Tef-Naju

RumbleRock's page

335 posts. Organized Play character for Gerald.


Race

Oread Monk (Sensei/Quinggong) 3 | HP 30/30 | F+5, R+5, W+8 (+2 vs Enchantment spells and effects | AC (22)18/17/15 |

Classes/Levels

Init. +2, Perception +9 | Darkvision 60' |

About RumbleRock

PFS Info:

Spoiler:

#: 12445-13
XP: 8
Fame/PP: 16
Current PP: 11 (spent 2 on CLW wand, spent 2 on Mage Armor wand, spent one on wayfinder)
Scenarios completed:
1. 5-08 The Confirmation,
2. 06-97 Siege of the Serpents,
3. 06-10 The Wounded Wisp,
4. 07-12 The Twisted Circle,
5. 02 The Hydra's Fang Incident (1 xp, 2 PP, 456 gold),
6. 8-08. Tyranny of Winds, Part 1: The Sandstorm Prophecy. (1 xp, 2 PP, 508 gold),
7. 8-10. Tyranny of Winds, Part II: Secrets of the Endless Sky (1 xp, 2 PP, 1205 gold)
8. 08-12 Tyranny of Winds, Part III: Caught in the Eclipse (1 xp, 2 PP, 1302 gold)

Boons:
1 Confirmed Fields Agent.
2 Explore Report and Cooperate.
3 Friend of Janira.
4 Pathfinder Excellence (Combat): before making an attack roll, may roll twice and take the better result. If the attack is against an Apsis member or a direct employee of the Consortium, the crit range of the attack doubles. This does not stack with the Improved Critical feat. This book can be used twice and is then marked off the sheet.
5 Pathfinder Excellence (Resilience): swift action to gain d8 plus twice character level in temporary hit points that last for ten minutes. Does not stack with other temporary hit points. If has at least one temporary hit point remaining, you have DR 2/- against Apsis or their direct employees. Alternatively, as a standard action, you can heal 1d2 points of ability damage. This boon can be used twice before being marked off the sheet.
6 Prized Find.
7 Mercy's Blessing: cross off sheet to reroll save versus poison or disease and take better result.
8 Nira's Gratitude: can reroll a Knowledge, Perception, or Sense Motive check with Nira's modifier (6+ class level) and take better result.
9. Air affinity.
10. Genie Heritage: ifrit, oread, sylph, and undine. Bloodragers and sorcerer treat Cha as +2 for sorcerer and bloodrager spells and abilities.
11. AIr Affinity.
12. Jairo’s Generosity: free noble outfit. Discounts on buying flying carpets, 5x5 for 18,000, 5x10 for 31,500, or 10x10 for 54,000.
13. Uneasy Alliance: accepted alliance with Ashasar and the Concordance.
14. Stored Hurricane: you keep the Horn of the Hurricane at the Grand Lodge. You may purchase the Horn for 16,000 gold.
15. Air Affinity.
16. Foe of All Winds: +2 on Diplomacy and Intimidate checks against creature native to the plane of air. Three times (once per scenario) total, you can use this boon to either case Gust of Wind (CL6), Wind Wall (CL 8), or Air Walk (CL 10).
17. Partner to Elemental Balance: during any adventure on an elemental plane, you can cross off this boon and receive an ability, based upon the plane you are on.
(Air) 30’ fly speed with good maneuverability,
(Earth) 20’ climb speed + Nimble Moves feat,
(Fire) Fire Resistance 10, or
(Water) 30’ swim speed, plus breathe underwater as Water Breathing spell.

Male Oread Sensei (Quinggong) Monk 3
LG Medium Humanoid
Init. +2; Perception +9
Darkvision 60'
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Defense
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AC 18 (+2 Dex, + 1 NA + 1 Dodge + 4 Wis), touch 17, flat footed 15

HP: 30/30 (3d8 + 6 Con. + 3 Toughness + 3 FC)

Saves

Spoiler:

Fort: +5 (Base +3, +2 Con),
Ref: +5 (Base +3, +2 Dex),
Will +8 (Base +3, +4 Wis, + 1 Trait)

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Offense
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Speed 30’ (Base 20 plus fast movement 10’)

Melee Attacks

Spoiler:

Normal Attacks:
+6 Unarmed Attack, 1d6+2 (x2), or
+6 Silver Siangham, 1d6+1(x2), or
+7 Masterwork Cold Iron Sai, 1d6+2 (x2).

Ranged Attacks

Spoiler:

+6 Shuriken, d2 +2 (x2) 10' range


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Statistics
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STR15, DEX14, CON14, INT8, WIS18, CHA7

BAB: +2
CMB +7
CMD 20

Feats

Spoiler:
1. Toughness, MB. Improved Unarmed Strike, MB. Dodge, MB. Stunning Fist: if successful, must make a Fort save DC 15 or be stunned one round along with taking normal damage. 3. Power Attack.

Skills

Spoiler:
4 ranks/level - 1 Int/level = 9 total ranks:
Acrobatics +7 (2 rank + 2 Dex + 3 Class)
Diplomacy +2 (1 rank -2 Cha + 3 Class)
Escape Artist +6 (1 rank + 2 Dex + 3 Class)
Know. History +3 (1 rank - 1 Int + 3 Class)
Perception +9 (2 ranks + 4 Wis + 3 Class)
Sense Motive +8 (1 rank + 4 Wis + 3 Class)
Stealth +6 (1 rank + 2 Dex + 3 Class)

Traits

Spoiler:

Anatomist-+1 to attack to confirm critical hits.
Indomitable Faith-+1 to Will saves.

Languages Common, Terran

Money 1808 gold, 4 silver plus 1205 gold. Plus 1302 gold.

Gear:

Spoiler:
Magic:

Wand of CLW (x45), 2 PP
Wand of Mage Armor (x48), 2 PP
Oil of Magic Weapon (x2), 100 gold
Oil of Bless Weapon (x2), 200 gold
CLW potion (x5), 250 gold
Touch of the Sea potions (x2),100 gold
Potion of Mage Armor (x2), 100 gold

Everyday Worn Items:
Wayfinder, 1pp
Silver Siangham, 23 gold
Masterwork Cold Iron Sai, 302 gold
Monk's Outfit, -, free
Hot water outfit, 8 gold
Backpack, 2 gp
*Waterskin, 1 gp
*empty sack, 1 sp
*50' hemp rope, 1 gp
*Grappling Hook, 1 gp
*5 days rations, 2gp 5 sp
*Bedroll, 1 sp
Signal Whistle 8 sp
Belt Pouch, 1 gp
*2 tindertwigs, 2 gp
*Flint & Steel, 1 gp
*Fish hook, 1 sp
20 shuriken, 4 gp
Alcehmist's Fire, 20 gp

Racial Traits:

Spoiler:

*Ability Score Racial Traits: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.

*Type: Oreads are outsiders with the native subtype.

*Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.

*Speed (Slow): Oreads have a base speed of 20 feet.

*Languages: Oreads begin play speaking Common and Terran.

*Oread can use Magic Stone 1/day (caster level equals the oread's total level).

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

*Granite Skin: +1 to natural armor.

*Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.

Monk Sensei (Quinggong) Features:

Spoiler:

*Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields.

*AC Bonus (Su): A monk adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a monk gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (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.

*Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

*Stunning Fist: gains Stunning Fist as a bonus feat. Fort DC 15 or be stunned one round. 1/day.

*Skills: adds Diplomacy, Linguistics, and all Knowledge skills as class skills.

*Advice: a Sensei's advice is identical to a bardic performance, allowing him to Inspire Courage at 1st level, Inspire Competence at 3rd level, and Inspire Greatness at 9th level as a bard of the Sensei's level, usable a total number of rounds per day equal to his level plus his Wisdom modifier. Currently, 6 rounds per day. This replaces flurry of blows, fast movement, and Improved Evasion.

*Insightful Strike: at 2nd level, a Sensei may use his Wisdom bonus instead of his Strength or Dexterity bonus on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This replaces evasion and the bonus feat gained at 2nd level.

*Fast Movement: +10’ Movement.

*Maneuver Training: Monk adds level instead of BAB to CMB.

*Still amind: +2 on saves versus enchantment spells and effects.

Appearance:

Spoiler:
Rumble is a typical dark skinned male oread. He is young, but like most of his race, it is impossible to tell his age, if he doesn't disclose it. His skin is a deep obsidian color. His physique roughly resembles what would happen if a dwarf and a large cave wall had a child. He has gleaming ebony jewel-like eyes, and a slightly rough texture to his skin. His voice is normally a deep rumble, sounding like gravels rubbing against each other. He does not carry many weapons, other than a few shuriken, preferring hand to hand combat, and the sensation of striking his opponent with his mallet like fists.

Personality:.

Spoiler:

Rumble isn't one to talk too much or share his feelings. His general demeanor is quite dwarf like, in that he is a bit grumpy and also has some trouble with the Common tongue.