Gravin Goldhammer

Maulaxe, the Just's page

182 posts. Organized Play character for Pirate Rob.


Race

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision

Classes/Levels

|| SF (3/3) || Take 10 Stonecunning = 20

About Maulaxe, the Just

Maulaxe, the Just
Dwarf monk 3
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)
hp 33 (3d8+15)
Fort +6, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities, +2 vs. enchantments
Defensive Abilities defensive training, evasion
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Offense
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Speed 30 ft.
Melee mwk battleaxe +6 (1d8+4/×3) or
. . unarmed strike +5 (1d6+3) or
. . unarmed strike flurry of blows +4/+4 (1d6+3)
Ranged or
. . cold iron shuriken flurry of blows +2/+2 (1d2+3) or
. . cold iron shuriken +3 (1d2+3)
Special Attacks flurry of blows, hatred, stunning fist (3/day, DC 13)
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Statistics
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Str 17, Dex 12, Con 16, Int 12, Wis 14, Cha 5
Base Atk +2; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Power Attack, Stunning Fist, Toughness
Traits dirty fighter, sacred touch
Skills Acrobatics +7, Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +8, Knowledge (history) +5, Knowledge (religion) +5, Perception +8 (+10 to notice unusual stonework), Profession (soldier) +6, Sense Motive +8, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ fast movement, maneuver training
Combat Gear oil of bless weapon, potion of cure light wounds, potion of magic fang, wand of mage armor (50 charges), alchemist's fire (2), smokestick; Other Gear cold iron shuriken (50), mwk battleaxe, traveler's any-tool[UE], silk rope (50 ft.), 50 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.