Camper

Motrannin Ironfist's page

21 posts. Alias of BloodWolven.


About Motrannin Ironfist

3 red level up crystals and 6 scales. Another crystal each, and 4 scales each.

Motrannin Ironfist thinks to you, You may choose an ability that I can grant you, my typical blessings are Bull strength, cats grace, or bears endurance 1/day. Do you have something else in mind?

He nods his head in understanding, then answers you, "I have told you what I stand for but not my name. I have many names some call me Mitra, Wadjet, Irori, and Zen'i'Rah. Though most recently I have been claiming the name Motrannin Ironfist. I strive for perfection and guide my disciples with that goal in mind. We also strive to help all others to help themselves to protect the innocent and give them the ability to take care of themselves. Did that answer your question?"

In the darkness you are met with a muscular human he laughs at your approach. A laugh of mirth and admiration rather than scorn. His body shows many scars on his muscular chest, his face is friendly but stern. "Greetings young one, might I invite you to come sit with me? I am a god like Baris, shunned from the others for my own pursuits. I admire a good hunt and look to perfect myself mind, body, and soul. So many of my fellows are focused on what they can attain and how easy life can be. I know the truth, I have seen it, darkness comes and we need those who would stand up and protect. Swear fealty to me and stand with me against those who would kill the innocent and slaughter for no other good reason than for killing sake. What do you say?"

LN Small Humanoid
Init +5; Perception + 10
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Defense
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AC 22, touch 22, flat-footed 17 (Wis +5, Dex +5, Size +1, Dodge +1, +0 Mage Armor, +0 Nat)

hp 35/35

Fort +7, Ref +8, Will +8 (+2 vs fear, enchantment spells and effects)

Combat Expertise: -2 on attack, +2 dodge AC.

CMD 28
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Offense
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Speed 60 ft.
Melee Mithril Dagger +9 (1d4+4/19-20)

[dice=unarmed strike]1d20+9-2[/dice] [dice=damage with PA]1d6+4+4[/dice]

[dice=+1 guisarme]1d20+10-2[/dice] [dice=damage with PA]2d4+7+6[/dice] Reach/Trip

[dice=Ranged sling, +1 glowing adamantine bullet(5)]1d20 +11[/dice] [dice=damage]1d4+4[/dice] 50 ft.

Base Atk +4; CMB +13, CMD 28

Feats:
Proficiency Polearms, simple weapons, monk weapons
Dodge,
Combat Expertise (Drawback),
Combat Reflexes,
PA,
Imp. Trip: +2 on trip, no AoO

Drawback:
Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Traits:
Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. Diplomacy is always a class skill for you.

Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Specials:

Monk AC
Unarmed Strike
Stunning Fist (Ex)
Evasion

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk adds his Wisdom modifier when calculating his Combat Maneuver Bonus and Defense.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 3 + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his Wis modifier to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

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

Skills:

CS=class skill (0 ACP)
Acrobatics +11, (1 Rank, +3 CS, +5 Dex, Racial +2) ( +5 when jumping)
Climb +8, (1 ranks, +3 CS, str +4 )
Craft (weapons) +5, (1 rank, +2 Int, +2 MW items)
Diplomacy +8, (1 rank, +3 CS, +3 Cha, +1 Trait)
Escape Artist +9, (1 ranks, +3 CS, Dex +5 )
Handle Animal +3, (0 ranks, +3 Cha)
Heal +5, (0 ranks, +5 Wis) +2 if Kit is used
Intimidate +8, (1 ranks, +3 CS, +3 Cha, trait +1) -4 size if they are large or bigger...
Knowledge (history) +6, (1 rank, +3 CS, +2 Int)
Knowledge (religion) +6, (1 rank, +3 CS, +2 Int)
Linguistics +2, (0 ranks, +2 Int)
Perception +11, (1 ranks, +3 CS, +5 Wis, +2 racial)
Perform (Dance) +7, (1 ranks, +3 CS, +3 Cha)
Profession (Massage) +9, (1 ranks, +3 CS, +5 Wis)
Ride +8, (1 ranks, +3 CS, +5 Dex)
Sense Motive +9, (1 ranks, +3 CS, +5 Wis)
Stealth +13, (1 ranks, +3 CS, +5 Dex, +4 Size)
Survival +5, (0 ranks, +5 Wis)
Swim +8, (1 ranks, +3 CS, +4 str)

Languages: Common, Halfling, Draconic, Giant

Gear:

On person: belt pouch (chalk and charcoal)(1/2), Healer’s kit (1), sling, mithril dagger (1), silver holy symbol, +1 guisarme (12), coins (1), boots of the cat (2) , Belt of healing (1), bullets (5)
Total weight: 29

HHH (5): 15 rations (15), 2 sacks(1), a survival Kit (5), bottle of wine(1), gear maintenance kit(2), 4 daggers(4),
Total weight: 5


Kits and item descriptions:

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Traveler's any-tool: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Boots of the cat (1,000 gp): These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Belt of Healing, 1000 gp, 3 charges daily, 1 charge 1d8+1, 2 charges 2d8+3, 3 charges 3d8+5.

Racial abilities:

Powerful Build: Basically works as if you are Medium but only when advantageous to do so.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60

skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8