Full Name |
Pendin Fust |
Race |
Human |
Classes/Levels |
Monk/12 |
Gender |
Frozen Stream |
Size |
Medium |
Age |
25 |
Special Abilities |
Flurry of Blows, Ki Pool(11), Stunning Fist, Abundant Step, Diamond Body, Fast Movement, High Jump, Immunity to Disease, Immunity to Poison, Improved Evasion, Maneuver Training, Purity of Body, Skilled, Extra Feat, Extra Ki (12/4), Slow Fall (60ft) |
Alignment |
Lawful Good |
Deity |
Irori |
Languages |
Common, Sylvan |
Occupation |
Wandering Monk |
Strength |
15 |
Dexterity |
17 |
Constitution |
14 |
Intelligence |
11 |
Wisdom |
17 |
Charisma |
10 |
About Pendin Fust
Pendin was trained at an early age as a monk. Early life had been kind enough, no vicious beatings and no overly inattentive parents. He felt called to be good and as perfect as possible.
Where he trained is a little known monastery in a remote mountain range. One master in particular singled out young monks who he saw as having great potential. The potentials he sought were effective in combat and suitably...malleable in thought. Once he had trained them "specially" for a while, he revealed his plans to eradicate the Fey. All Fey were evil and not to be trusted, plotting their takeover of the human world. Pendin swallowed all of his teachings whole with nary a thought contrary.
At least until he met a Sprite named Dath'shea. She opened his mind simply by being his friend. This led Pendin to realize that the Fey are like anyone else, some are good and some are bad.
He decided to leave the monastery at this point and wander through the world to see more of every culture that he could. Brothers and sisters at the monastery left behind, maybe he can find Dath'shea again too...
Pendin Fust
Human
Monk 12
AGE 25
HP 119
STR 15
DEX 17
CON 14
INT 11
WIS 17 (21 w/gear)
CHA 10
Init + 9
BAB +9/+4
Skills
Acrobatics - 24
Acrobatics(Jump) - 52
Climb - 10
Craft(Calligraphy) - 4
Escape Artist - 20
Fly - 7
Heal - 5
Knowledge (Planes) - 4
Knowledge (Religion) - 7
Perception - 20
Ride - 5
Sense Motive - 5
Stealth - 18
Survival - 5
Swim - 2
Saves
Fort + 10
Reflex + 13
Will +13
+ 2 vs. enchantment spells
Combat Maneuvers
Grapple Trip Disarm Sunder Bull Rush Overrun
CMB +21/+16 +19/+14 +17/+12 +17/+12 +17 +17
CMD 38 38 36 36 36 36
Gear Equipped
Mstwk Backpack - 1 Blanket, 7 Cheeses, 7 Bread loaves, 1 Flint and steel, 2 potions Cat's Grace, 4 potions Cure Moderate Wounds, 2 potions Enlarge person, 2 potions of Potion of Tongue, 5 torces, 1 filled waterskin
Belt of Incredible Dexterity +4
Bracers of Armor + 4
Brass Knuckles + 3 Ghost Touch (primary)
Brass Knuckles + 2 (secondary)
Spider Silk Rope (50ft)
Headband of Inspired Wisdom + 4
Monk's Robe
Feats
Acrobatic [Paizo Publishing -Core Rulebook, p.113] You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Agile Maneuvers [Paizo Publishing -Core Rulebook, p.117]
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Dodge [Paizo Publishing -Core Rulebook, p.122] 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.
Greater Grapple [Paizo Publishing -Core Rulebook, p.125]
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Improved Initiative [Paizo Publishing -Core Rulebook, p.127] You get a +4 bonus on initiative checks.
Mobility [Paizo Publishing -Core Rulebook, p.130]
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Weapon Focus (Unarmed Strike) [Paizo Publishing -Core Rulebook, p.136] You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Unarmed Strike [Paizo Publishing -Core Rulebook, p.128]
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.
Combat Reflexes (Granted) [Paizo Publishing -Core Rulebook, p.119] You may make 5 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Grapple (Granted) [Paizo Publishing -Core Rulebook, p.127]
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 Trip (Granted) [Paizo Publishing -Core Rulebook, p.128] You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Stunning Fist (Granted) [Paizo Publishing -Core Rulebook, p.135]
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.