Stronfeur Uherer

Otto Adler's page

226 posts. Alias of danlev151.


Full Name

Otto Adler

Race

Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3

Classes/Levels

Saves:
Fort +6 Ref +5 Will +3

Gender

AC 17; HP 23; INIT +2; PERCEPTION +8

Size

Medium

Age

65

Languages

Common, Dwarvish

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 6

About Otto Adler

Male Dwarf Unchained Monk 2
LG Medium
Deity Torag
Initiative +2 senses: darkvision
perception +8 = 1 (Rank) + 3(Wis) + 3(Trained) + 1(Trait)

65 years old / 4'2" / 206 lbs ; Black hair, blue eyes ; gruff

==DEFENSE==
AC 17 = 10 + 0 (Armor) + 2(Dex) + 3 (Wis) + 0 (Monk) + 1(Dodge) + 1 (deflection); Touch 16; Flat Footed 13
HP 23 = [10 + 5 + 2*(2 CON) + 3(tough) + 1 (favored)
Fort +6=(3 (Monk) + 2 (CON) + 1 (Unstoppable))
Ref +5=(3 (Monk) + 2 (DEX))
Will +3=(0 (Monk) + 3 (WIS))

==OFFENSE==
Spd 20ft
Melee +3 Str
Ranged +2 Dex

==STATISTICS==
Str 16 Dex 14 Con 12+2 Int 10 Wis 14+2 Cha 8-2
BAB +2
CMB +5 = 2 (BAB) + 3 (Str)
CMD 20 = 10 + 2 (BAB) + 3 (Str) + 2 (Dex) + 3 (Wis)

==FEATS & CLASS FEATURES==

Deflect Arrows:

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Evasion:

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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.

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).

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.

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.

Unarmed Strike:

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.

Flurry of Blows:

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:

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.

AC Bonus:

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.

==TRAITS==

Seeker:

You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Axe to Grind:

You gain a +1 trait bonus on damage against foes who are threatened by only you.

Iron Within:

Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred. PPC:HftF

Unstoppable:

Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.

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.

Greed:

Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

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.

==SKILLS==

Skills:

Ranks: 9 (2*4 Class + 1 favored)
• Acrobatics* +6 = 1 (Rank) + 2 (Dex) + 3 (Trained)
• Climb* +7 = 1 (Rank) + 3 (Str) + 3 (Trained)
* Escape Artist +2 = 0 (Rank) + 2 (Dex)
• Heal +3 = 0 (Rank) + 3 (Wis)
• Knowledge (history)*
• Knowledge (religion)*
• Perception* +9 = 2 (Rank) + 3 (Wis) + 3 (Trained) + 1 (Trait)
• Sense Motive* +8 = 2 (Rank) + 3 (Wis) + 3 (Trained)
• Stealth* +6 = 1 (Rank) + 2 (Dex) + 3 (Trained)
• Survival +3 = 0 (Rank) + 3 (Wis)
• Swim* +7 = 1 (Rank) + 3 (Str) + 3 (Trained)
*Class Skill

==EQUIPMENT==

Mwk Nine-section whip

Sansetsukon

Pathfinder Ring = +1 Ring of Protection

backpack
bedroll
belt pouch
chalk
flint and steel
grappling hook
iron pot
mess kit
pitons (100)
rope
soap
torches (10)
trail rations
waterskin