Harsk

Raed Ironfist's page

8 posts. Alias of Zayne Iwatani.


Race

Dwarf

Classes/Levels

Monk (Tetori) 1 | AC 16 T 15 FF 14 | HP 10/10 | F +5 R +5 W +5 | CMB +3 (7 Grapple) | CMD 18 (20 Grapple, 22 BR and T) | Init +2 | Perc +7 | Senses Darkvision 60ft.

Gender

M

Age

53

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

About Raed Ironfist

Raed Ironfist
Monk (Tetori) 1
LG Medium humanoid (Dwarf)
Init +4; Senses Darkvision 60ft; Perception +7
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 14 (+3 Wis, +2 Dex, +1 Shield)
HP 10 (1d8+2)
Fort +5, Ref +5, Will +5
Resistance 2/cold
+7 bonus on Fortitude saves to resist cold weather
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed Strike +3 (1d6+3/x2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 6
Base Atk +0; CMB +3 (+6 Grapple); CMD 18 (19 grapple)(22 Bull Rush, Trip)
Feats: Improved Grapple (Monk), Snapping Turtle Style
Traits: Reationary, Grounded (Dwarf), Northern Ancestry
Skills: Acrobatics +6 (8 Balance), Climb +7, Heal +4, Perception +7, Survival +4
Languages: Common, Dwarven
Gear: Monk's Kit, Cold-Weather Outfit, Snowshoes, Blackfire Clay, Scarf, Furs, Common Survival Kit, Climber's Kit, 16gp
--------------------
Racial Abilities
--------------------
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
--------------------
Special Abilities
--------------------
Reactionary: You gain a +2 trait bonus on initiative checks.

Grounded (Dwarf):You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Northern Ancestry: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

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.

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. A monk also deals more damage with his unarmed strikes than a normal person would.

Stunning Fist (Ex): 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 + 1/2 your character level + your Wis modifier), 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.

Graceful Grappler (Ex): A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check.
--------------------
Backstory
--------------------
Raed Ironfist is a dwarf unique among his kin. Some call him a fool but others hold him in the highest regard (usually the younger ones). This is because Raed faces all opponents unarmed and unarmored. While most dwarves have an intense amount of pride in their armor and weapons, Raed prides his lack there of. Sure it has ended in his acquiring more wounds than your average dwarf of his age but few of them can say they wrestled a giant scorpion into submission either.

This fixation began at an early age. Where Raed was from, wrestling was a popular sport and it wasn't long before Raed found himself in the ring. After taking the championship several times, Raed grew bored with facing off against other dwarves. So he decided to test his skills against some of the denizens of the caverns. His first encounter nearly killed him. Instead of dissuading him the experience only increased his determination. From then on Raed challenged every creature he came across with the same grit and determination as the first and soon he began to win. And again he grew bored.

He had wrestled just about everything underground so now it was time try above ground. His clan had come from mountains far to the north, but went south seeking better fortune. With them, however, came stories of some of the fantastic creatures of the northern mountains. Surface creatures like bears, ogres and giants. Everything that made life worth living to a Dwarf like Raed. So he grabbed everything he owned, which wasn't much, put on another layer or clothing, and started the long trek north towards adventure and danger. Unfortunately, the ship he was taking to the walled city of Zimar didn't make it that far down the Jalrune river before it began to take on water. They were forced to abandon ship near Demgazi. Instead of waiting for repairs, Raed decided to head off on foot, taking the trade road to Heldren where he could spend the night and resupply.