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Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() AC is 10+5natrual+2dex+1Class+1Dodge-2size, My AC 17, also how do the chains hit me 20ft away? Also don't forget my DR. Mon advances and moves to grapple the golem, using her allies as a distraction.Using Martal flexibility to gain the Gang up combat feat, then because two allies are threatening I am considered flanking. Making a grapple check using dirty fighting to make a grapple without provoking AOO. Grapple: 1d20 + 13 ⇒ (15) + 13 = 28 once she has a hold on the golem she gets ready to pin next round... ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon focuses on the Golem... Looking for weakness Exploit weakness: 1d20 + 3 ⇒ (9) + 3 = 12The DC is 10+ the golem's CR which I'm sure isn't 2
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Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon stands and Cries out. That's not good! I'm doing something! she moves through the crowd and jumps into the arenaacrobatics (avoid Fall damage): 1d20 + 12 ⇒ (13) + 12 = 25 she then shouts to The lone standing fighter. I'm here to help!
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Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Agreed, and after all I'm not effecting anything so far. In battle I'll probably make some mistake and try to use some attack that proves useless... Although I'm sure in a world where golems and constructs are commonplace that it is common knowledge that Golems are relitivly mindless. ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Saying this in the sense she has attacked a golem before- after all we are all lvl 5, and that knowledge is basic for the mindless type, which many creatures other than Golems have. I have know (dungeonering) which includes Ooze, they are mindless and after fighting a golem who doesn't think I can deduce that Golems are also mindless. Backdoor logic works unfortunately. You are correct though that I shouldn't know that iron Golems dislike electric attacks.... Although I believe I'm wrong there... So Mon doesn't know for sure, and she is just guessing, after all she doesn't know much about golems, just about how they are made. ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon laughs, yes, you just don't use full strength. Nonlethal, its with your fists so... Seems these men don't know the first thing about fighting a golem... First, golem don't think, you can't feint them into that thinking. Second, none of these !em seem to have a magic weapon, and you want to electrocute Iron golems... ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon huffs, I always have been... Or at lest that's what I think. I have always have been strong, but where my experience begins is much different. I actually
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Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon doesn't look at Zeke. Me... all I need is one hit... one punch... with that she falls silent, dropping into a battle stance (Tiger Style) her hands are open into claw shapes, and those who look can see she really had claws, although they are currently retracted. Just... One... Punch... Also, are we currently able to use our mythic powers? Having a +20 str bonus to break the sack would make this moment totally awsome. STR w. Display of Power: 1d20 + 23 ⇒ (20) + 23 = 43(and the bag would completely explode, or at least fly at least 30ft away) One punch is all it took, as the air around Mon seemed to twist space as she swung with the might of a god... ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon scoffs, like she would ever use magic... she aproaches the bag and examines it... seeking weakness and finding vulnerabilities. What is the material? If the hardness is lesser than 1(like with cloth or paper) Ignore any DR, and get a +2 to attacks against it. Wiz Check(Exploit Weakness): 1d20 + 3 ⇒ (8) + 3 = 11 She thinks for a moment, wondering if she should forgo attacking to simply break it... ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon wanders the tents, her bare arms toned and strong. She looks at one of the weapon stalls and scoffs at the idea that throwing cards are a thing. She glances over the armor but ignores it once she sees its all heavier than she is used to. ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Mon will actually focus on becoming a huge robot herself (as a shifter I can do that, then combo some damage dealing), and she can help with making you sneakier, by making you small and such, also I could change one of you into a Javelin, throw you as a weapon, then turn you back so you can keep attacking. If course any damage you deal as a weapon is delt to you as well. ![]()
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
![]() Same here, Mon is a Vanara who's homeland was destryed by the giant machines that inhabit the land, she has trained herself to fight these large machines while also mixing in the powers of her homeland(the Shifter class) now she works as a scraper, taking jobs to destroy faulty machines. Also, I like how a are all either monks or brawlers. ![]()
![]() Thanks chess, I took brawler because their fists are natral weapons for spells and effects, and the steel-breaker archetype because of the need to fight constructs. Also, shifter gives alot of bonuses to Natural attacks, as well as the fact Natural attacks are considered close weapons in the fighter group, meaning I can apply my brawler's close weapon ability to them. Basically it's a good mesh of natural attacks and useful shapechanging. ![]()
![]() DM Forgedawn wrote:
That isn't God then... that's just a random Imp. Seeing that most demons and angels are stronger than that, there must not be many gods. ![]()
![]() stats: 4d6 ⇒ (5, 6, 3, 1) = 15=14
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![]() I was just thinking... the only picture of a Vanara anywhere is the one in the advanced race guide (which is the one i'm using for my avatar) so that means that vanara is super rare, even in the Real-life community... that is... kinda interesting. I wonder if they are just in the book as a sort of interesting option... ![]()
![]() Traveller Elbin wrote: @Mon Feylin: Hi, could you clear those skills a little? If you add modifiers just write out all of it (rank/ability/other) even if it's zeroes, so that others don't have to guess which is which and where you've put ranks. I'd also like to know how Mon came to be in Taldor, since her race is a bit rare. Okay, i'll get working on those now :) Edit Here is the reson, you can also find it in my background:
How she came to taldor(or really why): Mon came to Taldor as part of her job, she is currently working with a group of "artifact collectors"(the non-magical kind) and she is in charge of avoiding traps, grabbing said artifacts, and getting out without ever being seen. She enjoys the job-anything to use her skills- and doesn't ask questions about it. her employers found intrest in the area, so they sent their best "temple raider" into the area. that just happened to be Mon.
