Sajan

Vance Carter's page

20 posts. Alias of Kara Fraiser.


Full Name

Vance Carter

Race

Human

Classes/Levels

Unchained Monk/2

Gender

Male

Size

Medium

Age

18

Alignment

LN

Deity

Irori

Languages

Common, Draconic

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 18
Charisma 10

About Vance Carter

Description:

Spoiler:

Height 5 ft. 8 in.
Weight: 170lbs.
Eyes: amber
Hair: none though it would be black
Skin: Tanned

Vance is toned. Snake tattoos run down his arms twisting around, the head landing on the back of his hands. He wears pants and simple footwear

scar on left leg

Personality:

Vance feels that perhaps people talk too much. That things can be said with few words and there is not point to use fancy language. Very aware of his surroundings, he understands the importance of working in teams, he believes everyone has something to bring to the table and group peace will help in the midst of battle. That a good group gains a flow and will work seamlessly together. When one obtains a sense of enlightenment they become the same. Mind and body working together. Reacting instantly and appropriately to a given situation.
Vances goal to his perfect his mind and body. He doesn’t need to use weapons to fight for he is the weapon. This deos not mean he goes looking for a fight, but he will when it is necessary to do so.

Background:

Spoiler:

As a young child Vance was brought to the Monks because his parents could not take care of him. When he got older the monks told him he was welcome to stay but he could leave if he wanted. He stayed and trained with them untill recently when he went oon a journey. He aims to travel in order to help himselfbecome perfect in mind, body and spirit and reach total enlightenment.

Defense

Spoiler:

===== Defense =====
AC= 18 (10 base, +3 Dex, +4 Wis +1Dodge)
Touch ac= 17 (10 base, +3 dex, +4 Wis)
Flat Footed ac= 14 (10 base, +4Wis)
CMD= 17 (10 base, BaB +2, Str +2, Dex +3)

HP: 20/20
Fort: +5(+3 +2), Ref: +6,(+3 +3) Will: +4, (+0 +4)

Offense

Spoiler:

Spd 30 ft.
Initiative: +5(+3dex, +2 reactionary)
Melee:
+2BAB +2: Str

Ranged:

-----Melee-----
Fist: +5(+2BAB, +2STR, +1WF)
1d8+2 x2

-----Ranged-----

Heavy Crossbow: +5(+2BAB, +3DEX)
1d10 19-20 X2

Statistics

Spoiler:

Carrying Capacity:
Light: 1-58lbs
Medium:. 59-116
Heavy: 117-175

Over head: 175
Off Ground: 350
Push/Drag: 875

Traits

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Bondsman: Sometimes the Houses require the services of creatures who do not fit the usual criteria for recruitment. These individuals are more like employees than members of a house. As a Bondsman you may choose a race outside the normal character creation guidelines. You gain an additional five points to divide between race and attribute points. You must choose a house you are bonded to at first level. When it comes time to graduate the academy and choose a house, you must choose the house you are bonded to. You cannot change allegiances.

Reactionary +2 intiiative

Feats

Spoiler:

Improved Unarmed Stike(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.

Deflect Arrows(Monk Bonus) You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Dodge(monk bonus) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Weapon Focus: Fist (Human-extra feat) You gain a +1 bonus on all attack rolls you make using the selected weapon

Combat Reflexes: (1st level feat) You may make a number of additional attacks of opportunity per round equal to yourDexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Skills

Spoiler:

Skill points: 4 +Int(1)
Ability AB+Rank+bonus+Feat+racial

Acrobatics: 3+1+3= +7
Climb: 2+1+3=+6
Craft:
Escape Artist: 3+1+3=7
Intimidate:
K. History: 1+1+3=5
K. Relgion: 1+1+3=5

Linguistics: 1+1+0=2
Perception: 4+1+3=8
Perform:
Profession:
Ride: 3+1+3=+7
Sense Motive: 4+2+3=9
Stealth: 3+1+3=7
Swim: 2+1+3= +6

Racial Abilities

Spoiler:

4- skilled
4-extra feat

Class Features

Spoiler:

Weapon and Armor Proficiencies:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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 his AC bonus, as well as his fast movement and flurry of blows abilities

AC Bonus
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. 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.

Class Abilities

Spoiler:

Flurry of blows:
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).

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Unarmed Strike

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.

Evasion: Reflex saving throws against an attack that normally deals half damage on a successful save, she instead takes no damage.

Equipment

Spoiler:

-Combat Gear:
Armor: XXX
Shield: XXX
Head:
Eyes:
Neck:
Shoulders:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet: boots

-General equipment:

waterskin
backpack
dagger
trail rationsx10

/66lbs

General Wealth
Copper:
Silver:
Gold: 945