Gadak Simiryin

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Full Name

Znierca

Race

Human

Classes/Levels

Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

Gender

Female

Size

5' 4", 100 lbs

Age

22

Special Abilities

Experience: 490/2000

Alignment

Lawful Good (some neutral tendencies)

Deity

Athena

Languages

Common(Taldan)

Strength 13
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Znierca

___________________________________________________________
Offense:
___________________________________________________________
+3 Initiative (+2 Dex, +1 trait)
+0 BAB

+1 CMB (+0 BAB, +1 Str)
+17 CMD (+0 BAB, +1 Str, +2 Dex, +4 Wis, +10)

+0/+0 FoB [+1 BAB, +1 Str, -2 FoB] - Damage: (1d6+1) (+1 Str)
+1 or +2 Unarmed Strike [+0 BAB, +1 Str] - Damage: (1d6+1) (+1 Str) (+1 trait on AoO)
+2 Net [+0 BAB, +2 Dex] - Damage: (entangle)
+2 Crossbow, Light [+0 BAB, +2 Dex] - Damage: (1d8)
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 10

Max hp: 10 (+8, +1 Con, +1 FC)
AC 19 [+2 Dex, +4 Wis, +2 Armor, +1 Dodge, +10]
Flatfoot AC 16 [+4 Wis, +2 Armor, +10]
Touch AC 17 [+4 Wis, +2 Dex, +1 Dodge, +10]

+3 Fort (+2 base, +1 Con) [+2 Monk]
+4 Ref (+2 base, +2 Dex) [+2 Monk]
+6 Will (+2 base, +4 Wis) [+2 Monk]

Special Abilities

Flurry of Blows

Skills:
+6 Acrobatics (+2 Dex, Ranks 1, Class Skill +3)
+0 Appraise (+0 Int, Ranks 0)
+0 Bluff (+0 Cha, Ranks 0)
+1 Climb (+1 Str, Ranks 0, Class Skill +3)
+* Craft() (+0 Int, Ranks 0, Class Skill +3)
+0 Diplomacy (+0 Cha, Ranks 0, Class Skill +3)
+* Disable Device (+2 Dex, Ranks 0)
+0 Disguise (+0 Cha, Ranks 0)
+6 Escape Artist (+2 Dex, Ranks 1, Class Skill +3)
+* Fly (+2 Dex, Ranks 0)
+0 Handle Animal (+0 Cha, Ranks 0)
+4 Heal (+4 Wis, Ranks 0)
+0 Intimidate (+0 Cha, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (+0 Int, Ranks 0)
+* Knowledge, Dungeoneering (+0 Int, Ranks 0)
+* Knowledge, Engineering (+0 Int, Ranks 0)
+4 Knowledge, Geography (+0 Int, Ranks 1, Class Skill +3)
+* Knowledge, History (+0 Int, Ranks 0, Class Skill +3)
+* Knowledge, Local (+0 Int, Ranks 0, Class Skill +3, Trait +1)
+* Knowledge, Nature (+0 Int, Ranks 0)
+* Knowledge, Nobility (+0 Int, Ranks 0)
+* Knowledge, Planes (+0 Int, Ranks 0)
+* Knowledge, Religion (+0 Int, Ranks 0, Class Skill +3)
+* Linguistics (+0 Int, Ranks 0, Class Skill +3)
+8 Perception (+4 Wis, Ranks 1, Class Skill +3)
+0 Perform(untrained) (+0 Cha, Ranks 0, Class Skill +3)
+* Profession() (+4 Wis, Ranks 0, Class Skill +3)
+2 Ride (+2 Dex, Ranks 0, Class Skill +3)
+4 Sense Motive (+4 Wis, Ranks 0, Class Skill +3)
+* Slight of Hand (+2 Dex, Ranks 0)
+* Spellcraft (+0 Int, Ranks 0)
+2 Stealth (+2 Dex, Ranks 0, Class Skill +3)
+8 Survival (+4 Wis, Ranks 1, Class Skill +3)
+1 Swim (+1 Str, Ranks 0, Class Skill +3)
+0 Use Magic Device (+0 Cha, Ranks 0)

Each level skill points gained:
Monk --> 5+1 (4, +0 Int, +1 Race, +1 FC)

Traits:
• Candidate for Perfection (+1 attack with Unarmed on AoO)
• Guide of the Streets (+1 Init, +1 Knowledge(local))

Feats:

Improved Unarmed Strike (Level 1 Monk Bonus)
Stunning Fist (Level 1 Monk Bonus)
Dodge (Human Bonus)
Deflect Arrows (Level 1)

Monk Weapon Proficiency
Light Armor Proficiency (DM Campaign Bonus)
Exotic Weapon Proficiency (Net) - (Monk(Wanderer) Bonus) <-- might change

Racial:

+2 Wis
Humanoid(human)
Medium
Speed - 30 feet

+1 Skill Point/level
Bonus Feat at 1st Level

Favored Class:

Favored Class: Monk
Lvl 1 (HP) - Monk/1
Lvl 2 () -
Lvl 3 () -
Lvl 4 () -
Lvl 5

Monk (Wanderer Archetype):

Defenses path <-- Bonuses/buffs from DM
A monk of the defense path can wear any light armor and still get flurry of blows and his wisdom bounus to ac.
The monk gains dr/magic equal to half his monk level.
The monk can, once a round, attempt to re-direct an attack made on an adjacent friendly ally. The monk takes a -5 to ac vs this attack, but makes the ally attack him instead. This can be used an extra time per 5 monk levels.
At 4th level, the monk can spend a ki point to cast shield of faith, shield, or Mage armor on himself, with a caster level equal to his monk level.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Bonus Feat
At 2nd level: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level: 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.

Far Traveler (Ex)
At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.
This ability replaces the bonus feat gained at 1st level.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The 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.

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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Long Walk (Ex)
At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.
This ability replaces still mind.

Ki Pool (Su)
At 4th 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 4th 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, a monk can do one of the following:

- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Light Step (Su)
At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, longstrider, pass without trace, or tireless pursuit as a spell-like ability (with acaster level equal to his monk level).
This ability replaces slow fall.

Inscrutable (Su)
At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level.
This ability replaces high jump.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wanderer's Wisdom (Ex)
At 7th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer's Wisdom modifier (minimum 1 round). This ability is language-dependent.
This ability replaces wholeness of body

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Disappear Unnoticed (Ex)
At 12th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as long as he is adjacent to at least one creature of his size or larger, by spending 1 point from his ki pool. This effect lasts until the beginning of the wanderer's next turn and may be continued in consecutive rounds by spending 1 ki point each round.
This ability replaces abundant step.

Free Step (Su)
At 13th level, the wanderer gains continuous freedom of movement as a continuous spell-like ability.
This ability replaces diamond soul.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 5 lbs.

(10) Leather Armor, 15 lbs.

(10 gold Total)

15 lbs

In Backpack

(2) Backpack, Masterwork 2 lbs
Bedroll, 5 lbs.
Blanked, 3 lbs.
Oil, Flask, x3 3 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
Flint and Steel
(12) Lantern, Bulleseye 3 lbs.
2 Torch, (1lb/torch), 2 lbs
Bread
Cheese
(2.5) 5 Rations, Trail, (1/ration), 5 lbs
Waterskin x2, 6 lbs
Wineskin, 3 lbs

37 lbs in Backpack

(28 gold total)

Belt Pouch

Chalk, 3 pieces
0 p.p.
17 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Encumbrance: 77 = 40 Equipment + 28 Backpack + 9 Water/wineskins

Light Load: x < 50 lbs.
Medium Load: 51 < x < 100 lbs.
Heavy Load: 101 < x < 150 lbs

Appearance:

A slight woman of average height with a forgettable appearance, Znierca appears, well, normal. With short brown hair, her only really unusual part of her appearance is her slightly darker than average skin, likely caused by her mother's ancestors being from the far south. Wearing light leather armor beneath her brown tunic, she looks like she has seen more than a few fights, whether she won or lost them is difficult to ascertain.

Her bare arms and movement show that she is more than a little athletic, but she tends to wait for the opportune time to strike, rarely charging in first unless the odds appear stacked in her favor.

Background:

Znierca sits upon a rocky outcropping and watches as the flames continue to intermittently flicker in the distance. Every so often the wind will switch and the stench of wood smoke, mixed with the smell of burned bodies, will blow by. It all happened so fast. The attach, so many undead. Zombies and skeletons, lead by creatures far stronger and more fearsome. When she saw them coming, she did what she thought best, she fled. Fortunately, she did not have much to carry. Many others who had attempted to flee with her had been grabbed and dragged down as they attempted to carry their belongings, or loved ones, away. Well, Znierca did what any smart person would have done, she made sure that she was faster than those behind her. That way when she got to the old cave beneath the rocky outcropping in which she now sat, she was able to sneak inside and hide. All night, the screams of terror, and death, had filled her ears. She wanted to help, but could not. As much as she wished to go out and help, she knew that to do so would be guaranteed death.

She then thought back. So many years in the city. The city, a place that had grown complacent in its own opulence. Surely, if the city had maintained good relations with the villages near and far, then the plague of undead would have been know and the city could have prepared. Instead, they simply appeared in the middle of the night while most were sleeping. Many of her friends and family members assuredly never even knew what was attacking before they had perished.

How had she come to be here? Well, she had been born in the city. Her mother was never readily accepted, having come to the city with her father. They had been adventurers, her father a fighter and her mother a cleric of Athena, god of battle and wisdom. They had met while delving into old ruins and decided to return to her father's home to settle down. Or so they claimed.

Shortly after they returned, Znierca was born. Both her parents had helped to raise the girl. Frequently she would be taken by her mother to the temple where the young girl would run around like a crazy person driving other clerics and monks nuts.

Starting when Znierca was six, her parents once more began to have the adventure itch. They began to leave Znierca to be cared for in the temple, which had a small orphanage where many of Znierca's friends lived. Her parents would usually be gone but a day or two, supposedly delving into an old tomb or some other hidden delight uncovered during a sandstorm.

This went on for several years, but then, just after Znierca turned thirteen, her parents did not return. The temple attempted to locate them using magic, but to no avail. They had simply disappeared, not an uncommon occurrence for adventurers, but quite a shock to the young girl who now had no parents.

Knowing that the girl had no other relatives in the city, the temple allowed Znierca to move in, but the girl always had wanderlust. She wanted to move about the city to learn what she could of it, and before long began to venture out of the city walls, hoping to find her parents, an unlikely and nigh impossible task, but one that the young girl believed she could do.

At the age of sixteen, the temple told her that she could no longer live in the orphanage as she was simply too old. So, she made a decision and chose to join the temple and study the holy texts. This did not last long as she simply did not have a great interest in the religious teachings of the temple. However, she found the study the body and the unarmed combat techniques that were practiced by the monks to be exhilarating. So, she took to studying this.

Despite spending much of her time in the temple, the young girl, now a young woman, continued to have an interest in the city, the area around the city, and the rest of the world. Frequently, she would stand atop the city walls and stare out across the barren landscape and wonder what else was out there? What were the other towns and villages like? What about the other great cities of the world?

So it was, that on the night of the attack by the undead, she had been sitting on a guard tower, watching the sun set far to the west, while she meditated and contemplated what else the world held. When she first heard the screams, she immediately made to return to the temple to help protect the innocent. However, it took but a few moments for her to realize that there was nothing she could do to help others. So, she grabbed her backpack, carefully climbed down the wall, and fled as fast as her small feet could carry her. She went to a small cave she had found not too far from the city, but one which she figured would allow her to hide until the undead had been defeated, or left.

Which brings us back to the young woman in the light leather armor sitting on a small rock outcropping watching the last of the flames burn out.

What next? Where do I go? I have always dreamed of leaving the city and seeing the world, but never like this.