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About RomliPROFILE STILL UNDER CONSTRUCTION! Monk (Unchained)
Fighting defensively: –2 penalty on attack rolls, +3 dodge bonus (+1 shield bonus with Sansetsukon) to AC
Romli is an unchained monk DONE: Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
DEFENSE
CMD 20 (+4 vs. bull rush or trip)
OFFENSE
CMB +4
Melee
Seven-branched sword +4 (1d10+4/20/x3), special: disarm, monk
Unarmed Strike +4 (1d6+3/20/x2)
Melee
Seven-branched sword +4 (2d8+6/20/x3), special: disarm, monk
Unarmed Strike +4 (1d10+4/20/x2)
SPELLS (list of many good cleric spells):
. . 1st: Enlarge Person, Comprehend Languages; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 17) . . 0 (at will): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Vigor, Virtue __________________________________________________ STATISTICS
Str 16, Dex 14, Con 13, Int 13, Wis 16, Cha 5
SKILLS:
4 + 1 + 0 = 5 Skillpoints (Monk), 4 + 1 + 0 = 5 Skillpoints (Cleric)
+ 2 Background Skillpoints* [dice=Acrobatics]1d20+6[/dice] <1 ranks> x [dice=Appraise]1d20+1[/dice]* [dice=Artistry]1d20+1[/dice]* [dice=Bluff]1d20-2[/dice] <0 rank, +1 trait> [dice=Climb]1d20+7[/dice] <1 rank> [dice=Craft: Anything]1d20+1[/dice]* [dice=Diplomacy]1d20-3[/dice] [dice=Disguise]1d20-3[/dice] [dice=Escape Artist]1d20+2[/dice] [dice=Fly]1d20+2[/dice] [dice=Handle Animal]NA[/dice]* [dice=Heal]1d20+3[/dice] [dice=Intimidate]1d20-3[/dice] [dice=Knowledge: Arcana t]NA[/dice] [dice=Knowledge: Dungeoneering t]NA[/dice] [dice=Knowledge: Engineering t]1d20+5[/dice]* <1 rank> [dice=Knowledge: Geography t]NA[/dice]* [dice=Knowledge: History t]NA[/dice]* [dice=Knowledge: Local t]NA[/dice] [dice=Knowledge: Nature t]NA[/dice] [dice=Knowledge: Nobility t]NA[/dice]* [dice=Knowledge: Planes t]NA[/dice] [dice=Knowledge: Religion t]1d20+5[/dice] <1 rank> [dice=Linguistics t]NA[/dice]* [dice=Lore t]NA[/dice]* [dice=Perception]1d20+7[/dice] <1 rank> x [dice=Perform: Any]1d20-3[/dice]* [dice=Profession: miner t]1d20+9[/dice]* <1 rank, +2 racial (Craftsman)> [dice=Ride]1d20+2[/dice] [dice=Sense Motive]1d20+3[/dice] <0 rank> [dice=Sleight of Hand]NA[/dice] [dice=Spellcraft t]NA[/dice] [dice=Stealth]1d20+2[/dice] <0 rank> [dice=Survival]1d20+3[/dice] [dice=Swim]1d20+7[/dice] <1 rank> [dice=UMD]NA[/dice] __________________________________________________ EQUIPMENT AND GOLD
On person
APPEARANCE
Age 50
__________________________________________________ SPECIAL ABILITIES
Class Features (unchained Monk):
Bonus Feats 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. Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. 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. 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. Unarmed Strike 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. The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed here. Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Evasion (Ex) At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of 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. Class Features (Cleric, Ecclesitheurge):
- Primary Growth (Plant) Domain: You find solace in the green, can grow defensive thorns, and can communicate with plants. Enlarge (Su) As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ===> 6/day - Secondary Memory (Knowledge) Domain: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Recall (Su) With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining an insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier. ===> 6/day, +3 insight bonus Domain Mastery At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge of Sarenrae with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain. This ability alters the normal domain ability. Ecclesitheurge’s Vow At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells. Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 Channel Energy (Su) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. ===> negative, 1d6 (total 0/day) Weapon and Armor Proficiency An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Feats:
Elephant in the Room rules
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Stunning Fist 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. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. ===> 1/day, Fort DC 13 Dodge You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats. Combat Options:
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Deadly Aim You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Traits and Drawbacks:
Martial Manuscript (Faith) You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon. Glory of Old (Race) In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Framed (Campaign) Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer — a local crime lord named Gaedren Lamm, whose thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage the accused’s reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name. Family Honor: The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you. Mark of Slavery (Drawback) You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check. Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma Dwarves are both tough and wise, but also a bit gruff. Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision Dwarves can see perfectly in the dark up to 60 feet. 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. Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Alternative Racial Traits:
Iron Within Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred. Source: Heroes from the Fringe pg. 4 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. Source: Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11 Shadowhunter Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat. Source: Blood of Shadows pg. 5 Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
Progression and Party Role:
Romli will try to be a melee tank and damage dealer.
The progression plan is to dip into cleric at level 2, then continue with uMonk. This dip makes Romli a backup healer, a better (large) melee and also very helpful in- and outside of combat: Have a look at the ecclesitheurge's blessing of the faithful (+2 profane bonus to a wide selection of D20 rolls or AC for 1 round, unlimited uses) and the ability of the memory subdomain (let a creature retry a Knowledge check with a +3 bonus, 6x/day). Fluff:
Still work in progress...
Spoiler:
With a height of 3 feet and 4 inches, Romli is probably the smallest adult dwarf Romli and his sister Ilma were part of a small family once, their parents proud descendents of dwarven heroes from Tar Taargadth. When the family left Rolgrimmdur to open a store specialized in dwarven craftsmanship in Augustana, at one point their caravan was ambushed by bandits. All adults were killed and the children were sold into slavery. Luckily, Ilma and Romli were sold together - to a business man based in Molthune who put them in a mine somewhere near the Bloodsworn Valley to dig for valueable ores. After seven long years the dwarven kids finally managed to escape through a tunnel they had been secretly digging. They followed the Jeggare River downstream and found themselves in the streets of Korvosa, looking for shelter and begging for food. After a few rough days of sleeping in the streets they finally found work and things were beginning to look up. ... Being exceptionally small has it's advantages, but when everyone is making constantly fun of your height and you have no way to shut them up, you either give up or the flame in your heart starts burning stronger. Romli was so fed up with everyone looking down on him, but he could not do anything until he stumbled across a manual of basic martial arts moves from Xian Tia. ... who wanted nothing more than to turn the tables and be taller than the humanoids around him so that once it's them who have to look up to him. He said to himself: "Who are expert in tallness? Right, giants!" So when he learned about the giant deities and their domains, he quickly became very religious. Since that day, Romli has been praying every day to Fandarra, the giant goddess of growth, to make him taller. Maybe one day she will answer his prayers? ... Recently, a patron of the library was murdered in Korvosa and Ilma was accused of being the poisoner. ... Gaedren Lamm responsible. Mechanically, Romli is going to be a dwarven melee unchained Monk with a one level dip of Cleric of Fandarra (Ecclesitheurge archetype) at level 2. Test:
Romli draws his sansetsukon and uses his Enlarge domain ability. I don't think so, dog." [dice=Intimidate to demoralize]1d20-3[/dice] (+4 if it is smaller than large) Enlarge (Su) wrote: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. |