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Stígandrr's page

33 posts. Alias of ClevrGamer.


Full Name

Stígandrr the Wise

Race

HP: 38/38 | AC 17 | Init +2 | Percept. +10 | Fort +4, Ref +6, Will +4 |

Classes/Levels

Investiture 2/2, Ki: 5/5, Hero Points: 1

Gender

Male Human Unchained Monk 4 |

Size

Medium

Age

29

Alignment

LG

Deity

Minderhal

Homepage URL

Bull Rush info

Strength 20
Dexterity 14
Constitution 10
Intelligence 8
Wisdom 16
Charisma 10

About Stígandrr

Backstory:
Stígandrr was born into the Shriikirri-Quah (The Hawk Clan, Shoanti) 29 years ago. As he grew it became clear that he was different. By age eight he stood a head above the next tallest child who was several years older than him and was one of the most talented athletes in the quah. Stíg even managed to earn the Rotomo (Headwind) tattoo on his head during his rite of passage, something that hadn't been done for many generations. However those achievements did not satisfy Stíg. He always felt like he was meant to do something else, like he was being pulled away. Stíg was out scouting the area around where the quah had settled this time, which was significantly farther east than they had been before, when he saw a giant. It had greenish brown skin and stood around ten feet tall. His eyes drifted down and saw a trio of people in fur clothing not 100 feet from the giant, peeking out from behind a rock. They must be hunting the creature he thought to himself, interested by the unusual choice of game. They approached from behind trying to be stealthy but no when they were not further than thirty feet away did the giant turn around. This isn't going to end well Stíg thought. With a charge and a single swing of its club the giant knocked one warrior to the ground. Stíg was sprinting towards them before the second blow landed. Something inside him stirred and he could feel a divine power spreading through his body as he made his way to the giant. The giant swung at him but he ducked beneath it and positioned himself between the giant and the fallen warrior. With a volley of punches he attacked the giant, on his last punch he could feel the power of the wind behind his punch. As it hit the giant flew backwards from the force. Not even taking the time to question how he stepped up to follow the giant. The warriors found new hope as they saw the hulking man step in and ran up to join him. Something felt right, like he had found a piece of what he was looking for. Together they managed to fend off the giant which fled to lick its wounds. Stíg went to check on the fallen warrior to find he was unconscious so he lifted him over his shoulder. The warriors spoke excitedly to him in a language that he could not understand and gestured for him to follow them. They led him back to their tribe where they had a shaman tend to the wounded man. This began his friendship with the Greattusk tribe. Many years later Stíg felt that feeling that was so familiar to him before. He knew this time it would not go away so easily so he bid farewell to his quah and the Greattusk tribe and headed south following the tugging feeling. He ventured further south than any of the Shoanti dared to go. It was a year before he arrived at the coast of Conquerer's Bay. He had no money and the only supplies he had were that which he managed to gather on the road. He needed to find work. Fortunately a trader spotted him and offered him a job on his ship. They always need strong sailors. Work is work I guess. He accepted. The feeling grew stronger as if telling him this is not what you are meant to do but he ignored it. He needed food after all. The first voyage was to Rahadoum which was further south in the Arcadian Ocean however when they were only a two days away they were attacked. Pirates pulled up along side the ship and aimed their cannons at the weaponless vessel. Stíg dove off the side as they blasted the ship. He began to swim away as pieces of the ship fell left and right but before he could make any headway he was struck by a piece of the wreck and fell unconscious. When he woke his arms were tied behind his back, bound on the other side of a large wooden pole. He looked around and saw that he was in a dimly lit room with a man mopping the floor nearby. "Hey! Where are we?" said Stíg rather loudly. "Sssssshhhhh! Do you want to get us both in trouble? We are on a pirate ship" the man whispered in reply. Stíg thought for a moment, "Are you a prisoner too?" he continued. "Might as well be. I am surprised they got you, what with how large you are. Why didn't you fight them off?" he asked. "I was unconscious at the time but if you free me now I will get us both off this ship." The man paused for a moment, clearly not expecting the offer. He looked around the empty room before nodding. He loosened the binds and Stíg stretched his arms and smiled. "Lets go!" He ran at the door and threw all his weight towards it, smashing it with his shoulder. "So much for subtlety" the man said as the door splintered from the force. Stíg looked up and saw the night sky. "There isn't much time!" he shouted to the man, but he was nowhere to be seen. Figures. He saw a light in the distance off the port side. He could feel that feeling now stronger than ever... except this time it felt wonderful. This is my chance he thought as he sprinted towards the edge and leaped off.

Carrying Capacity:

21 effective STR for carrying cap

Light Load: 153 lbs or less
Medium Load: 306 lbs or less
Heavy Load: 460 lbs or less
Lift Over Head: 460 lbs or less
Lift off Ground: 920 lbs or less
Push/Drag: 2,300 lbs or less

Skills (3 per level):

Skills with an '*' next to them are trained only. Skills in italics are class skills. Does not account for armor check penalty.

