![]()
About Norjan Slinaria___________________________________________________________
+10 CMB (+5 BAB, +5 Str)
+12 Pick, Heavy +1 [(+5 BAB, +5 Str, +1 Magic, +1 Weapon Focus) Damage: (1d6+8) (+5 Str, +1 Magic, +2 Weapon Specialization)]
Modifiers:
Max hp: 58 (+10+6+8+2+9+8, +6 Con, +6 DM Bonus, +3 FC)
+9 Fort (+7 base, +1 Con, +1 Cloak) [+4 Fighter, +3 Monk]
Skills:
+6 Acrobatics (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty)
+0 Appraise (+0 Int, Ranks 0) +0 Bluff (+0 Cha, Ranks 0) +9 Climb (+5 Str, Ranks 1, Class Skill +3) +0 Craft(Weapons) (+0 Int, Ranks 0, Class Skill +3) +0 Diplomacy (+0 Cha, Ranks 0) +* Disable Device (+3 Dex, Ranks 0)(-1 Armor Penalty) +0 Disguise (+0 Cha, Ranks 0) +6 Escape Artist (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty) +* Fly (+3 Dex, Ranks 0)(-1 Armor Penalty) +0 Handle Animal (+0 Cha, Ranks 0, Class Skill +3) +1 Heal (+1 Wis, Ranks 0, Class Skill +3) +0 Intimidate (+0 Cha, Ranks 0, Class Skill +3) +* Knowledge, Arcana (Int +0, Ranks 0) +* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3) +* Knowledge, Engineering (Int +0, Ranks 0, Class Skill +3) +* Knowledge, Geography (Int +0, Ranks 0) +* Knowledge, History (Int +0, Ranks 0, Class Skill +3) +* Knowledge, Local (Int +0, Ranks 0) +* Knowledge, Nature (Int +0, Ranks 0) +* Knowledge, Nobility (Int +0, Ranks 0) +* Knowledge, Planes (Int +0, Ranks 0) +* Knowledge, Religion (Int +0, Ranks 0, Class Skill +3) +* Linguistics (Int +0, Ranks 0) +10 Perception (+1 Wis, Ranks 6, Class Skill +3) +6 Ride (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty) +6 Sense Motive (+1 Wis, Ranks 2, Class Skill +3) +* Slight of Hand (+3 Dex, Ranks 0)(-1 Armor Penalty) +* Spellcraft (+0 Int, Ranks 0) +9 Stealth (+3 Dex, Ranks 4, Class Skill +3)(-1 Armor Penalty) +1 Survival (+1 Wis, Ranks 0) +8 Swim (+5 Str, Ranks 1, Class Skill +3)(-1 Armor Penalty) +* Use Magic Device (Cha +0, Ranks 0) Each level skill points gained:
Traits:
• Reactionary - +2 Init
Feats:
Weapon Focus(Pick) (Level 1) Power Attack (Level 1 Fighter Bonus) Two Weapon Fighting (Level 2 Fighter Bonus) Crane Style (Level 3) Monkey Style (Level 1 Monk Bonus) Improved Unarmed Strike (Monk Bonus) Stunning Fist (Monk Bonus) Crane Wing (Monk Level 2 Bonus) Two Weapon Defense (Level 5) Weapon Specialization(Pick) (Level 4 Fighter Bonus) Simple Weapon Proficiency
Racial:
+2 Str +2 Dex (Dual Talent Alternate Racial Trait) Medium Speed - 30 feet [ooc]+1 Skill/Level <-- Replaced by Dual Talent Bonus Feat at level 1 <-- Replaced by Dual Talent Favored Class:
Favored Class: Fighter
+1 Str @ level 4
Fighter:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. [spoiler=Fighter] Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Bravery (Ex)
Defensive Flurry (Ex)
Twin Blades (Ex)
Doublestrike (Ex)
Improved Balance (Ex)
Equal Opportunity (Ex)
Perfect Balance (Ex)
Deft Doublestrike (Ex)
Deadly Defense (Ex)
Monk:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. 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 his 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. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 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. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. Bonus Feat
Fuse Style (Ex)[b]
[b]Stunning Fist(Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist. Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Equipment:
Arms, Armor, and Clothing
(600) Composite Longbow(Str +5), 3 lbs
(1000) Cloak of Resistance +1
Potion of CLW x2
To be sold: 54.5 lbs In Backpack Backpack, Masterwork 2 lbs
33 lbs Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 87.5 = 54.5 Equipment + 21 Backpack + 12 Waterskins Light Load: x < 133 lbs.
Appearance:
Before you stands a tall thin athletic man. But when he moves, you can see the muscles in his arms are more than well developed. Over his shoulder he holds a large pick and another smaller pick sits in a sheath at his side. While his dark hair and cold expression show his battle hardened demeanor, you can see a sparkle in his eyes showing that he would likely be just as happy throwing back a few in the local tavern as dual wielding the his deadly picks. Background:
Born in the mountains of Qadira, Norjan believed he would follow in his father’s footsteps operating a silver mine. From his youngest age, he always had a pick in his hands, breaking rocks, seeking veins of silver in the mines, or fighting of marauding humanoids. However, when he turned eighteen, his father felt that he needed a proper education, something his father, a retired adventurer, had never had. So, Norjan was sent to a monastery to study with devotees of Sarenrae. While Norjan excelled at the physical elements of the monastery, he had neither the patience nor the intellect to excel as a monk. However, while he was not as perceptive as many of his companions, once something was detected, he was frequently the first to react. A skill which he had developed as a youth dodging rocks and cave-ins in his father’s mines. While he rarely paid attention when being taught to fight with unarmed combat, Norjan excelled at fighting defensively which enabled him to dodge and avoid the blows of his competitors while waiting for the perfect time to land the punishing strikes that his strength allowed. After several years in the monastery, the monks agreed that he had learned all they had to offer. Thus, he picked up his trusted picks and returned to his father’s mine, but his time away from the mine caused the small town and work to no longer hold the interest it had during his youth. So, he travelled to Katheer and boarded a ship. Since this time, he has traveled and worked as a guard with caravans and ships. Most recently he has arrived in the city of Freeport where rumors abound of a haunted mansion. Feeling the need to test his skills, and having become rather bored with the life of a caravan guard, he has headed to a local tavern where adventurers frequently gather. There he was contacted by several local citizens seeking to have the mansion cleared out. Having agreed to the work, he now stands before the foreboding structure. What awaits, only the gods know. |