Sajan Gadadvara

Wamblee Firenze's page

1,073 posts. Alias of Decimus Observet.


Full Name

Wamblee Ituha Firenze

Race

| HP: 58/58 | Temp HP: 0 |AC: 16 (16 Tch, 10 Fl) | CMB: +12, CMD: 23 | F: +7, R: +7, W: +9 | Init: +1 | Perc: +13, SM: +11 Darkvision

Classes/Levels

| Speed 30ft | Stunning Fist: 7/7, Ki 5/7 | Acid Resistance 5, DR 4/Adamantine | Active conditions: 0 non-lethal damage.

Gender

Male LN Oread Monk (Student of the Stone) 7

Languages

Common, Oread, Sedime

Strength 21
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 16
Charisma 9

About Wamblee Firenze

Wamblee Ituha Firenze
Male Oread Monk 7 (Student of the Stone)
Lawful Neutral Medium Elen
Init +1; Senses Perception +13, SM +11, Darkvision

Favoured Class: Monk (hp)

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Defense
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AC 16, touch 15, flat-footed 10 [10 +2 Dex +3 Wis +1 Unarmoured Bonus]
hp 58 (6 HD; 8 per level after 1st level)
Fort +7, Ref +7, Will +9

+1 cloak

Acid Resistance 5

DR 4/Adamantine (increased every odd level)

Whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone’s AC as +4 higher than normal.

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Offense
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Speed 30 ft.

So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.

Melee

+1 spear +11 1d8+6

Unarmed (+1 weapon) +12 1d8+7 (5+1+1)
Knobkierie +10 1d3+5 19–20/×2 10 ft. — B blocking, monk
Assegai +10 1d6+5/1d6+5 ×2 — 4 lbs. S double, monk, reach, trip
Simi 5 gp +10 1d4+5 ×2 10 ft. 1 lb. P or S monk
Ijika 8 gp +10 1d10+5 19–20/×2 — 3 lbs. B blocking, disarm, monk

Ranged
Njiga (5) +6 1d2+5 x2 10 ft. 1/2 lb. P monk

Nkemba +6 1d6+5 18-20/x2 30ft

Orean double-sided throwing dagger, an nkemba cast in a metal with a slight purple sheen. You see a tiny yellow gemstone set at the base of each blade. It is both heavy and balanced - it feels as though you could throw it a good, deadly distance.

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Statistics
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As human, +2 to Str
Str 21, Dex 12, Con 12, Int 10, Wis 16, Cha 9

With +2 Str woven-branch armband

Base Atk +5; CMB +12; CMD 23

Feats

L1: Toughness, Monk: Improved Grapple, Stunning Fist, Improved Unarmed Strike
L2: Combat Reflexes
L3: Step Up
L5: Stony Step
L6: Pummeling Style
L7: Weapon Focus (unarmed strike)

Pummeling Style (Combat, Style)

Your unarmed strikes weave together in an effortless combo, focusing on the spots you’ve weakened with the last hit.

Prerequisite(s): Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.

Benefit: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Traits
Quain Martial Artist - regional
Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess.

Benefit: You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Student Survivalist - campaign
You have a helpful mentor NPC.

Benefit: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Skills
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Survival is a class skill from Student Survivalist

Skill Ranks per Level: 4 + 0 Int modifier

A free rank each level in Profession (herbalist)

Armour Check Penalty: 0

+Acrobatics +6 |+1 Dex +2 rank +3 class skill
Appraise +0 |+0 Int
Bluff -1 |-1 Cha
+Climb +9 |+5 Str +1 rank +3 class skill
+Craft +0 |+0 Int
Diplomacy -1 |-1 Cha
Disable Device* -- |+2 Dex untrained
Disguise -1 |-1 Cha
+Escape Artist +2 |+2 Dex
Fly +1 |+1 Dex
Handle Animal* -- |-1 Cha untrained
Heal +3 |+3 Wis
+Intimidate -1 |-1 Cha
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
Knowledge Geography* +1 |+0 Int +1 rank
+Knowledge History* +4 |+0 Int +1 rank +3 class skill
Knowledge Local* -- |+0 Int untrained
Knowledge Nobility* -- |+0 Int untrained
Knowledge Nature* +1 |+0 Int +1 rank
Knowledge Planes* +1 |+0 Int +1 rank
+Knowledge Religion* +4 |+0 Int +1 rank +3 class skill
Linguistics* +1 |+0 Int +1 rank
+Perception +13 |+3 Wis +7 rank +3 class skill
+Perform -1 |-1 Cha
+Profession (Herbalist) +11 |+3 Wis +5 rank +3 class skill
+Ride +1 |+1 Dex
+Sense Motive +11 |+3 Wis +5 rank +3 class skill
Sleight of Hand* -- |+2 Dex untrained
Spellcraft* -- |+0 Int untrained
+Stealth +8 |+1 Dex +4 rank +3 class skill
+Survival +10 |+3 Wis +2 rank +3 class skill +2 trait
+Swim +5 |+5 Str
Use Magic Device* -- |-1 Cha untrained

Languages
Common, Oread, Sedime

Special Qualities

Energy Resistance: Oreads have acid resistance 5.