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![]() Malian Azlanium wrote: Good. I already have the gnome mostly done, just need some tweaking. Seeing as how I'm not doing much in Frosty's game, thought I'd try my hand here. Shame I don't have the Inner Sea Intrigue. I'd love to have that clockwork familiar and just learn Mutagens through discoveries instead. there is a Promethean alchemist that has a Homunculus companion... you should look into that:Here ![]()
![]() okay, Mon is Ready, just let me know if anything needs fixed :) How I plan on using her: In combat: using my reposition, I will put enemies in line for sneak attacks(flanking) and I will likely beat the sweetness out of them with my cestus. i will use strange tactics, like climbing walls and using reach weapons to poke at my enemies. I will be fighting in 3 dimensions! If I can anyways.
Out of combat I will put in advice when I can, scout using my stealth and climb skills, and will try to find the good in any situation. not much to say here... besides that of course In RP Mon is a very "playful" character, even if she has horrible burns and is supposed to be lawful good. as a role-player, i don't view the alignments as molds you're supposed to fit into. I see it more like a guide. you can have a lawful good character with the outlook of anything that goes against his ideals is evil, or at least that's the idea of his church superiors who use him as a vessel of their power. I'm lawful good, but that doesn't mean I have to be the Shining knight. I follow rules, i Just have fun while doing so! there is order within everything, even chaos... the whole Yin-Yang thing going on :)
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![]() here is Mon's stuff... stats:
HP=11/11
BaB=+1 Fort:3 Refl:5 Will:3 racial traits:
Vanara: Vanaras are humanoids with the vanara subtype.
Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 20 feet. Low-Light Vision: A vanara can see twice as far as a human in dim light. Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks. 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. Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
Class 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. 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 Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. Bonus Feat: A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep. At 10th level, the following feats are added: In Harm's Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike. 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. Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist. 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. skills and feats:
Skills(rank/ability/other=total)
appraise (Int),0/1/1 Acrobatics (Dex),2/3/2 Climb (Str),4/1 Craft (Int), Escape Artist (Dex),2/3 Intimidate (Cha),2/0 Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (dance)(Cha),4/0 Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex),4/3/2 Swim (Str),2/1 Feats
Traits:
Foreign Opportunist: You’re not a native Osirian,
but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re definitely interested in the wealth that’s lain hidden in dusty crypts for millennia— such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion. Air-Touched: You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type.
Inventory:
Gp=4
monk's kit( a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), flint and steel, Cestus(one for each hand), quarterstaff,(10) shuriken, nine ring broadsword, attacks:
unarmed:+4 1d6+1 20/x2 cestsus:+4 1d6+1 19-20/x2 shuriken:+4 1d2+1 20/x2 nine ring broadsword:+2 1d8+1 20/x3 quarterstaff:+2 1d6+1/1d6+0 20/x2
background/personality:
Mon was raised in the treetop homes of an elven village. Her real parents had died in a dragon hunting raid when she was only 5 years old. she doesn't remember mush of the experience, but her arms are covered in burn scars from the acid of the green dragons. few survived the attack. those who did ought help from a near by elven village. they took the vanaras in, and Mon was put into the care of an elven Monk who wanted the experience of raising a child, even one of a different race. from the age of 9, Mon was taught the discipline and skills of a monk from her adopted mother. by the age of 15, she was skilled in the use of several weapons, as well as martial arts. The flowing, dance-like fighting style of her adopted mother accented her own personality. she found it fun to be able to dance with her enemies. when she turned 18, Mon left her elven home and sought to find adventure. She found a place in the markets, finding rare artifacts and selling them to some of her trusted brokers. one such merchant was the one who actually suggested they go to Wati. Mon was reluctant at first, but her sense of adventure got to her before the merchant could even try to convince her. unknown to her, Mon has some connections to an air elemental, she may have been a sorcerer if she had ever unlocked her powers. Mon has white fur, and the hair on her head is cut to shoulder length. she keeps it tied up in a bun using a golden clasp. spots of hazelnut fur line her back, arms, and legs. she keeps her hands and feet covered in bandages she uses to keep her hands and feet rigid for fighting. the knuckles on the bandages are often covered in bloodstains or dirt. she wears light clothing and carries several weapons. She wears a set of loose pants and some cloth wraps around her chest, although she isn't very modest.
okay then... just waiting. |