Acrobatics 2 (DEX:2 + Ranks:0)
Appraise* n/a (INT:-1 + Ranks:0)
Bluff 0 (CHA:0 + Ranks:0)
Climb 9 (STR:5 + Ranks:1 + Class:3)
Craft* n/a (INT:-1 + Ranks:0)
Diplomacy 0 (CHA:0 + Ranks:0)
Disable Device* n/a (DEX:2 + Ranks:0)
Disguise 0 (CHA:0 + Ranks:0)
Escape Artist 2 (DEX:2 + Ranks:0)
Fly 2 (DEX:2 + Ranks:0)
Handle Animal* 1 (CHA:0 + Ranks:1)
Heal 3 (WIS:3 + Ranks:0)
Intimidate 1 (CHA:0 + Ranks:0 + Trait:1)
Knowledge (Arcana)* n/a (INT:-1 + Ranks:0)
Knowledge (Dungeoneering)* n/a (INT:-1 + Ranks:0)
Knowledge (Engineering)* n/a (INT:-1 + Ranks:0)
Knowledge (Geography)* n/a (INT:-1 + Ranks:0)
Knowledge (History)* n/a (INT:-1 + Ranks:0)
Knowledge (Local)* n/a (INT:-1 + Ranks:0)
Knowledge (Nature)* n/a (INT:-1 + Ranks:0)
Knowledge (Nobility)* n/a (INT:-1 + Ranks:0)
Knowledge (Planes)* n/a (INT:-1 + Ranks:0)
Knowledge (Religion)* n/a (INT:-1 + Ranks:0)
Linguistics* -1 (INT:-1 + Ranks:1)
Perception 10 (WIS:3 + Ranks:4 + Class:3)
Perform 0 (CHA:0 + Ranks:0)
Profession* n/a (WIS:3 + Ranks:0)
Ride 4 (DEX:2 + Ranks:0 + Feat:2)
Sense Motive 3 (WIS:3 + Ranks:0)
Sleight of Hand* n/a (DEX:2 + Ranks:0)
Spellcraft* n/a (INT:-1 + Ranks:0)
Stealth 0 (DEX:2 + Ranks:0 + Racial:-2)
Survival 7 (WIS:3 + Ranks:4)
Swim 10 (STR:5 + Ranks:1 + Class:3 + Trait:1)
Use Magic Device* n/a (CHA:0 + Ranks:0)

Racial Traits:

+2 Strength
Humanoid (Human)
Medium
Normal Speed
Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.
Bonus Feat: Humans may select an extra feat at 1st level.

Class Features:

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.

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).

Hurricane Punch (Ex): At 1st level, a windstep master gains Hurricane Punch (see page 19) as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat. At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger.

Investiture (Su): An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected. A character with this feature and the ki pool class feature tracks investiture points and ki points separately.

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. The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk.

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.

Vested Power (Sp): These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action. (Divine Favor, 1 point)

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.

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

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

Swift Ki (Su): At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface. He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round. The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.

Wind Step (Su): At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls.

Feats/Traits:

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Feats
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Power Attack (1st): 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Tribal Scars Greattusk (Human Bonus): You gain a +2 bonus on checks to perform bull rush or overrun combat maneuvers and a +2 bonus on Ride checks.

Improved Unarmed Strike (Monk Bonus): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Hurricane Punch (Monk bonus): When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can’t exceed half your speed.

Improved Bull Rush (3rd): You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

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Traits
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Fate's Favored (Faith) - Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Bred for War (Race) - You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Freeman (Custom) - You escaped from servitude of a vicious pirate captain on the Shackles by taking your chances in the sea. Gain a +1 trait bonus on Swim checks and Swim is always a class skill.

Equipment:

Light load

Gear: 67.5/200 lbs

Acid x3 [3 lbs]
Air crystals
Alchemical Cement [2 lbs]
Alchemist's Fire [1 lb]
Backpack, MWK [4 lbs]
Bedroll [5 lbs]
Bedroll Mosquito Netting (+10 to saves from insects)
Belt of Giant Strength +2 [1 lb]
Blasting Jelly x2 [1 lb]
Bracers of Armor +1 [1 lb]
Chalk x10
Cold Weather Outfit (+5 Fort vs exposure to cold weather)
Contracting Rope x3 [15 lbs]
Coral Boulder
Face Mask (+2 circumstance to saves vs insect born ailments)
Flint and Steel
Goblet of Quenching [1 lb]
Grappling Hook, Common [4 lbs]
Ioun Torch
Mirror [0.5 lb]
Oil x5 [5 lbs]
Pitons x10 [5 lbs]
Sack x10 [5 lbs]
Sentry Seeds [0.5 lbs]
Smelling Salts x3
Soap [0.5 lb]
Torch x5 [5 lb]
Trail rations x5 [5 lbs]
Traveler's Any Tool [2 lbs]
Water Purification Sponge x2 [2 lbs]

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$$ Money $$
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PP:0
GP:5 gp
SP:2
CP:4

Stíg's Appearance:
At first glance Stíg seems like he might be an Orc if not for the lack of tusks and green skin. He towers above typical humans even when he is hunched over and he looks capable of lifting said people up easily with one hand. Numerous tattoos are scrawled over his body, one of the more prominent ones not hidden by clothes sprawls across his head and looks like wisps of air. Stíg chooses to wear a combination of his cultures' clothing, mostly consisting of furs and hides. On his wrists can be seen his magical bracers of armor and his huge leather belt has a depiction of a bull head in the center. His head is mostly bare with the exception of a jet black ponytail in the back. Stígandrr stands at 7 foot 1 inches and weighs 310 pounds. This is in the orc ranges for height and weight because bred for war and giant ancestry both list being larger than average in their descriptions.

Stígandrr
Male Human Invested Regent Windstep Master Unchained Monk 4
LG Medium Humanoid (Human)
Init:+2;
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Defense
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AC 17, Touch 16, Flat-footed 11 (+2 dex, +3 Wis, +1 Monk, +1 Armor)
HP 38(4d8+4) FCB to Health
Fort +4, Ref +6, Will +4;
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Offense
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Speed 40 ft.
Melee Unarmed Strike +9 (1d8+5, 20/*2, B)
Special Attacks Flurry of Blows (1 extra attack), Power Attack (-2,+4), Hurricane Punch
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Statistics
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Str 20 Dex 14 Con 10 Int 8 Wis 16 Cha 10
BAB +4; CMB +11 (+15 for bull rush); CMD 26 (28 vs bull rush);
Languages Common, Hallit

Buffs/Conditions:

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