Darkvision: Oreads can see perfectly in the dark up to 60 feet.

Stone in the Blood Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Gear

cure moderate wounds potion

Monk's Outfit ___

Knobkierie 0.1g
Assegai 8 gp
Simi 5 gp
Ijika 8 gp

Shuriken (20) 4g

Kit, Fighter’s 9g

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Gold: 92.9g

Cloak of resistance +1

Armband of strength +2

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Class Abilities
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Weapon Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: 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 (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) +5/+5/+0
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.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Table: Small or Large Monk Unarmed Damage Level Damage (Small monk) Damage (Large monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

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.

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 drops everything held, 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.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Hard as Stone (Ex)
At 2nd level, whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone’s AC as +4 higher than normal.

This ability replaces evasion.

Strength of Stone (Ex)
At 3rd level, a student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.

This ability replaces fast movement.

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.

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 do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

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

Impervious Feet (Ex)

Although your rate of falling does not slow, your tough bones are simply less affected by falling damage. You also do not require a nearby wall to use this.

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 improves with his monk level until at 20th level he can fall any distance without harm.

This ability replaces Slow Fall

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Bonus Feat

At 6th level, a student of stone adds pummeling style to his list of available bonus feats.

At 10th level, the student of stone adds pummeling bully to his list of bonus feats.

At 14th level, he adds pummeling charge.

This otherwise functions as and alters the bonus feat ability.

Bones of Stone (Su)
At 7th level, as a swift action, a student of stone can spend 1 ki point to gain DR 2/magic until the beginning of his next turn.

Future Class Features from Archetype (altered)
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Body of Stone (Ex)

At 7th level, a student of stone gains the benefits of the light fortification armor property.

At 9th level, a student of stone gains the benefits of the medium fortification armor property.

At 11th level, a student of stone gains the benefits of the heavy fortification armor property.

This ability replaces improved evasion.

Soul of Stone (Su)

At 12th level, as a swift action, a student of stone can spend 1 ki point to gain tremorsense 15 feet until his next turn.

At 16th level, the range of this tremorsense increases to 30 feet.

This ability replaces abundant step.

Stone Self

At 20th level, a student of stone becomes an outsider with the earth subtype. He gains DR 5/chaotic, burrow speed 20 feet, and tremorsense 20 feet.

Appearance:

Tall for an Oread, and well-built, Wamblee wears light leather clothing adorned with feathers that does not impede his movements.

Personality:

Wamblee is stubborn and immovable as the mountain, or so others would believe. What few doubts he has, he buries deeply. He does care deeply about the Oread people as a whole but perhaps to the detriment of relationships with the Oreads around him.

Ten Minute Background:

The Ten-Minute Background

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

a) Wamblee is an incredibly stubborn thirty-year old Oread.

b) He cares a great deal about finding the "correct" way for Oreads to live.

c) He is determined to complete what he begins - even at great cost.

d) He left on bad terms with his father, who did not agree with or seem to understand Wamblee's way of thinking.

e) He has trained hard in the Way of the Root, in particular under Master Yuma, and appreciates their virtues of bravery, strength, and determination. But he sees their way as a stepping stone to something greater.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

a) For Wamblee to either find the "correct way" he is seeking for his people - or to conclude that there is no such thing.

b) For Wamblee to find some real peace, or a clear way to get there.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

a) Wamblee is secretly deeply upset that he could not find a way to reconcile with his father, even if he still believes that his father was in the wrong.

b) That Wamblee on his travels has come to the attention of unwholesome parties, who see opportunity in manipulating him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

a) His mentor, Master Yuma. Yuma is a much older Oread, steeped in the Way of the Root. He is very fond of Wamblee, even if he is concerned at how hard-headed the youth can be.

b) A rival Oread student, Hanska. He and Wamblee quarelled often and strove to outdo the other.

c) A friend, a younger Oread student named Ohanko. He looked up to Wamblee and would likely aid him should their paths cross again.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

a) Looking at the village and wondering "Is this it? Is this how Oreads should live?"

b) Making the decision to leave after much thought.

c) The last ill-tempered argument with his father, on his way out.

d) Being accepted into the monastary.

e) Hearing of father's death.