Pahmet Monk

Alberich Orstana's page

8 posts. Alias of joker 27.


Full Name

Alberich Orstana

Size

Medium

Age

25

Alignment

LG

Deity

Erastil

Languages

Common

Occupation

Priest

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 9

About Alberich Orstana

Windstep Master Unchained Monk 5 | HP 39/39 | CMB +11/+13 Bull rush / CMD 29/31 Bull Rush | AC 18 / T 17 / FF 15 | Fort +5 / Ref +6 / Will +5 | Initiative +2 | Ki (6/6) | Perception +11 | Active Effects: None

=== Basics ===

STR 20 (+2) [7 points, +2 Racial, +2 Belt of Giants Stregth, +1 Level Increase]
DEX 14 (+2) [5 points]
CON 12 (+1) [2 Point]
INT 12 (+2) [2 points]
WIS 16 (+3) [5 points, +2 Racial
CHA 9 (-1) [-1 Point]

HP = 39 (5d10+5)
BAB +5 | Speed 40 feet

=== Bonuses / Adjustments ===
+1 Will (Indomitable Faith)
+2 bonus on saving throws against enchantment spells and effects (Still Mind)

=== Weapons ===
Unarmed Strike
Attack +11/+11 | Damage 1d8+5 | x2 Critical | B | Non-Lethal

Deer Horn Knife
Attack +11/+11 | Damage 1d4+5 | x3 Critical | P | Monk, Blocking

Waveblade
Attack +10/+10 | Damage 1d6+5 | 18-20 Critical | P/S | Monk

Shuriken
Attack +8/+8 | Damage 1d2+5 | x2 Critical | P | Range 10 feet

Combat Maneuvers

Bull Rush
+13

=== Armor ===

Amulet of Natural Armor +1

AC = 18 [10 +4 Monk +2 Dex Mod, +1 Natural, +1 Dodge] / Touch 17 / Flat-Footed 15

=== Traits / Drawbacks ===

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Destined Pionier (Plains): Choose a terrain from the ranger’s list of favored terrains. Once selected, this choice cannot be changed.

Once per day while in the selected terrain, you may move across non-magical difficult terrain as though it were not difficult terrain until the end of your turn.

=== Feats ===
1: Powerful Maneuvers
Monk Bonus Feat: Deflect Arrows
Monk Bonus Feat: Hurricane Punch
Monk Bonus Feat: Improved Unarmed Strike
Monk Bonus Feat: Dodge
3: Step Up
5: Weapon Focus Monk Weapons

Longform Description of feats:

Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.

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.

Huricane Punch: When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can’t exceed half your speed.

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.

Dodge: Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Focus (Monk Weapons): You gain a +1 bonus on all attack rolls you make using the selected weapon.

=== Special Abilities ===

Racial Abilities::

Dual TalentSome humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Class Abilities::

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.

Bonus Feat (Deflect Arrows): 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.

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.

Hurricane Punch: At 1st level, a windstep master gains Hurricane Punch as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.

At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.

At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.

This ability replaces stunning fist.

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.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

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.

Bonus Feat (Dodge): See Above

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

[b]Windstep: At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls.

This ability replaces slow fall or the ki power gained at 4th level for an unchained monk.

Swift Ki: At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface.

He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round.

The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.

This ability alters ki pool.

Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Flying Kick): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Skills::

35 skill points [+4 bard +1 int +2 background = 7/level]
Acrobatics +12 |+2 Dex +5 rank +3 class skill +2 MW Boots
Climb +9 |+5 Str +1 rank +3 class skill
Craft: Caligraphy +5 |+1 Int +1 rank +3 class skill
Escape Artist +6 |+2 Dex +1 rank +3 class skill
Knowledge History +5 |+1 Int +1 rank +3 class skill
Knowledge Religion +9 |+1 Int +5 rank +3 class skill
Perception +11 |+3 Wis +5 rank +3 class skill
Profession: pastor +13 |+3 Wis +5 rank +3 class skill +2 MW Holy Book
Profession: Driver +13 |+3 Wis +5 ranks +3 class skill +2 MW Harness
Ride +7 |+2 Dex +2 rank +3 class skill
Sense Motive +8 |+3 Wis +2 rank +3 class skill
Stealth +6 |+2 Dex +1 rank +3 class skill
Swim +9 |+5 Str +1 rank +3 class skill

