Jask Derindi

Obahi's page

278 posts. Alias of NotEspi.


Full Name

Obahi

Race

| HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision |

Classes/Levels

Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Gender

Dromaar Field Medic Monk 3

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Obahi

Obahi - Male Dromaar Field Medic Monk 3
Perception +7; Darkvision
Languages Orc, Taldane

AC 21
HP 41
Fort +8; Ref +11; Will +9

Speed 35 ft

Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (0)

BOTTING
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Super easy. ◆ Wolf Stance, ◆ Stride to get into their face, ◆ Flurry of Blows.

Wolf Jaw +9 / +5 / +1
[dice]1d20 + 9[/dice] | Damage [dice=]1d8 + 2[/dice]

Fist +9 / +5 / +1
[dice]1d20 + 9[/dice] | Damage [dice=]1d6 + 2[/dice]

No need to roll medicine for treat wounds. Obahi has assurance, so just roll for 2d8

Simple as that.
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Offense

Melee Fist +9 | Damage 1d6+2 B (Agile, Finesse, Nonlethal, Unarmed)
Melee Wolf Jaw +9 | Damage 1d8+2 P (Agile, Backstabber, Finesse, Nonlethal, Unarmed, Trip)
Ranged Sling +9 | Damage 1d6+1 B (Propulsive)

Skills

+9 Acrobatics, Stealth, Medicine | +7 Athletics, Survival | +5 Warfare Lore

Items:

Backpack
Bedroll
Chalk (10)
Flint and Steel
Rope
Rations (2)
Torch (5)
Waterskin
Soap
Climbing Kit
Grappling Hook
Smokestick (Lesser)
Healer's Tools

Feats:

Wolf Stance
(Stance)
Requirements You are unarmored.

You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.

Battle Medicine
(General, Healing, Manipulate, Skill)

Prerequisites trained in Medicine

Requirements You are holding or wearing healer's tools.

You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Flurry of Blows
(Flourish, Monk)

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Stunning Fist
(Monk)

Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.

Assurance (Medicine)
(Fortune, General, Skill)

Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Continual Recovery
(General, Skill)
Prerequisites expert in Medicine

You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Mystic Strikes
(Monk)

Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.

Incredible Movement
(Monk)

You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

Bio:
A son of a ferryman and a surgeon, Obahi was not raised by his parents, though he saw them often. He was instead raised in the estate of Jorsal of Lauterbury - a crusader working for an organisation outside of Mendev.

Obahi was studying medicine in the monastery, training under a strict regime. After his teens, he had joined the crusade as an auxiliary. A messenger, medic, scout. He went on a few missions with Jorsal. Nothing too dangerous. Scounting jobs, patching up limbs after the crusaders returned, the works.

On the last one, Obahi got separated from the troop. Lost in the Worldwound, he wandered the area, trying to retrace his steps to the surface. No dice - the shifting quality of the land got the better of the man. He gave up hope, sat down, and contemplated his fate. And then she showed up. A woman with Desnan markings, she escorted Obahi for a few days, until they found Obahi's group.

The half-blood greeted Jorsal, and turned around to introduce the mysterious woman, realising two things - he never got her name, and she wasn't even standing there.

Confused, they returned to Kenabres, to take make it to the Armasse festival. Obahi could do with a little rest.