Shieldbreaker

Teos Oldwise's page

499 posts. Alias of Tangaroa.


Race

Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11

Classes/Levels

Elemental Fist 5/5, Ki 6/6

About Teos Oldwise

Teos Oldwise

Dice Rollers:

[dice=unarmed]1d20+8[/dice]
[dice=physical]1d8+5[/dice]+[dice=fire]2d6[/dice]

[dice=mwk. temple sword]1d20+8[/dice]
[dice]1d8+4[/dice]
[dice=mwk. temple sword,flurry]1d20+8[/dice]
[dice]1d8+4[/dice]
[dice=mwk. temple sword,flurry]1d20+8[/dice]
[dice]1d8+4[/dice]

[dice]1d20+8[/dice]
[dice=physical]1d8+5[/dice]+[dice=fire]2d6[/dice]
[dice]1d20+8[/dice]
[dice=physical]1d8+5[/dice]

[dice=Perception]1d20+11[/dice]
[dice=Religion]1d20+4[/dice]

Monk of the Four Winds 5 HP 48/48| AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, and poisons; +1 vs. supernatural effects of the undead)| CMD 23 (25 v grapple) | Init +2 | Perception +11
Elemental Fist 5/5, Ki 6/6

Male Dwarf monk of the four winds 5
LG Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +11
DEFENSE
AC 20, touch 17, flat-footed 17 (+1 armor +2 Dex, +1 dodge, +1 monk, +1 natural, +3 Wis); +2 dodge vs. aberrations
hp 48 (5d8+20)
Fort +8, Ref +7, Will +8; +2 vs. enchantment affects, +2 vs. poison, spells, and spell-like abilities, +1 vs. supernatural abilities of undead
Defensive Abilities evasion
Immune disease
OFFENSE
Speed 30 ft.
Melee alchemical silver knuckles +8 (1d8+5) or +8/8 (1d8+5/1d8+5)
Melee cestus +7 (1d4+3) or +7/7 (1d4+4/1d4+4)
Melee cold iron knuckles +8 (1d8+5) or +8/8 (1d8+5/1d8+5)
Melee mwk. temple sword +8 (1d8+4/19-20, trip) or +8/8 (1d8+4/19-20 and 1d8+4/19-20, trip)
Melee unarmed strike +8 (1d8+5) or +8/8 (1d8+5/1d8+5)
Melee handaxe +7 (1d6+4/x3)
Ranged sling +5 (1d4+4)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, elemental fist (5/day, 2d6 acid, cold, electricity or fire), flurry of blows

Str 18, Dex 14, Con 16, Int 10, Wis 16, Cha 6
Base Atk +3; CMB +9 (+1 unarmed, +2 bullrush, grapple, or overrun; +2 grapple aberrations); CMD 23 (25 vs. grapple)
Feats Dodge, Elemental Fist, Improved Grapple, Improved Unarmed Strike, Ironhide, Power Attack, Weapon Focus (unarmed), Weapon Proficiency (dwarven, monk)
Skills Acrobatics +10 (+15 to jump), Climb +10, K(History; dwarven history and their enemies only) +2, K(religion) +4, Linguistics +2, Perception +11, Sense Motive +7, Stealth +6, Swim +9
Traits Deathkeeper, Ouat Martial Artist
Languages Dwarven, Osiriani, Sign Language, Taldane
SQ deep warrior, fast movement, high jump, ki pool (6 pts, magic), lorekeeper, maneuver training, purity of body, relentless, rock-stepper, slow-fall (20'), still mind
Combat Gear smelling salts, alchemist's fire (flask)
Other Gear hot weather outfit, backpack, bedroll, sling bullets (10), flint and steel, grappling hook, hemp rope 50', waterskin (filled), handaxe, sling, 2.8 gp
Belt belt of giant strength +2
Neck amulet of natural armor +1
Shoulders cloak of resistance +1

Extra attack (swift, 1 ki) a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
Extra dodge (swift, 1 ki) +4 dodge bonus to AC for 1 round.
Extra jump (swift, 1 ki) increase jump by +20 for 1 round
Extra move (swift, 1 ki) increase speed by 20 feet for 1 round.

Special 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.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathkeeper You have lived for a time deep inside the necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies has strengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.
Elemental Fist When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. 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 once per day for every monk level you have attained (see Special), and no more than once per round. At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
High Jump (Ex) At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Relentless (Ex) Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This replaces stability.
Rock Stepper (Ex) Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This replaces stonecunning.
Slow Fall (Ex) At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Still Mind (Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ouat Martial Artist Having grown up among the Ouat, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess. You gain a +1 trait bonus on damage rolls when using unarmed strikes. (reskinned Quain martial artist)
Vow of Truth The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Silence The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons and opponents so as to minimize even these sounds. The monk is allowed to make a nonvocal noise to warn another of danger (such as by stomping or clapping). The monk is allowed to use gestures and motions to communicate with others (including sign language) and is allowed to write. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).
Weapon and Armor Proficiency (monk) Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Backstory:
Teos is strong and patient. Although he lacked the cleverness and craftiness of many of his fellow clansmen, he found his calling among the Ouat dwarves and was trained as one of the necropolis guards. Upon completion of his basic martial training, he was tasked with guarding the ancient necropolis of the Pahmet, which he as done for several decades. Given his robustness he was an easy choice to accompany the dwarves going to compete in the treasure collecting.

With his dedication, he is quite loyal but can be very inflexible. He has sworn himself to a vow of speaking only the truth, which has not endeared him to some of the more subtle of those in the hold. This is partially offset by his vow of silence.