Molric

Rak Stonecleave's page

5 posts. Organized Play character for Anoirtrou.


Full Name

Rak Stonecleave

Race

Dwarf

Classes/Levels

Monk (Terra-cotta) 2 (HP: 21/21; AC: 16 T: 16 FF: 13 F: +6 R: +6 W: +6 Perc: +8)

Gender

M

Size

M

Age

80

Alignment

LG

Languages

Common, Dwarf, Terran

Occupation

Metalsmith

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 6

About Rak Stonecleave

DEFENSE:

AC 16, touch 16, flat-footed 13 (+2 Dex, +1 Dodge, +3 Wis)
HP 21 (2d8+6 Con+2 FC)
Fort +5, Ref +5, Will +5; +2 vs. poison, spells & spell-like abilities
Special Defenses

OFFENSE:

Spd 20’
Melee Unarmed +3 (1d6+2, 20/x2) +1d4 Bleed
Unarmed, Flurry +2,+2 (1d6+2, 20/x2) +1d4 Bleed
Ranged MW Light Crossbow +4 (1d8, 19-20/x2) (80ft)

Special Attacks Stunning Fist: 2/day, Fort (DC 14) or stunned for 1 rnd

STATISTICS:

Str 14 (+2), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 6 (-2)
BAB +1, CMB +3 CMD 16 (20 vs bull rush, trip when on the ground)

FEATS:

Belier’s Bite: +1d4 bleed damage with unarmed strikes
Dodge: +1 dodge bonus to AC & CMD
Improved Unarmed Strike: attack as if armed, can make AoO with unarmed attacks
Stunning Fist: 1/level/day, target must make a Fort (DC 10+1/2 lvl +Wis) check or be stunned for 1 round

TRAITS:

Open Hand of Irori (religion): +1 to Acrobatics and Knowledge (religion); 1/day he may spend 1 Ki to add +2 precision damage to one unarmed attack.
Grounded (Race): +2 bonus on balance-related Acrobatics checks, +1 to Reflex saves

SKILLS:
(4 skill points/level +1/lvl (Int) = 10 - Class Skills in Bold yield +3 when trained)[/u]

Mod Ranks Name of Skill
+8 2 Acrobatics (+2 to balance, -4 to jump)
+1 0 Appraise
-2 0 Bluff
+2 0 Climb
+8 2 Craft (Blacksmith) (+2 MW tools)
+3 0 Craft (Stonemason)
-2 0 Diplomacy
+2 0 Disable Device
-2 0 Disguise
+2 0 Escape Artist
+2 0 Fly
-2 0 Handle Animal
+3 0 Heal
-2 0 Intimidate
+1 0 Knowledge (Arcana)
+1 0 Knowledge (Dungeoneering)
+6 2 Knowledge (Engineering)
+1 0 Knowledge (Georgraphy)
+1 0 Knowledge (History)
+1 0 Knowledge (Local)
+1 0 Knowledge (Nature)
+1 0 Knowledge (Nobility)
+1 0 Knowledge (Planes)
+6 1 Knowledge (Religion)
+1 0 Linguistics
+8 2 Perception (+2 to notice traps, unusual stonework; +6 to notice traps in stone)
-2 0 Perform
+3 0 Profession
+2 0 Ride
+3 0 Sense Motive
+2 0 Sleight of Hand
+1 0 Spellcraft
+6 1 Stealth
+3 0 Survival
+2 0 Swim
-2 0 Use Magic Device

Languages
Common
Dwarven
Terran

Racial Abilities:

+2 to Con, +2 to Wis, -2 to Cha
60 ft Darkvision
Craftsman: He receives a +2 racial bonus on all craft or profession checks related to metal or stone.
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilities
Hatred: +1 racial bonus on attacks against humanoid creatures of the orc and goblinoid subtypes
Slow and Steady: base speed of 20ft, but his speed is never modified by armor or encumbrance
Stability: +4 racial bonus to their CMD when resisting a bull rush or trip while standing on the ground
Stonecunning: +2 to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. He receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.
Weapon Familiarity: He is proficient with battleaxes, heavy picks and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

SQ:

Trap Intuition: Whenever he comes within 10ft of a trap, he receives an immediate Perception check to notice it. He gains a +2 bonus to notice traps. This increases to +4 if the trap is located in a stone surface.
Vow of Celibacy: no physical contact (+1 Ki/5 lvls)
Vow of Truth: can’t lie (+1 Ki/5 lvls)

Equipment:

Combat Gear
MW Lt. Crossbow, 20 bolts

Other Gear
Monk’s Outfit, Backpack, Blanket, 50 ft Silk Rope, 4 days trail Rations, Waterskin, Flint & Steel, Journal (50 pgs), Ink & pen, Potion of Cure Light Wounds

(26 lbs) Lt/Med/Hvy load: 58/116/175

Mule: Saddlebags, MW Artisan’s tools (+2 blacksmithing), blacksmith's anvil
(108 lbs)

Money
1,251gp, 4sp

Appearance & Background:

Age: 60
Ht: 4 ft, 5 in.
Wt: 206 lbs
Hair: Dirt Brown
Eyes: Black

Background:
Rak has always been a danger to everyone around him.

His birth was long and painful, and the midwife did not know what to make of the oddly quiet, hairless sand-colored thing that finally arrived. She dropped him when she cut her finger as she held its tiny hand, but it did not even seem to faze the stony child. His mother survived only with the aid of healing magic and refused to even hold him…

As he grew, there were a few incidents where he unintentionally cut other children with his bare hands without realizing he had done anything. His parents decided the best (and safest) thing to do would be to send the child away someplace where he would not be a danger to anyone else. After searching numerous places which all refused to have anything to do with the aberration, they found a distant temple of Irori near the town of Torch that was willing to teach him how to avoid harming those around him.

As the years passed slowly by, he took to the lessons with a calm stoicism that pleased his teachers. It surprised them that he did almost as well with his educational studies as he did with his combat training. He grew slowly, and watched a generation of monks age and pass on as he continued his simple way of life. When he received word that his parents had died, he accepted it with only a nod. . He also discovered an affinity for working with stone and metal. His rough hands, so harmful to frail flesh, seemed to be able to mold and shape more solid materials with ease.

He still had the occasional accident, though, and even though his sparring partners were quickly healed, the newest generation of monks seemed to be less willing to accept his condition than the previous. While remaining polite, they said that he had learned everything he could within their walls and urged him to go out into the wider world.

As with almost everything else in his life, he nodded in acceptance and left. Upon reaching the nearest major city, he plied his craft as a smith for a while until he heard about the Pathfinder Society and it's explorations into strange territories and unknown technologies. Curious, he signed up and is hoping they send him somewhere near Numeria...