Dinvaya

Pril Piddwiemog's page

649 posts. Alias of Itzi.


Race

Game Concluded

About Pril Piddwiemog

Basics:

Monk 11
LG Small humanoid (gnome) - 73 years old, 3'3", 35 lbs
Senses low-light vision, scent 30'
Perception +19 (expert prof +4, level +11, Wis +4) (+2 using scent vs undetected) (+2 on Initiative rolls)
Languages common, gnomish, draconic, sylvan

Defense:

HP 151
AC 29 (expert prof +4, Level +11, Dex +4)
Fort +20 (master prof +6, level +11, Con +3) Ref +19 (expert prof +4, level +11, Dex +4) Will +21 (master prof +6, level +11, Wis +4)

Offense:

Speed 45'

{A} Unarmed +20/+16/+12 (2d6+5 B) agile, finesse, nonlethal, unarmed, ghost touch

{A} Flurry of Blows flourish - may attack twice unarmed and add damage together with possible stunning fist

{A} Dragon Stance stance
{A} Dragon Tail Attack +18/+13/+9 (2d10+5 B) backswing, nonlethal, unarmed, ghost touch

Statistics:

Str 16, Dex 19, Con 16, Int 12, Wis 18, Cha 12

Ancestry - Gnome:

Level 1

Gnome Obsession Gnome Lore - Trained
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.

Low-light Vision
You can see in dim light as though it were bright light, so you ignores the concealed condition due to dim light.

Sensate Gnome
You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature (as explained on page 465). The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

In addition, you gain a +2 circumstance bonus to Perception checks whenever you’re trying to locate an undetected creature that is within the range of your scent.

Scent 30 ft
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Level 5

{R} Unexpected Shift
Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing — often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.

Level 9

{R} Fortuitous Shift
You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.

Background - Dragon Scholar:

Dragons have fascinated you for as long as you can remember. The potent power they possess, the long lives they lead, the ancient traditions they inspire — whatever the source of your interest, you’ve spent much of your life to this point immersed in all things draconic. These studies have bolstered your self-confidence and given you a wide range of methods and tactics you can use to impose your will on others.

You’ve likely chosen to attend the Call for Heroes as a way to seek funds as an adventurer to afford more texts about dragons or perhaps out of a desire to encounter one in real life.

Choose two ability boosts. One must be Strength or Charisma, and one is a free ability boost.

You’re trained in the Intimidation skill and the Dragon Lore skill. You gain the Intimidating Glare skill feat.

Class - Monk:

Key Ability: Dexterity

Perception: Trained

Expert Saves: Fortitude, Reflex, Will

Weapon Proficiencies: Trained
All Simple Weapons, All Unarmed Attacks

Armor Proficiencies: Expert
Unarmored

Level 1

Powerful Fist:
You know how to wield your fists as deadly weapons. The damage die for your fist changes to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

Flurry of Blows:
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Monk Feat: Dragon Stance

Level 2

Ki Pool: 1

Focus Spell: Ki Strike

Level 3

Incredible Movement: +15'
You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

Mystic Strikes
Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty fists to gain an item bonus to attack rolls or increase your attacks’ weapon damage dice.

Level 4

Monk Feat: Wholeness of Body

Level 5

Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Expert Strikes
You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.

Level 6

Monk Feat: Dragon Roar

Level 7

Path To Perfection: Fortitude
You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.

Weapon Specialization
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Level 8

Monk Feat: Stunning Fist

Skill Feat: Titan Wrestler

Level 9

Metal Strikes
Your unarmed attacks are treated as cold iron and silver.

Monk Expertise
Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.

Level 10

Monk Feat: Winding Flow

Skill Feat: Steady Balance

Level 11

Second Path To Perfection: Will
You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.

Skill Increase
Athletics increases to Expert.

Feats:

Level 1

{A} Dragon Stance (Monk, Stance)
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.

Intimidating Glare (General, Skill)
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Level 2

Cat Fall (General, Skill) - Expert
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Level 3

Incredible Initiative (General)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Level 4

Wholeness of Body (Monk)
You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1.

Skill Training (General, Skill) - Nature
You become trained in the skill of your choice.

Level 6

{A} Dragon Roar (Auditory, Emotion, Fear, Mental, Monk)
You must be in Dragon Stance
You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

Bonded Animal (Downtime, General, Skill)
You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal). After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.

Bonding with a new animal ends any previous bond you had. You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).

Level 7

Train Animal (Downtime, General, Manipulate, Skill)
You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 249) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.

Success: The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
Failure: The animal doesn’t learn the trick.

Level 8

Stunning Fist (Monk)
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.

Titan Wrestler (General, Skill)
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Level 10

{A} Winding Flow (Monk)
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.

Steady Balance (General, Skill)
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Level 11

{F} Kip Up (General, Skill)
You stand up. This movement doesn’t trigger reactions

Focus Spells:

{A} Ki strike (Occult)
You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn’t change the limit on using only one fiourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you’re lawful), negative, or positive.

{A} Wholeness of Body (Occult)
You heal yourself in one of the following ways, chosen by you when you cast the spell.

• You regain 9 Hit Points.
• You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.

