![]() About Sulna KollStat block
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Sulna Koll human monk 3/fighter 3 lawful neutral medium humanoid Init +3; Senses Perception +9 -------------------------------------- DEFENSE -------------------------------------- AC 17, touch 17, flat-footed 13 (Dex +3, Wis +3, dodge +1) hp 36 Fort +6, Ref +6, Will +6(+7 vs fear, +8 vs enchantment spells and effects) -------------------------------------- OFFENSE -------------------------------------- Speed 40 ft Melee unarmed strike: +7 (1d6+1, x2) flurry: +6/+6 (1d6+1, x2) Ranged shuriken: +6 (1d2+1, x2) Special Attacks Stunning fist (3/day, DC: 14) Special Qualities Bravery +1, Evasion, Fast movement, maneuver training, still mind, armor training; 1 --------------------------------------
Feats
Traits
Skills
Languages Common, Hallit, Skald, Aklo, Halfling, Elven, Draconic, Undercommon
Feats/Traits
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Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. Weapon Focus (Combat) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Stunning Fist (Combat) You know just where to strike to temporarily stun a foe. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: 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 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. Special: 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. Scorpion Style (Combat) You can perform an unarmed strike that greatly hampers your target's movement. Prerequisite: Improved Unarmed Strike. Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). Combat Expertise (Combat) You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: 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. Combat Reflexes (Combat) You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. Weapon Finesse (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Class abilities
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Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. 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. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Equipment
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Dagger (2) 4gp 2lbs shuriken (20) 2gp 2lbs backpack 2gp 2lbs
rations (7) 21sp 3.5lbs Potion, Cure Light Wounds (4) 200gp cost: 231gp 3sp weight: 36.5 lbs Loot:
money: 68gp 7sp
Background
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Sulna is a short young man. If someone gets close they will notice the smell and if they keep their distance they notice the dirt and grime. He very much looks like a person that is surviving on his own. Beneath the dirt his eyes show a gleam of wisdom and on his neck there is a long scar going down his right shoulder. His raspy voice is most likely the result of the scar, when it sometimes cracks it is most likely a result of him growing into manhood. Sulna survived a bandit raid, and his parents did not, when he was young. He was found by a wondering monk and brought to his temple where he was nursed back to health. Sulna lived there until he decided to go out in the world to see what is out there. Courage or a death wish, he's not sure. Description:
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