Equipment::

Belt of Giants Strength +2 [4000 gold]
Cloak of Resistance +1 [1000 gold]
Amulet of Natural armor +1 [2000 gold]
20 Shuriken [4 gold]
Deer Horn Knife [10 gold]
Waveblade [5 gold]
Tattoo Holy Symbol of Erastil [100 Gold]
MW Holy Ulfen Erastilian Text (Profession Priest item) [50 Gold]
MW Boots (Acrobatics) [50 Gold]
MW Backpack [50 Gold]
Bullseye Lantern [12 Gold]
Oil 30 Pints [3 Gold]
100 Candles [1 Gold]
100 Simple Candlesticks [1 Gold]
Waggon Heavy [100 Gold]
Heavy Warhorse [300 Gold]
MW Harness [50 Gold]
40 Days Feed [1 gold]
13 Days Rations [13 Gold]

Current Wealth: 250 gold

Pocket Book (Money Tracking):

Money in:
Starting Wealth 8000

Money Out:
Starting Equipment 7750

Total: 0

Background::

Alberich was born to a large Ulfen tribe in Jol. His father was a cleric of Erastil. Alberich was raised up spending at least half of his time in the church as such he came to be quite a pious man but was never gifted the same powers that his father had been by Erastil.

Alberich was gifted one thing though, his stature. By the time he was fifteen, he had already grown to be 6'5" and showed no signs of stopping. His father realized this boon could be used to spread the faith of Erastil wider, He found that the Monestoary of Untwisting Iron practiced an unarmed style similar to that of the Ulfen people. So he sent Alberich off to Jalmeray after securing a place at the Monastery of Untwisting Iron with nothing but his training and holy books to occupy himself.

Alberich trained there and read holy books on the deities of the Ulfen as well as others for 7 years before returning home. His father greeted him with the sad news of his mother's death. Alberich outraged that his father had not told him earlier of his mothers sickness left Jol to venture out. In truth, Alberich's father had known this reaction was likely and intended it Alberich's mother had not in fact been dead but simply on a trip to Kalsgard out to the north. Alberich however, would never find that out as he had left by the time his mother returned. He ventured out to the east further inland to bless communities and help those in need.

He traveled as a roaming priest and general problem solver. Aiding with issues both spiritual and physical. He knew how to bless crops to Erastil and how to hunt well as well as how to secure a town and defend it from a threat. He tried to put physical distance between himself and the life he had been raised in so he continued east stopping for a few months in most towns he came to. He was looking for a place to fully settle down but finding nowhere that viewed his guidance as anything more than a passing benefit. However many locations he aided gave him parting gifts for the work he did. eventually, the travel became much easier when he was given a horse and a wagon. He began building the wagon up to be a sort of mobile church.

This year he heard about a new government That was given a substantial tract of land in what was Ustalav. He thought on it and resolved to make his way there and apply to aid their military and preach to the masses.

Appearance / Personality::

Alberich is a hulking Ulfen man standing nearly 7 foot tall and weighing close to 340 pounds. Despite his imposing nature, he has strangely kind eyes. He is well tanned having not seen the inside of a building for more than a few hours in years. he also has a thick and long blonde head of hair he wears down. He shaves daily in order to spite his heritages' tendency to grow facial hair. He wears fairly muted colors and keeps a dim color palate with a lot of browns and greys.

Most would describe Alberich as gruff which is not entirely unfair. He is more than happy to provide aid in any way he can but he has a hard time connecting to others due to his time in seclusion at the monastery and his time on the road, his social education was basically ended at 15. When speaking on Eristil or other gods however Alberich begins to come alight almost as though gaining a spark of his father's charisma. He loves to write speeches and help others though often keep much quieter outside of preaching than would be expected by a preacher of his caliber.