | Disable Device +9 | Perception +7 | Stealth +7 | Swim +4
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Feats: Weapon Finesse, Dodge
Traits: Seasoned Hunter (Magical Beast), Vagabond Child
Class Features: AC Bonus, Flurry of Blows, Stunning Fist
Racial Traits: Prehensile Tail, Low Light Vision, Change Size
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Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Change Size: One vanara in every 500 is gifted with limited shapeshifting ability. Such a creature can adjust her size at will. She gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, she can use change shape to reduce her size category to Small. Her ability scores don’t change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a fullround action. This racial trait alters the vanara’s type and replaces nimble.
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. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
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). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks 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. 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.