Allustan

Swift-Palm's page

215 posts. Alias of Orodhen.


Full Name

Swift-Palm

Race

Human

Classes/Levels

Monk 2 || HP 15/15 | AC: 16 - T: 16 - FF: 13 ||

Other:
T 16 | FF 13 | Fort +4 | Ref +5 | Will +6 | Init +2 | CMD 17
Skills:
Acro +3 | Diplo +1 | Heal +4 | Perc +8 |
Ki 0/0

Gender

Male

Size

Medium

Age

30

Alignment

LN

Languages

Common

Strength 15
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 17
Charisma 11

About Swift-Palm

Build:
Swift-Palm
Male Monk 2
Lawful Neutral, Medium Humanoid
Favored Class Monk
Initiative +2
Senses: Perception +8

==DEFENSE==
AC 16, touch 16, flat-footed 13 (+0 armor, +1 dodge, +3 from Wis, +2 dex)
HP 15
Fort +4, Ref +5, Will +6

==OFFENSE==
Speed 30 ft/x4
Melee Unarmed Strike +3 (1d6) Bludgeoning 20/x2
Melee Kama +3 (1d6) Slashing 20/x2
Melee Siangham +3 (1d6) Piercing 20/x2
Ranged Shuriken +3 (1d2) Piercing 20/x2, Range 10-ft

==STATISTICS==
Str 15, Dex 14, Con 12, Int 11, Wis 17, Cha 11
BAB +1, CMB +3, CMD 17

==FEATS==
Armor & Shield Proficiencies (Monk Default)
Weapon Proficiencies (Monk Default)
Improved Unarmed Strike (Monk Class)
Stunning Fist (Monk Class)
Dodge
Improved Grapple (Monk Bonus Feat)
Mobility (Human Bonus Feat)
Gorgon's Fist

==SKILLS==
Acrobatics +6 (1 rank +3 class +2 Dex)
Climb +3 (1 rank + 2 Str)
Diplomacy +1 (1 rank)
Heal +4 (1 rank +3 Wis)
Knowledge (History) +4 (1 rank +3 class)
Knowledge (Local) +1 (1 rank)
Knowledge (Religion) +4 (1 rank +3 class)
Perception +8 (2 rank +3 class +3 Wis)
Swim +3 (1 rank + 2 Str)

Languages: Common

==EXTRAORDINARY & SUPERNATURAL ABILITIES==

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.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

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.

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.

==EQUIPMENT==
Starting Gold: 60 gp
Worn
(free) Cold Weather Outfit
(2 gp) Kama – 2 lbs.
(3 gp) Siangham – 1 lb.
(2 gp) Shuriken(10) – 1 lb.

(8 gp) Monk'S Kit [This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.] – 22 lbs.
(1 gp) Rope, Hemp [50 ft.] - 10 lbs.
(1 cp) Chalk
(8 gp) Ink
(1 gp) Parchement(5)

Current Load 36 lb. Light

Currency 35 gp

Background Information:
Swift Palm (Swift for short), formerly known as Krasus, was born into a family of ex-Nobles. His family was dethroned from their rule in Canterwall. He changed his name to break any ties he had to his lineage and to prevent further complications from people that would recognize his family name.
Aside from his dour parents, he also had a sister, Ariadne. On one of the legs of their many journeys, voyaging from one settlement to another in hopes of settling down somewhere where their family name wouldn't bring them torment, his parents tasked them with retrieving firewood for the campfire. As they walked through the forest, his sister, who always liked to play and run off, fled further into the woods. Giving chase, Swift came upon an old temple, seething with old magic. He could hear faint whispers shortly before passing out. As he awoke, the snow around him was freshly coated with blood. His sister's frail body lay crumpled beside him. In shock, he sat at his sister's side for what seemed like an eternity, his hands coated in her blood. As soon as his legs responded to his urges, he fled. How could he face his parents after what he had done? What had he done?

Coping with that tragic incident was hard. He traveled as a vagabond, trying to atone for what he had done. He helped those in need whenever he came across them. He trained in the arts of the monk, practicing meditation and reading old scrolls of wisdom when he found some. He honed his body into a lethal martial machine. One day he would find out what had made him commit the murder of his sister.

Personality
Swift is very wise, although a bit young, so sometimes his parables and pearls of wisdom don't come out right, leaving people more confused than enlightened. He is not the most talkative, and often doesn't quite understand sarcasm. Patient beyond his years, he attempts to find the balance in everything he does. He can fill in the role of mediator between two feuding parties.

He has short brown hair with a well kept brown beard, as well as brown eyes. He wears simplistic clothes warm enough to keep him safe from the elements. He is of a good stature with a muscled body.