About Wrecker Ralph
[spoiler=]
Ghan the Fist
Human Tetori Monk 6, Mythic Champion/Guardian 10
TN Large Humanoid (Human) Initiative +2 Senses, Perception +0
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Defenses
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AC 12 Touch 12, Flat Footed 12 (+0 Dex, +0 Armor, -1 size, +3 Wis)
hp 54/54 (4d8+20)
Fort 8 Ref 4 Will 6 (+2 vs enchantment spells and effects)
Other Defenses
Deflect Arrows, Endurance
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Offenses
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Speed 40ft
Melee Unarmed Strike +9 (2d6+5/x2)
Ranged
Modifiers +4/+0 BAB, +5/+5 Str
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Spells
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Spells Per Day
1: (1/1)
CL: 1
Current Magical Effects
Enlarge Person
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Statistics
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Str 20, Dex 11, Con 16, Int 13, Wis 14, Cha 13
BAB +4 CMB +12 CMD +21
(+2/+2 Grappling)
Feats Endurance (bonus), Imp Grapple (bonus), Imp Unarmed Strike (bonus), Stunning Fist (bonus), Stunning Pin (bonus), Deflect Arrows, Mantis Strike, +1
Favored Terran Mountain (+4), Forest (+2)
Traits Bred For War, River Lander
Racial Traits Bonus Feat, Giant Ancestry
Skills (7 per level)
Climb +9 (1 Rank, +3 CS, +5 Str)
Escape Artist +7 (4 Ranks, +3 CS, +0 Dex)
Handle Animal +8 (4 Ranks, +3 CS, +1 Cha)
Heal +8 (4 Ranks, +3 CS, +1 Int)
Intimidate +8 (4 Ranks, +3 CS, +1 Cha)
K: Geography +5 (1 Rank, +3 CS, +1 Int)
K: Local +5 (1 Rank, +3 CS, +1 Int)
K: Nature +5 (1 Rank, +3 CS, +1 Int)
Perception +9 (4 Ranks, +3 CS, +2 Wis)
Survival +9 (4 Ranks, +3 CS, +2 Wis)
Survival (Track) +11 (4 Ranks, +3 CS, +2 Track, +2 Wis)
+2/+4 while within Forest or Mountain terrain to the following skills; K: Geography, Perception, Stealth, and Survival.
Languages Common, Giant
Gear
(Enarge Person: 450gp for hiring someone to cast a 5th lvl spell, 10gp for casting a 1st lvl spell, 2,500gp for material component) 2,960gp
0gp
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TRACKED RESOURCES
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Ki Pool (4/4)
Stunning Fist (5/5)
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Special Abilities
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AC Bonus add your Wis mod +1 to your AC.
Bred for War +1 CMB and +1 Intimidate.
Counter-Grapple You can make an AoO against a creature that attempts to grapple you unless it has the Greater Grapple feat.
Deflect Arrows you can negate 1 ranged attack per round. You must be aware of the attack and not flat-footed. You cannot use this against unusually large attacks, natural attacks or rays.
Endurance +4 to most environmental and non-lethal effects.
Evasion You take no damage from effects on a successful Ref save.
Fast Movement Gain a +10 Enhancement bonus to your move speed.
Favored Terran +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks while within Forest terrain. This bonus increases to +4 while within Mountain terrain. You leave no trail and cannot be tracked through these terrains.
Graceful Grappler You use your level in place of your CMB and CMD when grappling. You suffer no penalties on attack rolls and can take AoOs. You retain your Dex bonus when grappling.
Giant Ancestry +1 to CMB and CMD, -2 to Stealth.
Imp Grapple +2 CMB and CMD for grapples and you do not provoke AoOs when you grapple.
Imp Unarmed Strike You can deal lethal or non-lethal damage with your unarmed strikes and you do not provoke an AoO for doing so. Your unarmed strikes always deal full Str damage on a hit and you can use any part of your body to make them, and they count as manufactured weapons. Your unarmed strikes deal 2d6 damage.
Ki Pool Your Unarmed Strikes count as magical. Spend 1 Ki as a swift action to increase your move speed by 20 for 1 round or grant yourself a +4 Dodge Bonus to AC for 1 round.
Live in Comfort You can take 10 on any Survival skill within Forest or Mountain terrains, even if distracted. You can take 20 even if there is a chance of failure.
Mantis Strike +1 Stunning Fist attempt per day, +2 to Stunning Fist DC.
Maneuver Training Use your Level in place of your BAB for your CMB.
Permanent Enlarge Person CL 9, +2 Str, -2 Dex, -1 To Hit, -1 AC.
River Lander +1 Fort.
Still Mind +2 vs enchantment spells and effects.
Stunning Fist 1/round, as part of an attack action, you can force your target to make an additional DC 16 Fort save or be either stunned for 1 round or fatigued. A miss wastes this attempt.
Stunning Pin Whenever you successfully pin an opponent you can make a Stunning Fist attempt against him as a swift action.
Track +2 to Survival checks to track.
Terrain Bond all allies within line of sight and that can hear you gain a +2 bonus on initiative, Perception, Stealth, and Survival skill checks, and leave no trail while within Forest or Mountain Terrains.
Wild Empathy You can improve the attitude of an animal by rolling 1d20 plus your Cha mod over a period of 1 minute. You can also affect Magical Beasts with an Int of 1 or 2 by taking a -4 penalty.
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Encumbrance 0lb
Light 266lb, Medium 532lb, Heavy 800lb
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Ghan is a kindly soul. He always had a smile on his face and enjoyed playing with the other kids as he grew up. His family wasn't rich, in fact they were just a couple of farmers on the edge of one of the town in the Stolen Lands (Name pending) but, Ghan was big. Really big. He often towered over the other children and this, along with his asymmetrical and pudgy face made most of the adults suspect a bit of giants blood in him from somewhere, or a lot of giants blood, depending on who you asked.
This all would have been fine if it was not for Ghans enormous strength, for he had a strength and fortitude to match his great size and while Ghan was always kind, he was not always careful. One day, in a moment of careless play, he tackled one of the other kids and accidentally killed him. That was the first, and last straw. The villagers drove him out of the village with pitchforks and calling him monster.
Alone, Ghan wandered the badlands for a while until he stumbled on a small cave, in which he took shelter. This became his new home as he would roam out into the nearby prairies in search of food and furs. However there was something unnatural about this cave and in time Ghan grew larger and larger until he was over 10 feet tall. This increased height did nothing to diminish his dis-proportioned features and seemed to exaggerate his giant ancestry.
Ghan is a very large and wild looking individual. His dark brown hair is often shaggy and untrimmed, his pale skin is almost as tough as leather from all his time under the hot sun and rain. he also wears furs of different animals to cover his frame. His dark brown eyes are a little dim, he is intelligent, but not overtly so. He is very large, strong and sturdy, but not particularly nimble. He always has a smile on his face and he seems genuinely pleased to see people, new and old.
Ghan is a kind and gentle soul, he dislikes using his large frame to "bully" weaker people into doing things his way and he generally avoids using his strength in a confrontation. In a case where there is no choice (or he gets attacked for instance) then he will aim to subdue his foe, pinning him to the ground rather then outright killing him.
This isn't always possible however, and if he has no choice then he can turn killer in a heartbeat and then one of those large fists comes crashing down and it is over...
Ghan is extremely used to life out in the prairies and under the hot sun, and indeed he can get by easily and comfortably, even providing for others around him if the need arises. He can also guide others through the wilds, enabling them to traverse more easily all the while avoiding pitfalls.