Dwarf

Ord Shan's page

1 post. Alias of nightdeath.


Full Name

Ord Shan

Race

| HP: 13/13| AC: 14/14/13|Init: +1| Perc: +8| Fort: +5| Ref: +3| Will: +3| CMB: +4| CMD: 15| Fist +4;1d6| Range: +2;1d-|

Classes/Levels

Skills:
Acro:+5| App:+1|Bluff:-1|Clim:+3| Diplo:-1|Disguise:-1|E.A:+1| H.A:-1| Heal:+4| Inti:-1|K.Reli+5|K.Nob+5|K.His+5|Ling:+2|Ride:+1|SM:+3|Sleight:+1|Spell:+1| Stealth:+5| Sur:+3| Swim:+3| UMD:-1|

Gender

Male Dwarf Monk (Monk of the Healing Hand/Sage Counselor) 1 | 20ft speed

Size

Medium

Age

137

Special Abilities

Stunning Fist

Alignment

Lawful Neutral

Languages

Common, Dwarven, Terran

Occupation

Wanderer

Strength 16
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Ord Shan

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25pt Buy
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Ord Shan

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Character Crunch
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Male Dwarf Monk (Monk of the Healing Hand/Sage Counselor) 1
Lawful Neutral Medium Humanoid
Init +1; Senses Darkvision 60ft Perception +8

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Defense
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AC 14, touch 14, flat-footed 13 (+0 armor, +0 Shield, +1 Dex, +0 natural, +0 Dodge, +0 Size, +3 Wis)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +3
Resist None

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Offense
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Offenses
Speed 20 ft.
Ranged -- +2 (1d8 20/x2) (30Ft)
Melee Unarmed Strike +4 (1d6+3 20/x2)
Special Attacks Stunning Fist
Spell-Like Abilities

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Statistics
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Str 16, Dex 13, Con 16, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15
Languages Common, Dwarven, Terran
SQ None (dc XX)

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Feats
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Skill Focus (Heal) (Racial)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Combat Expertise (Monk Bonus Feat 1)
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

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Traits
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Friend of the Family (Campaign)
Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.

Caretaker (Faith)
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

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Class Features
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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.

Class Skills:
A sage counselor adds Bluff, Diplomacy, and Knowledge (nobility) to his list of class skills, instead of Climb, Escape Artist, and Perception.

This alters the monk’s class skills.

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.

Cunning Fist (Ex):
A sage counselor gains Combat Expertise as a bonus feat, even if he doesn’t meet the prerequisites, and he can ignore the Intelligence prerequisite on feats that have Combat Expertise as a prerequisite. At 2nd level, he gains Improved Feint, and at 6th level, he gains Greater Feint, even if he doesn’t meet the prerequisites.

This ability replaces the bonus feats gained at 1st, 2nd, and 6th levels.

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.

Stunning Fist (Ex):
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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

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.

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Adventuring Skills
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Acrobatics +5 (+1 Rank, +3 trained, +1 Ability, -0 Armor)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Diplomacy -1 (+0 Rank, +0 trained, -1 Ability)
Disable Device +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)[/b]
Escape Artist +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Fly +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Heal +4 (+0 Rank, +0 trained, +3 Ability, +1 Trait)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (History) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Planes) +0 (+0 Rank, +0 trained, +1 Ability)
Perception +8 (+1 Rank, +3 trained, +3 Ability, +1 trait)
Ride +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Sense Motive +3 (+0 Rank, +0 trained, +3 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +5 (+1 Rank, +3 trained, +1 Ability, -0 Armor)
Survival +3 (+0 Rank, +0 trained, +3 Ability)
Swim +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)

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Background Skills
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Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Artistry +0 (+0 Rank, +0 trained, +0 Ability)
Craft () +1 (+0 Rank, +0 trained, +1 Ability)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Engineering) +1 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Geography) +1 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Nobility) +5 (+0 Rank, +3 trained, +1 Ability, +1 Background) Background
Linguistics +2 (+0 Rank, +0 trained, +1 Ability, +1 background) Background
Lore +0 (+0 Rank, +0 trained, +0 Ability)
Perform () -1 (+0 Rank, +0 trained, -1 Ability)
Profession +03 (+0 Rank, +0 trained, +3 Ability)
Sleight of Hand +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 1
Spells Known (4) Level 0 DC 13

Spells Known (3+1) Level 1 DC 14

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Special Abilities
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[/b]

[b]

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Equipment
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Equipment list]
Melee Weapons
Ranged Weapons
Armor
Other Gear
Monk's kit :
This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cold-weather outfit
Explorer's Clothes
Smelling Salts

Magic Item
Wealth 6gp

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Racial Traits
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[Spoiler= Dwarf Racial Traits]
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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It was strange how little you know people despite knowing them your entire life.
Niska Mvashti was someone he had known as a dwarfling and his family was involved with her as their caravans plied their trade routes.
He even had the privilege or surprise of caring for her child, Koya Mvashti when she was born.

He was among her playmate since he was still considered little more then a child himself and though he was interested in the unarmed arts and watching the stars, the child Koya was one of his more joyous playmates who could more then match him with her wit.

He always knew that one day he would have to watch Koya pass as Humans had a much shorter lifespan but Niska Mvashti was a positive ancient on par with his elders! This gave him the impression that the women of the Mvashti was among the long lived humans with elven blood but this was not to be.
Niska Mvashti had made him promise once when she had taken him aside to speak to him. She knew that he like his whole family kept their words seriously. A trait that won them acclaim as merchants and traders.

"It might not be now. Or in the near future Or even further!" she had intoned.
"Koya will travel and I will not be there. Promise me that you'll be there for her. Promise me that you'll travel with her like the friend you have being for her all this time. Your body, your spirit and your heart to protect her on her journey. Only you could do this. I could see no other." she had proclaimed. That was the last time she had ever spoken to him.

Ord had given his word though he didn't think that it would be serious but considering the years Koya already had. He didn't think it be happening anytime soon
However a sense of duty or premonition had always accompanied him. It had being a short while since Old Niska Mvashti had passed away. He was now an adult, passing his century nearly 3 decades ago and Koya was a sprightly 60 years old woman travelling with her adopted son!
When would his promise be needed?

Ha had kept in contact with her via letters and she was truly one of the remnants of his childhood friends and he knew most of her life as she did his. His journey through the Lands far North to the south, the heat and cold of different lands just as she shared with him her own journeys and that she had done so as a seer. An impressive act indeed.

He has had times crossed paths with Koya and her adopted son, Sandru but it had always being short as they exchanged news with each other otherwise not on parchment. Otherwise it had always being one filled with drinks, merry making and gossip.

He couldn't explain it but her last letter expressing her desire to finally see the sights and experience the world triggered an instinct that said, this was Her Journey. With the instinct guiding him alone, he made his way to her residence as he replied informing her of his decision to make that journey with her since he was free and it would be nice to travel with old friends as well. Of her mother's request he mentioned nothing.

It could be something
or
nothing.
Ord wasn't willing to take his chances. He trusted his instinct more and so he finds himself on the road to Sandpoint.

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Appearance
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General Personality
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Posting Rate
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Generally at GMT +8 timing but i check fairly often.