Enforcer

'White Feather''s page

58 posts. Organized Play character for JamZilla.


Full Name

White Feather

About 'White Feather'

Male Human (Shoanti) (Unchained Monk)

Languages: Common, Shoanti

Init +4 = +4 (Dex)
Perception +7* = +1 (ranks) +3 (class skill) +1 (Wis)

STR: 14 DEX: 18 CON: 12 INT: 10 WIS: 16 CHA:8

DEFENSE
AC 18 =10 +4 (Dex) +3 (Wis) +1 (Dodge) +0 (Armour) +0 (Shield) touch 18, flat-footed 13

HP 12 1d10 +1 (Con) +1 (FCB)

Fort +3 =2 (UnMonk 1) +1 (Con)
Ref +6 =2 (UnMonk 1) +4 (Dex)
Will +3 =0 (UnMonk 1) +3 (Wis)

CMD 21 = 10 +1 (BAB) +2 (Str) +4 (Dex) +3 (Wis) +1 (Dodge)

OFFENCE
Speed 30'
BAB 1
CMB +3 = 0 +1 (BAB) +2 (Str)

Unarmed attack
Melee: Attack +5/+5 = 1 (BAB) +4 (Dex) Dmg 1d6+3 (20/x2)

SKILLS
Acrobatics +8*
Climb +2
Diplomacy -1
Escape Artist +8*
Fly +4
Heal +3
Perception +7*
Sense Motive +7*
Stealth +4
Survival +3
Swim +2
* = Trained Skill

SPECIAL ABILITIES AND FEATS

Dual Talent (Human alt trait):

Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

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.


Bonus Feat 1 (Dodge):

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.

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).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks 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.

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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.


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.

Quain Martial Artist:

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

Honored Fist of the Society:

You increase your ki pool by 1 point.

GEAR/POSSESSIONS

Artisan outfit
Backpack
Belt pouch
Blanket
Rope
Soap
Torch x5
Potion of CLW x2

Wealth
42 gp

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 31 lb.

Personality:

Though more than willing to talk about his Shoanti heritage, he is very unwilling to discuss why he left his quah in the first place or the origins of his name 'White Feather' which clearly has something to do with the feather he wears around his neck on a length of string, the feather of a young roc.

Physical:

White Feather is tall like most of his Shoanti people, and broad across the shoulders but slender at the waist with long wiry arms, and ribbons of muscle that run across his chest.

But it is very unlikely anyone notices that. White Feather wears a leather mask strapped to his face at all times. When he eats, he simply tilt it up slightly, ensuring anyone he happens to be with does not catch a glimpse of the horror beneath.

Under his robes, his body looks like a map, except instead of trade routes and mountains, there are scars of pinkish-white and mishaped mounds of flesh that have healed haphazardly. His body is a ruin, testament to years of hard living on the roads.

Party role:

Although he is a full base attack class, White Feather isn't strictly a front line fighter. He doesn't have huge strength nor does he have a considerable constitution score to stand and take hits.

With the combination of Dodge, Mobility, Jabbing Style and Flying Kick, White Feather fights like the whistling wind; moving, eroding, wearing down.

He is a mobile striker that works well to supplement a main-line fighter.

Backstory: