Veltargo

Sorin Markof's page

26 posts. Alias of EntropyRules.


Full Name

Sorin Markof

Race

Human

Classes/Levels

Monk 6/Lore Warden 4/ Brother of the Seal 7

Gender

Male

Size

6' 6"

Age

37

Alignment

LN

Languages

Common, Draconic, D’ziriak, Elven

Strength 15
Dexterity 24
Constitution 22
Intelligence 14
Wisdom 34
Charisma 12

About Sorin Markof

Appearance & Personality:

Background:

Basics:

Sorin Markof
BASE STATS:
Str: 13+2
Dex: 17+1+6
Con: 15+1+6
Int: 13+1
Wis: 19+1+8(epic)+6
Cha: 12
Human Monk/6 Lore Warden/4 Brother of the Seal/7
Init +7; Senses: Dark-vision 60ft Perception +43

Defense:

AC 45, Flat-footed 36, Touch 37 (+7 Dex, +12 Wis, +2 Monk, +2 Dodge, +8 Bracers, +4 Ring)
HP 283 (13d8+4d10+Toughness*2+Con*17+Mythic*5+1*Favored Class)
Fort +19(6+13), Ref +17(7+10), Will +22(12+10)
+2 vs Spider Poison, Enchantment, sleep effects, paralysis effects, and stunning effects, Immunity to webbing, Evasion, Trap Sense

Offense:

Speed 40 ft
Melee: Unarmed Strike +28/28/28 (4d8+17/20x2)
Melee: Flurry of Blows +32/32/32/32/32(4d8+17/20x2)

Statistics:

BAB +13; CMB +38 (+42 Grapple) ; CMD +49 (+53 Grapple) ; Flat-Footed CMD +45 (+49 Grapple)
Skills: total = stat + ranks + trained + innate/feat
Acrobatics +20 = 7 +10 +3
Appraise +1 = 1
Bluff +11 = 1+10
Climb +20 = 2 +7 +3 +8
Diplomacy +6 = 1 +0 +1 +5
Disable Device +27(+30/34) = 7 +17 +3 +(3 on traps or +7 if magic traps)
Disguise +1 = 1
Linguistics +7 = 2 +2 +3
Perception +43(+46/50) = 12 +17 +3 +11 +(3 on traps or +7 if magic traps)
Ride +7 = 7
Sense Motive +38 = 12 +17 +3 +6
Sleight of Hand +7 = 7
Spellcraft +2 = 2
Stealth +27 = 7 +17 +3
Survival +12= 12
Swim +2 = 2
Use Magic Device +2 = 2
Knowledge (All): +2 = 2

Special Abilities, Traits, & Feats:

Traits:
Bread for War: +1 CMB and intimidate. Must be 6ft tall.

Strip the Veils: You gain a +1 trait bonus on Sense Motive checks

Feats:
Improved Unarmed Strike: 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.

Stunning Fist:Stun (1 round), Fatigued, Staggered (1d6+1 rounds), Sickened (1 min) 14 uses a day (+13 lvls +1 Dragon Roar).

Deflect Arrows: Block 1 ranged attack a round

Defensive Weapon Training: You gain a +2 dodge bonus on AC when an opponent attacks you using a light blade.

Combat Expertise (-1 CMB +1 AC) per +4 BAB

Maneuver Mastery +2 CMB and CMD

Improved Grapple: +2 CMB & CMD on Grapple no AOO

Greater Grapple: +2 CMB & CMD on Grapple, maintaining the grapple is a move action.

Elemental Fist: d6 On a successful hit, the attack deals damage normally plus 2d6 points of Electrical damage. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack equal to his monk level, plus one more time per day for every four levels you have attained, and no more than once per round. 9/day (+7 monk +2 Non-monk)

Combat Reflexes: Get additional AOO equal to Dex Bonus

Evasion: On a successful reflex save, receive no damage

Fast Movement (40 ft)

Maneuver Training: Use monk lvl instead of BAB on CMD and CMB

Still Mind: +2 on saves vs. Enchantment

Ki Pool: Monk/4+Wis 15 points

Slow Fall (30 ft)

High Jump: Always count as having a running start.

Purity of Body: Immune to disease of any kind

Dodge: +1 to AC

Water Spliting Stone: Bypass 7 hardness on objects

Gatekeeper: Arcane Lock 2/day

Trapfinding: Brother of the Seal adds 1/2 his class level on Perception and Disable Device checks made to find or disarm traps, and he can use Disable Device to disarm magical traps. (+3)

Rune finding: Brother of the Seal's trapfinding bonus becomes equal to his level while dealing with magical glyphs, symbols, runes, and writings. In addition, he gains the trap spotter rogue talent, but it applies only to trapped magical writings. (+7)

Awesome Blow: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. Brother of the Seal gains Adding his Wisdom modifier on awesome blow combat maneuver checks and dealing damage to his target equal to that dealt by his unarmed strike. Hardness ignored by the Brother of the Seal's water splitting stone ability applies when determining damage dealt to an obstacle while using an awesome blow combat maneuver.

A Brother of the Seal can expend 1 ki point or one use of Stunning Fist in conjunction with this ability to affect a creature of his own size with an awesome blow, or 2 ki points or two uses of Stunning Fist to affect a creature one size larger. Using Stunning Fist or ki points in this fashion has no effect other than increasing the size of creature he can affect with his awesome blow.

Unsealing: Brother of the Seal can attempt to breach magical wards or protections, including abjurations, glyphs, runes, symbols, and other magical writings. He must touch the warded object, creature, or area—which can be done as part of an unarmed strike for normal damage or as a melee touch attack that deals no damage—and expend one use of Stunning Fist to dispel the effect (as dispel magic, caster level equal to his character level). If the unsealing is successful, the effect is destroyed and the Brother of the Seal suffers no harm from it, even if it normally harms those who touch it. If the unsealing fails, the Brother of the Seal suffers any normal effects for touching the warded area, object, or creature, and it remains intact unless it would normally be destroyed upon being interacted with.

Domino Strike: when a Brother of the Seal's awesome blow combat maneuver succeeds and knocks his target into an obstacle (including another creature), he adds his class level to the normal 1d6 points of damage taken by the target and the obstacle.

Hands of Stone: Treat unarmed strike as one size larger.

Toughness: +1 HP per HD

Dragon Style: 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.

Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Dragon Roar: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken. A monk with this feat can use Elemental Fist as if he were a monk of the four winds.

Jawbreaker: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent’s mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.

Monastic Legacy: treat all non-monk levels as 1/2 a monk lvl for

Extra Ki: +2 Ki

Alertness: +2 perception and sense motive (+4 with 10 ranks)

Mythic Feats and Abilities:

Mythic Power: Wisdom (20 Uses 1d10)
Weapon Weakness: Light Blades

Mythic Feats:
Dual Path: select abilities from 2 paths (Champion & Guardian)
Combat Reflexes: make any number of attack of opportunities
Toughness: +1 HP per HD, DR 10/Epic when bellow 0 (stacks)
Dodge: +1 AC, spend 1 point for +10 AC on one attack.
Alertness: +2 perception and sense motive, 1 point for a natural 20

Mythic Abilities
Sudden Block (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC
against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction.
Sudden Attack (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll.
DR 5/Mythic
DR 5/Mythic
Cage Enemy: 5-ft steps provoke AOO, if hit they don't move.
To The Death: don't fall unconscious at 0 HP, actions don't cause damage.
Precision: reduce full attack penalties by 5
Precision: reduce full attack penalties by 5
Areal Assault: acrobatics check on charge +80. May grapple instead of attack, grappled creatures take 1/2 fall damage. Or empower: opponent takes full fall damage from attack.
Always a Chance: 1s don't always fail

Carrying/Gear:

Amulet of Might Fist +3/Guided
Monks Robes (+5 lvls for AC and unarmed monk damage)
Ring of Protection +4
Ring of Sustinance
Bracers of Armor +8
Belt of Dexterity and Constitution +6
Headband of Inspired Wisdom +6
Pale Blue Rhomboid (+2 Str)
Goggles of the Night Hawk (combo: goggles of night & eyes of eagle) DV 60 ft +5 perception
Ring of Sustinance
Spectral Shroud (see ethereal and invisible)
Bag of Holding II (500 lbs)
Cloak of the Arachnia Diplomat (combo cloak of Arachnia & cloak of the diplomat) +5 Diplomacy, +5 Sense Motive, +8 Climb, 20 ft Climb-speed as spider climb, immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.
Hemp Rope 100 ft (20 lbs)
2xManacles Simple Lock (DC 26 Str or 20 Disable Device)
Bed Roll (5 lbs)
Steel Mirror & Shaving Kit (1 lbs)
Cold Weather Outfit (4 lbs)
Hanging Tent (15 lbs)
Small Tent (20 lbs)
Sling and 100 Bullets (50 lbs)
136.4 gp