Radi Hamdi

Mohktar sē Bāharaurori's page

245 posts. Alias of Song of Chiroptera.


Full Name

Mohktar sē Bāharaurori

Race

Monk 8 | HP 73/73 | AC:22 (26)|(+4 vs AoO), T:21, F:16 | CMD:29, CMB:+10 | Save F+8, R+10 (Evasion), W+10 (+2 vs enchant & effects, +2 to save vs. mind-affecting) | Init:+8 | Perc: +11 | Ki 6/6 | Stunning Fist 9/9 | Speed 50'

Age

31

About Mohktar sē Bāharaurori

Mohktar
Human Monk 8
LG Medium humanoid (human)
Init +8; Senses Perception +11
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 16 (+4 Dex, +2 deflection, +1 dodge, +4 untyped)
hp 73 (8d8+30)
Fort +8, Ref +10, Will +10; +2 vs. enchantment spells and effects, +2 to save vs. mind-affecting effects
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee +2 temple sword +10/+5 (1d8+4/19-20) Ghost Touch and
. . unarmed strike +10/+5 (2d6+2) and
. . Sansetsukon (Three-Section Staff) +9/+4 (1d10+2/19-20) block +1 AC

Ranged chakram +10/+5 (1d6+2/x2)

Special Attacks
Flurry of Blows (6, 6, 1, 1,)
Ki strike, cold iron/silver
Ki strike, magic
Stunning Fist (8/day, DC 16)

--------------------
Statistics
--------------------
Str 14 (+2)
Dex (17) | 19 (+3 | +4)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 12 (+1)

Base Atk +6; CMB +10; CMD 29

Feats
Deflect Arrows
Dodge
Improved Initiative
Improved Unarmed Strike
Iron Will
Mobility
Snake Style
Stunning Fist
Toughness
Weapon Finesse

Traits
Ease of faith
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Latent Psion (human - vudra)
The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in Vudra, this power remains potent in your mind as well and protects you from mental assault. Benefit: You gain a +2 trait bonus on saves against mind-affecting effects.

Skills
Acrobatics +14 (+22 to jump, +42 to jump w/ki)
Climb +8
Diplomacy +10
Escape Artist +11
Knowledge (history|vudran culture) +4
Knowledge (religion) +7
Perception +11
Sense Motive +12
Stealth +13
Swim +6

Languages Common

SQ ac bonus, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, wholeness of body

Combat Gear
》1 Potion of Displacement 750 gp
》2 Potions of Enlarge Person 100 gp
》1 Potion of Bulls Strength 300 gp
》1 Potion of Darkvision 300 gp
》2 Javelins of Lightning 3,000 gp
》1 Potion of Spider Climb 300 gp
》2 Potions of Cure Serious Wounds 1,500 gp

Monk's Robes of Varunasi
Resist 10/Acid | 10/Fire
1/day extra move as a swift

When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

Other Gear
Monk's Outfit | Needle & Thread
Monk's Kit
Crowbar
Oil (x3)
Flint & Steel
Torches (x3)
Drawing Journal
Ink | Ink Well | Quills | Drying Sand
Charcoal for Drawing
+1 darkwood quarterstaff
+2 temple sword
belt of incredible dexterity +2
boots of striding and springing
handy haversack
ring of protection +2
670 gp

--------------------

Special Abilities:

..

AC Bonus +4
The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.

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 you succeed at a Reflex save for half damage, you take none instead.

Fast Movement (+20')
The Monk adds 10 or more feet to his base speed.

Flurry of Blows +6/+6/+1/+1 (Ex)
Make Flurry of Blows attack as a full rd action.

High Jump (+8/+28 with Ki point) (Ex)
+8 to Acrobatics checks made to jump.

Immunity to Disease
You are immune to diseases.

Improved Unarmed Strike
Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Ki Defense (Su)
A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.

Ki Pool (Su)
You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.

Ki Strike, Cold Iron/Silver (Su)
If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.

Ki Strike, Magic (Su)
If you have ki remaining, unarmed strikes count as magic to overcome DR.

Maneuver Training (Ex)
CMB = other BABs + Monk level

Mobility
+4 to AC vs. AoO provoked by moving out of or through a threatened area.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Slow Fall 40' (Ex)
Treat a fall as shorter than normal if within arm's reach of a wall.

Snake Style
You watch your foe's every movement and then punch through its defense. Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

Stunning Fist (8/day, DC 16) (Stun, Fatigue, Sicken)
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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (1d10)
The Monk does lethal damage with his unarmed strikes.

Wholeness of Body (8 Hp/use) (Su)
Use 2 ki to heal own wounds as a standard action.

§ § § § § § § § §

History:

Mohktar is a man of few words. Born in a small hovel of Katapesh to parents with wildly differing pasts. His mother an archivist with the Pathfinder Society, his father a monk in the Irori temple, the two were thrust together when his mother sought out his father's assistance with her latest venture. Months of adventuring led to the two falling in love and the birth of a son.

Mohktar has been quiet his entire life, preferring to watch and learn and to react quickly when arriving at a decision. In his early adolescence he came to the conclusion that his path lay in the open palm of Irori, and in seeking greater understanding of a himself and the world around him.

Over the years, he sought out methods to improve his mental, spiritual and physical well-being. The tenets of Irori and the lessons of his father were the pillars by which he learned introspection, patience and peace. His mother's influence and tales of a Vudran ancestry taught him how to value love and peace and the verve of life.

Over the years, Mohktar has adopted and satisfied two vows with the goal of a viewing greater enlightenment; a vow of peace and a vow of silence. It was two years into these vows when he met Shikyomaru Kuro, an impetuous man bent on a dark task in the shadowed streets of Absalom. For Mohktar, he had been in service to the local monastery and training with the paladins of Iomedae. It was a period of introspection for the monk that Irori had prompted in preparation for the meeting with Kuro. At least that's how Mohktar viewed it. For the monk would have been much harsher and more judgmental of the Tian ninja had he met him 2 years prior. As it was, Mohktar discovered an unshakeable foundation of honor in Kuro that prompted the monk to and him in his time of need.

While Mohktar views their time of meeting as Irori's providence of education for the monk, Shikyomaru Kuro sees it as the forging of a debt to Mohktar for saving his life. Differing perspectives notwithstanding, the two have become good friends as one looks to soften the walls of stoicism just as the other seeks to instill direction.

In recent times, Mohktar has completed his views of silence and peace, emerging a wiser and more patient man. He and Kuro departed Absalom and made their way to Katapesh. One to make pilgrimage to the monastery, the other seeking adventure. Both ran across a myriad of personalities - the party included - and embarked upon several tasks together.

Now, hearing the distant calls of his grandsires, Mohktar and Kuro head towards the Isle of Jameleray. There, Mohktar seeks pilgrimage to the cradle of his faith and philosophy and to learn more about his heritage.

§ § § § § § § § §

Appearance & Personality:

..
Mohktar is 31, stands 5' 10" tall with a trim build implying speed versus strength. His olive skin is a mixture of his father's Osirion heritage and his mother's Vudran. His hair is dark with hints of grey at the temples and in the stubble normally in his jaw.

His garb consists of a simple monk's outfit with leathered boots and a loosely wrapped head garment (similar to my avatar). His clothing is a mixture of tans and browns (think Aiel Cadinsor).

Mohktar is the quiet one in the room. His years within the Vow of Silence taught him the value of listening and watching and graced him with the patience of mountains. He offers conversation in a friendly manner, opting to let the other guide the discussion and offering short and insightful responses. Three levels four word sentences are his standard.