Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10
About Rocky the Oread
Male Oread Unchained Monk 10 145373-16 Grand Lodge
Consumables used: Potion of Fly, folio reroll on jump check, 2 charges wand of Mage Armor, 1 charge CLW wand
Rocky
LN Medium native outsider (Oread)
Alternate Racial Traits: Crystalline Form, Mountain-Born, Granite Skin
Init +2; Senses Perception +24, Darkvision
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Defense
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AC 24, touch 23, flat-footed 21 (+2 Dex, +2 ring, +6 Wis, +2 class, +1 dodge, +1 Natural) +2 vs Rays
hp 84 (10d10 +20)
Fort +12, Ref +13, Will +13 +2 vs Enchantment. Immune to diseases
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Offense
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Speed 50 ft.
Melee Unarmed Strike +17/+17/+12 (1d10 +12 19-20 x2 then +9 dragon style) +2d6 Holy +1d6 Acid or Grapple +20 Elbow Smash +12 (1d10 +9 19 - 20 x2 non lethal)
Ranged Sling +12 (1d4 +6)
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Statistics
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Str 18 (22), Dex 14, Con 12, Int 10, Wis 18 (22), Cha 6
Base Atk +10; CMB +16 (+4 to grapple); CMD 38 +2 vs Grapple
Feats Improved Grapple, Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed), Stunning Fist, Dragon Style, Dragon Ferocity, Mobility, Greater Grapple, Improved Critical (Unarmed Strike), Medusa's Wrath
Skills Acrobatics +15 (+33 total to jump), Climb +10, Disable Device +19, Escape Artist +6, Kn (History, Religion) +4, Perception +24, Profession (Scribe) +12/14 DJ , Sense Motive +10, Swim +13, Use Magic Device +16*; Armor Check Penalty –0;
Traits Honored Fist of the Society, Dangerously Curious;
Languages Common, Terran
abilities of note: Dragon Style + Dragon Ferocity - Enter as swift, +2 to save vs Sleep,paralysis,stunning. May ignore allies or difficult terrain when charging, withdrawing, or running. First unarmed strike in round adds Str bonus x2, rest X1.5. On a critical strike or successful stunning fist target is Shaken for 1d4 + Str bonus rounds.
Improved Evasion Crystalline Form +2 AC vs rays, may deflect ray 1/day
Mountain-Born +2 to Acrobatics to cross narrow ledges, +2 to saves vs altitude fatigue/sickness.
Immune to all diseases Stunning Fist DC 21 Fort 10/day
Ki Pool 11 Ki/day May take an extra attack at full attack bonus 1 ki, May cast Barkskin self only 1 ki, Unarmed strikes are considered magic, cold iron, silver and Lawful as long as 1 ki in pool, May spend 1 ki to add +20 to Jump, May spend 3 ki to Restoration (self only), May cast Ki Leech for 0 Ki
High Jump+level to jump and always considered to have a running start.
Fast Movement 30 feet enhancement to speed.
Flying Kick As part of full attack action may move Fast Movement (30) feet
Greater Grapple May maintain Grapple as a move action.
Elbow Smash Declare on attack, If attack succeeds follow up with a non lethal attack at -5 to hit.
non-consumable GearAmulet of Mighty Fists Holy, Traveler's Any-Tool, Belt of giant strength +4, Headband of inspired wisdom +4, Ring of Protection +2, Cloak of Protection +3, magenta cracked prism ioun stone x2, Eyes of the Eagle, Deliquescent Gloves, Pale Green Prism (Cracked) Ioun Stone (saves), Monk's Spade MW Spade B/S Silver, MW P/S Cold Iron, MW thieves tools, Sansetsukon MW Cold Iron, Sansetsukon MW adamantium, MW tool (+2 to UMD wands), Backpack, Waterskin, Cold-weather outfit, trail rations x4, bedroll, ink, 2x inkpen, 8x parchment, Rope Silk 50ft, monk's outfit, noble's outfit, grappling hook, snow shoes, cleats, blackfire clay brick
Consumables
Wand of CLW 20/50
Wand of Mage Armor 14/50
Wand of Shield 39/50
Wand of Heightened Awareness 39/50
Wand of Touch of the Sea 50/50
Wand of Endure Elements 45/50
Potion of Fly
Oil of Daylight
Alchemist Fire x2
Favored Class Unchained Monk +1 HP per level
boons:
May cross off boon to get a 25 total on Kn Arcane, History, or Planes even if untrained or add +5 t result.
May cross off boon to add +1d6 to a skill check, saving throw, or attack roll. If 6 is rolled then roll again and add. +18 max.
May treat wind effects as 3 steps weaker for 3 rounds. Cross off after use.
May cast Dispel Magic, Fireball, Greater Invisibility, or Stoneskin. Cross off after use.
2 boxes: Check a box to do one of the following - Add 1d6 to disarm a trap, to disable a magic trap, or to add 1d6 to AC or save vs trap.
3 boxes: Check off a box to use Inspiration as the Investigator class.
3 boxes: Check off box as swift action to add +2 to attacks, dmg, and AC vs dragons or reptiles for 1 round.
After a poison save but before result is known may add +5 to save. Cross off after use.
As a swift action may add +2 to AC vs first creature I hit that round. Lasts 1 minute cross off after use.
3 boxes: May cast Gust of Wind, Wind Wall, or Wind Walk.
2 boxes: May cross off before making a save vs bleed, paralysis, poison, sleep effects, or stunning to add +2 to save.
3 boxes: As an immediate action before making a save vs earth based magic or by earth based creature add +4 to save. As an immediate action when attacked by earth creature gain +4 AC vs it for 1 turn. As a free action gain +4 to skill check connected to Earth creature.
May gain +4 before making a save vs Curse or witch hex. Or caster gains +4 to remove curse from me. Cross off after use.
2 boxes left: Standard action eat a seed to restore 1d4 +1 health. Or feed it to plant for buffs.
Aspis and Aspis hirelings get -1 to all rolls connected to me.
Max ranks in Disable Device and it is a class skill.