Duergar Slaver

Rali Mithralfist's page

92 posts. Alias of caps.


Classes/Levels

- INACTIVE -

About Rali Mithralfist

Rali Mithralfist
Soul Shepherd Unchained Monk 3
LG Medium humanoid (dwarf)
Init +2; Senses Perc +9, SM +9; darkvision 60ft.

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Defense
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AC 16, touch 16, flat-footed 13; +1 dodge vs. undead (10 + 2 Dex + 3 Wis +1 Dodge)
HP 31/31 (10 base + 12 (Monk) + 9 (level 3 * 3 (2 con + 1 favored class)))
Fort +5, Ref +5, Will +5; +3 vs. poison, +5 vs. spells and spell-like abilities

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Offense
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Speed 30 ft.

[u]+1 atk vs. undead[/u]

Stamina 5/5

Melee
[dice=unarmed strike, power attack]1d20+7-1[/dice]
[dice=bludgeoning, magic]1d6+4+2[/dice]
x2 critical, flurry-able

[dice=temple sword, power attack]1d20+7-1[/dice]
[dice=slashing]1d8+6+3[/dice]
19-20/x2 critical, flurry-able

[dice=kama, double-chained, power attack]1d20+7-1[/dice]
[dice=cold iron, slashing]1d6+6+3[/dice]
x2 critical, flurry-able, reach, trip

[dice=warhammer, power attack]1d20+7-1[/dice]
[dice=silver, bludgeoning]1d8+6+3[/dice]
x3 critical

Ranged
[dice=shuriken]1d20+5[/dice]
[dice=cold iron, piercing]1d2+4[/dice]
x2 critical, flurry-able 10ft., +1 atk/dmg within 30 ft., 10/10

[dice=holy water]1d20+5[/dice]
[dice]2d4[/dice]
x2 critical, 10ft., +1 atk/dmg within 30 ft. 1/1

[dice=acid flask]1d20+5[/dice]
[dice=acid]1d6[/dice]
x2 critical, 10ft., +1 atk/dmg within 30 ft. 2/2

Space 5 ft.; Reach 5 ft.

Special Attacks
Flurry of Blows
Calming Strike

Spell-Like Abilities
N/A

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Statistics
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Str 18
Dex 14
Con 15
Int 12
Wis 16
Cha 6

Base Atk +3; CMB +7; CMD 23; +4 vs. bull rush or trip while on the ground

Feats
Steel Soul
*Combat Reflexes
*Dodge
Combat Stamina

**Combat Expertise
**Deadly Aim
**Point Blank Shot
**Power Attack

*Monk bonus feat
**campaign bonus feat (i.e no feat taxes)

Traits
Glory of the Old (+1 on saves vs. poison, spells, and spell-like abilities)
Honored Fist (+1 ki point)
The Pessimist (+1 trait bonus to will saves, and force an ally within 30ft. to reroll a failed save 1/day)

Languages
Common,
Dwarven
Undercommon

SQ
Hardy/Steel Soul/Glory of Old
Barrow Warden/Scholar
Darkvision
Flurry of Blows
Calming Strike (3/3)
Otherworldly Resilience (DR 2/adamantine, cold resistance 5, electricity resistance 5)
Fast Movement
Ki Pool (4/4)
Ki Strike

Skills 15 ranks (3 level * (4 monk + 1 Int))
+8 acrobatics (3 ranks + 3 class + 2 dex)
+4 intimidate (2 rank + 3 class - 1 Cha)
+5 knowledge, religion (1 rank + 3 class + 1 int)
+7 knowledge, religion; identify undead (5 + 2 race)
+9 perception (3 ranks + 3 class + 3 wis)
+9 sense motive (3 ranks + 3 class + 3 wis)
+8 stealth (3 ranks + 3 class + 2 dex)

Background Skills 6 ranks
+7 lore, psychopomp (3 rank + 3 class + 1 int)
+7 lore, cycle of souls (3 rank + 3 class + 1 int)

Combat Gear
030 temple sword
012 cold iron kama, double chained (only one kama is cold iron)
032 silver warhammer
020 cold iron shuriken (10)
025 holy water (1)
020 acid (2)

Other Gear
008 monk's kit
This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
000.02 powder/flour (1 lb.)
000.5 10ft. pole
000.5 10 iron spikes

1 gp, 9sp, 8cp
(1.98gp)

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Special Abilities
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Dwarf:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.

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.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

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.

Monk:
AC Bonus (Ex): 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: 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 (Ex): 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.

Calming Strike (Su): As an immediate action after hitting an incorporeal undead creature with an unarmed strike, a soul shepherd can attempt to calm the creature, encouraging it to move peacefully to the next stage of its metaphysical journey. The target must succeed at a Will save (DC = 10 + half soul shepherd's level + the soul shepherd's Wisdom modifier) or be calmed, as calm spirit, for 1 minute.
The soul shepherd can use this ability against a haunt by making a touch attack against an AC of 10 + the haunt's CR. A haunt does not receive a saving throw against this ability, but the ability's duration changes to concentration + 1 round, up to 1 round per level. A soul shepherd can use this ability a number of times per day equal to his soul shepherd level.
This replaces stunning fist.

Unarmed Strike (Ex): 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.

Otherworldly Resilience (Ex): At 2nd level, a soul shepherd gains DR 2/adamantine, cold resistance 5, and electricity resistance 5. At 9th level, this improves to DR 5/adamantine, cold resistance 10, and electricity resistance 10.
This replaces evasion and improved evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su): 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.

Bot Me!:

TBD

Rali's Backstory:
Rali grew up in Roslar's Coffer. It was not an idyllic life, but the hard work and tight-knit community suited him well. He loved the people and they loved him back as a valued and dependable member of the community, despite his gruff demeanor.

He served honorably in the militia that fought (and was defeated by) the orcish incursion that destroyed the town. He survived the skirmishes and battles with only a few scars, but then found himself in Lastwall wishing that an orc blade had taken him. Homeless and dejected, he almost wasted away.

But a retired Pathfinder monk found him and took him in. The man taught him how to tap the potential within himself. Most importantly, the man gave him a purpose--shepherding the Cycle of Souls--and restored him to a full life.

After years of training with the monk and wandering the wilderness around Lastwall, hunting undead, the monk was ready to take his next step in the Cycle of Souls. Rali returned to Roslar's Coffer and settled back into the community, which welcomed him once again as a pillar of stability. He knows that his ultimate purpose is not yet complete--shepherding the Cycle of Souls will never be complete--but he is also certain that Roslar's Coffer is where he is supposed to be.

Although the initial destruction of Roslar's Coffer has left a permanent imprint on Rali's already sour disposition, he has learned to balance it all in the bigger picture.

Sidenote on Rali's religious beliefs: Rali does not venerate only one deity. Rather, he honors Torag, Sarenrae, Iomedae, and Pharasma each in turn.