Man with a Pickaxe

Rortum Earthshaker's page

2 posts. Alias of Codanous.

Full Name

Rortum Earthshaker


HP: 40/40 |AC:19 T:17 FF:17,| CMD: 22/24 vs Grapple | Fort: +6, Refl: +5, Will: +5 | Init: +1, Speed 30ft


Male Oread Unchained Monk 4 basic attack Unarmed Strike +8 (1d8+3) | Ki Points 5/5 | Stunning Fist 4/4

About Rortum Earthshaker

HP: 40/40 |AC:19 T:17 FF:17,| CMD: 22/24 vs Grapple | Fort: +6, Refl: +5, Will: +5 | Init: +1, Speed 30ft

Male Oread Unchained Monk 4 basic attack Unarmed Strike +8 (1d8+3) | Ki Points 5/5 | Stunning Fist 4/4

Rortum Earthshaker

Rortum Earthshaker
Male Oread Unchained Monk 4
LN Medium Outsider (Native)
Init: +1 Senses: Darkvsion 60 ft
AC 19, T17: FF:17 (+1 Armor, +1 Dex, +1 Dodge, +4 Monk(dodge) +1 Deflection, +1 Natural Armor)
HP: 40 (4d10+12)
Saves: Fort: +6, Reflex(Evasion) +5, Will: +5 (+2 vs Enchantments)
Speed 30 ft
Melee 1.) Unarmed Strike +8 (1d8+3)/ +1 Temple Sword +8 (1d8+4)
Ranged 1.) Shuriken +5 (1d2) (Range 10 ft)

Str 16, Dex 12, Con 14, Int 13, Wis 17 Cha 8
Base Atk +4; CMB +7(+9 vs Grapple); CMD 22 (24 vs Grapple)
Feats Weapon Focus(Unarmed Strike), (Improved Unarmed Strike, Stunning Fist , Dodge), Improved Grapple, Dragon Style


Indomitable faith:
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Wisdom in the Flesh:
Requirement(s) Irori
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you. Acrobatics

Skills 20 ranks Acrobatics (4/+10), Climb (1/+7), Craft (Int), Escape Artist (3/+7), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (B/+10) , Perception (4/+10), Perform (Cha), Profession: Herbalist (B/+10), Ride (Dex), Sense Motive (4/+10), Stealth (2/+6), and Swim (1/+7).

Languages: Common, Terran, Dwarven

Gear: [u]Combat Gear:[/u] +1 Temple Sword, 20 shurikens [u]Other Gear:[/u] Bracers of Armor +1, Ring of Protection +1, Traveling Monk’s outfit, Backpack, Prayer beads, prayer mat, incense, candles, Ioun Torch, Potion of Cure Light Wounds (x3), Potion of Pass Without Trace, Rope, Waterskin, Belt pouch. Food stuff: Cheese 1 lb, Honey 1 jar, Cinnamon: 30 sticks, Lemons 3, Loaf of bread. 20 platinum, 4 gold, 67 silver.

Special Abilities

Oread Abilities:

Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
[u]Mountain-Born:[/u] Oreads are drawn to mountains and other high places, and after many generations they’ve grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.
[u]Granite Skin:[/u] Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
[u]Crystalline Form:[/u] Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Favored Class Bonus:
+4 hit points

[spoiler=Dragon Style Feat] While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

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).

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

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.

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.

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.

Still Mind (Ex)::
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

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.

Ki Powers (Su):
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Ki Metabolism (Su)::
A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

Background: Rortum Earthshaker was born to a well-off family of merchants out of Brevoy though being born as an Oread was seen as a rather scandalous affair to the family. Because of this he was shipped off to a temple of Irori to live a life of seclusion and become a monk. He dedicated himself to understanding Irori’s ideals, though bullied for being different it taught him to better understand self-dedication and harmony.

After being granted the opportunity to leave the temple and explore the outside world he immediately set out to return home. Though he barely remembered his family he felt confident he’d recognize them when he saw them. It was not to be, his family turned him away, disowning and telling him to never return. That was 10 years ago. Having since moved on he travels the northern Inner Sea area communing with nature and seeking out that self-perfection and balance that Irori touts. He often will stop in villages and toil away on farms to help out commoners as best he can. Trying to understand different ways of life is one of his paths to Self-Perfection. When he speaks its a deep, rumbling voice.

Full Attack:

[dice=Flurry of Blows] 1d20 + 8, 1d20 + 8 [/dice]
[dice=Damage] 1d8 + 4, 1d8 + 3