Skills:

Acrobatics +22 (DEX - M)
Arcana +1 (INT - U)
Athletics +18 (STR - E)
Crafting +1 (INT - U)
Deception +1 (CHA - U)
Diplomacy +1 (CHA - U)
Dragon Lore +18 (INT - E)
Gnome Lore +18 (INT - E)
Intimidation +14 (CHA - T)
Medicine +4 (WIS - U)
Nature +21 (WIS - M)
Occultism +1 (INT - U)
Performance +1 (CHA - U)
Religion +17 (WIS - T)
Society +1 (INT - U)
Stealth +17 (DEX - T)
Survival +17 (WIS - T)
Thievery +4 (DEX - U)

Gear:

Hand Wraps
rune of striking (65 gp)
rune of +1 potency (35 gp)
rune of ghost touch (75 gp)

boots of elvinkind (145 gp)

Bandolier
[
potion of minor healing
potion of minor healing

]

Beltpouch
[
Chalk (x10)
Flint and steel
]

Beltpouch
[
2 gp
53 sp
5 cp
]

Backpack
[
Bedroll
Rope (foot) (x50)
Rations (1 week) (x2)
Torch (x5)
Waterskin
Soap
Climbing kit
Grappling hook
Smokestick, lesser
]

Appearance:
As typical for gnomes, Pril stands just over three feet tall and is reasonably lean. Rather than the bold colors of hair that her brethren typically sport, hers is a golden hue. It normally falls loose about her shoulders unless she's training, in which case she ties it back. At times in her life a colorful streak of contrasting color has appeared amidst the yellow locks, but it's never stayed long. Whether this is naturally occurring or intentional she never mentions. Her green eyes vary in color as well. At times the deep green of evergreens, and at other times almost the bright green of a lime.

She rarely wears anything other than simple ochre robes that show many mends and repairs. With simple sandals on her feet and a bag on her back, she presents herself as a simple pilgrim.

History:
Pril came to adulthood in a small gnomish neighborhood of Ostenso in eastern Cheliax. Upon reaching the age of majority she left with her Aunt Nilija to see the world and experience the wonder and variety that it had to offer. For the next five years, she reveled in the ways of the world, but as exciting and stimulating as it was, it never seemed to scratch the particular itch the Pril felt. She wanted something more satisfying.

Her life changed when the two of them came across a lone human sitting on a tree stump next to a crossroads.

"I'm feeling the earth move," he explained when she asked him what he was doing. Something about his serenity struck a chord in Pril. Her aunt went about her way and the young gnome stayed sitting next to him. Three days later, he rose and began walking northward. Pril followed.

He led her to a humble monastery secluded between two hills. There weren't many residents of the abode, but they didn't seem to mind the isolation. Nor did they mind when Pril declared that she wanted to stay and learn how to feel the 'earth move'. She'd come to learn that the man she followed was the master of the temple and had a habit of leaving for weeks at a time, only to return with a new student.

Going against everything in her gnomish nature, Pril stayed. These people didn't seek out new stimulations. They were simply content with improving themselves. The act of self-perfection was enough for them. Could it be enough for her? Only time would tell.

As the years past, Pril realized that this, indeed, did scratch the itch that she'd been feeling. The monks of the Temple of the Bronze Dragon practiced a means of self-discipline that took its inspiration from the legendary beasts themselves. And Pril was entranced. She learned as fast as they would teach her. Very soon, she was one of the top students.

She also discovered that as one of the senior students, it was her duty to draw in new applicants. So, periodically, she would venture out, find a suitable place to sit; a stump, a rock, a fallen log, and wait. Each time, eventually, someone would come along and she would lead them back to the monastery.

Until the time when she came back and the monastery was no more. Nothing but burned and gutted buildings remained. And bodies. She never found out what happened while she was gone because there were no survivors to tell the tale. Her applicant took one look at what lay before them and fled.

Pril gathered up what little could be scavenged from the ruins, said her goodbyes to the family she had known for over thirty years and left.

Her instruction having been cut short, by her accounts, she has attempted, since then, to continue her education on her own. Piecing together what dragon lore she can find and incorporating it into her discipline.

Her travels have led her to Breachill where the Call to Heroes has attracted her attention. She doesn't consider herself a hero by any means, but she's sure that whatever they get up to must be exciting. And who knows where one will learn their next bit of wisdom.

-- The Origin Of Pril's Tattoo --

Combat Macros:

[dice={A} Unarmed Attack]1d20+20[/dice]
[dice={A} Unarmed Attack]1d20+16[/dice]
[dice={A} Unarmed Attack]1d20+12[/dice]
[dice=Unarmed Damage - B]2d6+6[/dice]

[i][ooc]{A} Flurry of Blows - add damage before applying[/ooc][/i]
[i][ooc]If either blow hits, target must make a DC 29 Fortitude Save or be stunned 1 (or stunned 3 on a crit fail)[/ooc][/i]

[dice=Unarmed Attack]1d20+20[/dice]
[dice=Unarmed Damage - B]2d6+5[/dice]
[dice=Unarmed Attack]1d20+16[/dice]
[dice=Unarmed Damage - B]2d6+5[/dice]
[dice=Unarmed Attack]1d20+12[/dice]
[dice=Unarmed Damage - B]2d6+5[/dice]

[dice={A} Dragon Tail Attack]1d20+19[/dice]
[dice={A} Dragon Tail Attack]1d20+14[/dice]
[dice={A} Dragon Tail Attack]1d20+9[/dice]
[dice=Dragon Tail Damage - B]2d10+5[/dice]