Sajan Gadadvara

Oret Stonechild's page

209 posts. Alias of Pedwiddle.


Full Name

Oret Stonechild

Race

Oread

Classes/Levels

Monk (Hungry Ghost/Monk of the Sacred Mountain) 8 [ HP 73/73 | AC 22/19/20 | Fort +8, Ref +7, Will +10 (+2 vs. enchantment) | Init +1 | Perception +15 ]

Gender

Male

Size

M

Age

85

Alignment

Lawful Evil

Languages

Common, Elven, Terran, Undercommon

Strength 22
Dexterity 12
Constitution 14
Intelligence 15
Wisdom 18
Charisma 6

About Oret Stonechild

Crunch:

COMBAT
HP: 73 (11 (1, FCB) + 8 (2, FCB) + 7 (3, FCB) + 11 (4, FCB) + 10 (5, FCB) + 8 (6, FCB) + 6 (7, FCB) + 5 (8, FCB) + 8 (Toughness))
Init: +1 (+1 Dex)
AC: 22 (Touch: 19, Flat-footed: 20) (+1 Dex, +4 Wis, +3 Armor, +1 Natural Armor, +1 Dodge, +2 Monk) (+2 vs. rays, +4 Dodge when Fighting Defensively w/Crane Style)
Fort: +8, Ref: +7, Will: +10 (+2 vs. enchantment)
BAB: +6/+1
CMB: +14 (+8 (Monk Level), +6 Str) (+1 to Disarm, +2 to Bull Rush, +3 to Grapple)
CMD: 28 (10 + 6 (BAB) + 6 (Str) + 1 (Dex) + 4 (Wis)) (+2 vs. Grapple)
Ki Pool: 8
Move Speed: 40'

ATTACKS
Melee (-2 to hit/+4 damage w/Power Attack, -1 to hit/+4 Dodge AC when Fighting Defensively w/Crane Style)
Kama (+12/+7 to hit (+12/+12/+7/+7 w/Flurry of Blows), 1d6+6 (S) damage, x2 crit.)
Quarterstaff, Masterwork (+13/+8 to hit (+13/+13/+8/+8 w/Flurry of Blows), 1d6+6 (B) damage, x2 crit.)
Siangham (+12/+7 to hit (+12/+12/+7/+7 w/Flurry of Blows), 1d6+6 (P) damage, x2 crit.)
Unarmed Strike (+13/+8 to hit (+13/+13/+8/+8 w/Flurry of Blows), 1d10+7 (B) damage, x2 crit., Ki Strike (cold iron/magic/silver))

Ranged
Shuriken (+7/+2 to hit (+7/+7/+2/+2 w/Flurry of Blows), 1d2+6 (P) damage, x2 crit., 10' range)
Shuriken, +1 Returning (+8/+3 to hit (+8/+8/+3/+3 w/Flurry of Blows), 1d2+7 (P) damage, x2 crit., 10' range)

Racial and Class Features:

RACIAL FEATURES
Native Outsider: Oreads are outsiders with the native subtype.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Energy Resistance: Oreads have acid resistance 5.
Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.

CLASS FEATURES
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.
Bastion Stance (Ex): At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects.
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.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Iron Limb Defense (Ex): At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.
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 1/2 his monk level + 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. Ki strike improves with the character's monk level. 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.
Life Funnel (Su): At 7th level, a hungry ghost monk can steal a creature's life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Punishing Kick (Ex, 4/day): At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
Steal Ki (Ex): At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature's ki. This ability replenishes 1 spent ki point to the monk's ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool's maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
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.

Feats, Traits, and Skills:

FEATS
Crane Riposte: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is deflected.
Crane Style: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Bull Rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Punishing Kick: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

TRAITS
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.
Way of the Wicked Campaign Trait - Kidnapping: You receive a +1 trait bonus to both Disarm and Grapple attempts.

SKILLS
Acrobatics*: 12 (8 + 3 (Class Skill) + 1 (Dex)) (ACP)
Appraise: 2 (0 + 2 (Int))
Bluff: -2 (0 + -2 (Cha))
Climb*: 14 (6 + 3 (Class Skill) + 5 (Str)) (ACP)
Craft*: 2 (0 + 2 (Int))
Diplomacy: -2 (0 + -2 (Cha))
Disguise: -2 (0 + -2 (Cha))
Escape Artist*: 1 (0 + 1 (Dex)) (ACP)
Fly: 1 (0 + 1 (Dex)) (ACP)
Heal: 4 (0 + 4 (Wis))
Intimidate*: 9 (8 + 3 (Class Skill) + -2 (Cha))
Knowledge (History)*: 13 (8 + 3 (Class Skill) + 2 (Int))
Knowledge (Religion)*: 13 (8 + 3 (Class Skill) + 2 (Int))
Perception*: 15 (8 + 3 (Class Skill) + 4 (Wis))
Perform*: -2 (0 + -2 (Cha))
Profession (Sailor)*: 10 (5 + 3 (Class Skill) + 2 (Int))
Ride*: 1 (0 + 1 (Dex)) (ACP)
Sense Motive*: 15 (8 + 3 (Class Skill) + 4 (Wis))
Spellcraft: 2 (0 + 2 (Int))
Stealth*: 12 (8 + 3 (Class Skill) + 1 (Dex)) (ACP)
Survival: 5 (1 + 4 (Wis))
Swim*: 9 (1 + 3 (Class Skill) + 5 (Str)) (ACP)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: 34.8 lbs. (Light)
Light Encumbrance: up to 133 lbs.
Medium Encumbrance: 134-266 lbs.
Heavy Encumbrance: 267-400 lbs.

GEAR
Monk's Outfit (2 lbs.)
Amulet of Mighty Fists +1 (- lbs.)
Belt of Giant Strength +2 (1 lb.)
Bracers of Armor +3 (1 lb.)
Kama, Cold Iron (2) (2 lbs ea.)
Quarterstaff, Masterwork (Narwhal horn) (4 lbs.)
Runner's Shirt (- lbs.)
Siangham, Cold Iron (2) (1 lbs ea.)
Shuriken, +1 Returning (2) (.1 lbs ea.)
Shuriken, Cold Iron (17) (.1 lbs ea.)

Backpack (2 lbs.) (Total: 2 lbs.)

Belt Pouch (.5 lbs.) (Total: 19.1 lbs.)
- Money (186 gp) (18.6 lbs.)

Appearance:

DESCRIPTION
At first glance, you are struck by how physically imposing Oret Stonechild is. He is not tall - only a bit over 4 and a half feet - but that doesn't make him look any less formidable. He is almost elemental in his appearance, with grey...well, you could say skin, but that wouldn't really be doing it justice. When it looks like someone has been encased in some opaque reflective crystal, you hesitate to call that "skin".

When you have occasion to speak with him, however, you get the impression that he is quite incapable of influencing others in any way short of intimidation, and even that might be a bit of a stretch. His face is almost completely impassive when he speaks, and you can tell that he is uncomfortable using his deep, gravelly, near-monotone voice any more than is absolutely necessary. Still, one look in his garnet eyes, and you can see by the fire and determination in them that this will be a powerful ally.

PHYSICAL CHARACTERISTICS
Height: 4'8"
Weight: 206 lbs.
Skin: Grey, reflective, crystalline
Hair: None
Eyes: Garnet

History: