About Seeker OreadMale Oread Monk (Perfect Scholar)/1
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HP 22/32 Fort +5, Ref +5, Will +5 | +2 racial bonus vs. altitude fatigue and sickness CMD 23
Melee Monks Spade B/P/S +6/+6 (1d6+4/x3)
Range Shuriken 10' S +5/+5 (1d2+3/x2) BAB +3
Tracked Resources:
Crystalline Form: 1/1 Stunning Fist: 1/3 Ki 2/6 Feats:
Dodge: You gain a +1 dodge bonus to your AC. This bonus increases to +4 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. 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. Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. 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. 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. 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. Toughness: +3 HP. Weapon Focus(Unarmed Strike): +1 Attack with Unarmed Strikes
Special Abilities:
Archetype: Perfect Scholar AC Bonus: 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. Blood of Pharaohs: You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language(Azlanti) as one of your bonus languages. 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. Crystalline Form: 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. Darkvision (60 feet) You can see in the dark (black and white only). Evasion: 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: +10 move speed. Flurry of Blows: 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. Isolated: Many oreads are loners and raise their families in isolated groups, either in deep caverns or high mountains. They gain a +2 racial bonus on Perception checks and Knowledge (dungeoneering) checks, and they can use Knowledge (dungeoneering) untrained. They begin play speaking only Terran, rather than Common and Terran. This racial trait replaces energy resistance and alters the oread’s starting languages. Ki Flurry: 1 Ki as a Swift Action to gain additional Flurry of Blows attack. Ki Pool: Ki Pool equal to 1/2 monk level + wis mod. Ki Strike (Magic): Unarmed attacks count as magic to overcome DR. Mountain-Born: 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. Osirionologist: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Stunning Fist: 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. 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: Monk Unchained. The damage listed is for Medium monks. Vow of Silence (+1 ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1). Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). 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.
Combat Gear:
Monk's Robes (0 GP; 2WGT)
Gear:
Carried:
Platinum: 0
Encumbrance (86/173/260): 35.0 WGT Light Load. Skills:
A perfect scholar adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform. This ability alters the monk’s class skills. Total Mod = Skill + Ranks + Misc
Levels:
Favored Class: Monk Level 1: Monk; FCB: +1SP Level 2: Monk; FCB: +1SP Level 3: Monk; FCB: +1SP =============================== Level 1 Feat: Weapon Focus (Unarmed) Monk Level 1 Bonus Feat: Dodge Level 3 Feat: Toughness Monk Level 3 Bonus Feat: Improved Grapple Brief History:
Seeker Oread hails from a monastery deep in the Brazen Peaks, the impenetrable mountain range between Osirion and Katapesh. His mother traveled to the monastery to give him up at his birth and he knows nothing of her or her life, save a small portrait of her that was painted by a monastery artist before she departed from his life forever. Monastic life was natural for Seeker Oread. His kind have an innate desire for a quiet, structured, disciplined life. He never felt like he didn't belong among the mostly human population and he took great pleasure in perfecting his body and mind. Like all oread, Seeker Oread had an easy mastery of martial combat but the path of the dedicated warrior was not his to walk. The long-lived races with strong elemental mastery made ideal scholars, but a purely scholarly life would have been a waste of his physical capabilities. So, on his sixtieth birthday he was inducted into the order of the Seekers, warrior-scholars that leave the monastery to seek out ancient or lost knowledge. After a short decade of additional training to prepare him for the outside world and learn his roll as a seeker, Seeker Oread left the monastery. His first assignment was to follow the Crook east to Wati. Rumors were spreading that the prince would be opening tombs that had been sealed for thousands of years for exploration. Seeker Oread has a given name - the name his mother gave him - but his name has no relevance to his current quest, so he left it behind. Any associates he might gain do not need to know who he is, only what he is. He is Seeker. Seeker Oread has taken a Vow of Truth, an absolute necessity for someone seeking knowledge, and a vow of Silence, to better be able to focus on his work. He is six feet tall and while the same size and shape as a human, his kinds dense bones and skin put his weight at over three-hundred pounds. He has no hair of any kind and skin that could best be describes as "obsidian", a deep black that scatters the light that strikes him. Four thin, white scars run vertically over his lips - a reminder of his Vow of Silence. He wears no shoes, simple but high quality, loose-fitting, brown cotton pants, and nothing else, save for a leather bracer on each forearm. The bracers serve two purposes. A wooden slat on the backside of the bracers allow him to block weapon strikes he cannot dodge. On the underside of each bracer are five horizontal slits in the leather, the tip of a metal shuriken poking out of each slit for easy access when he needs a ranged weapon. He is a devout worshiper of Irori and spends at least two hours a day worshiping though excersize and intellectual pursuits. Despite his Vow of Silence allowing communication through sign language, Seeker Oread almost never attempts to communicate with anyone. His face looks to be chiseled from stone and unless he has a goal that requires movement he rarely moves at all.
Useful Dice:
[dice=Initiative]1d20+2[/dice] [dice=Acrobatics]1d20+6[/dice] [dice=Climb]1d20+7[/dice] [dice=Knowledge (Dungeoneering)]1d20+8[/dice] [dice=Knowledge (Engineering)]1d20+7[/dice] [dice=Knowledge (History)]1d20+7[/dice] [dice=Knowledge (Nobility)]1d20+7[/dice] [dice=Knowledge (Religion)]1d20+6[/dice] [dice=Linguistics]1d20+6[/dice] [dice=Perception]1d20+9[/dice] [dice=Unarmed]1d20+5[/dice]
[dice=Unarmed Flurry 1]1d20+5[/dice]
[dice=Monks Spade]1d20+4[/dice]
[dice=Monks Spade Flurry 1]1d20+4[/dice]
[dice=Stunning Fist]1d20+4[/dice]
[dice=Shuriken]1d20+3[/dice]
[dice=Shuriken Flurry 1]1d20+3[/dice]
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