Grunf

Zar Hedrroth Throh's page

66 posts. Alias of Bearded Ben.


Classes/Levels

HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Gender

Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2;

About Zar Hedrroth Throh

Backstory:
As a Zar, or Squad Leader, Hedrroth Throh of the mercenary company "Maltok's Maulers" was only slightly removed from the grunts he commanded. When they said "charge" he charged. It was most unfortunate and surprising for all involved when, in the last battle they fought (a minor skirmish between minor nobles in the Wild Lands), Maltok's Maulers charged right into an ambush and were destroyed almost to the last hobgoblin. Zar Hedrroth Throh found, for the first time in his life, that he was alone. He wandered the land for months, first pursued by the victorious army, then driven by hunger to seek work as a sellsword wherever he could find it.

Appearance:
Zar Hedrroth's body is covered in scars - ritual scars, battle scars, hazing scars, burn scars. From his sandaled feet to his black topknot, there isn't a visible scarless spot on his dark, greyish green skin wider than three fingers. He wears a ragged and somewhat ill-fitting outfit with pieces of boiled leather armor and has a sheathless sword dangling from his belt. He stands 5'2" and weighs 225 lb.

Zar Hedrroth Throh - Monk (Ironskin, Hungry Ghost) 2
Lawful Neutral Medium Humanoid (goblinoid)
Init +5; Senses Perception +6

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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 nat. armor, +3 dex, +1 dodge)
AC 18, touch 14, flat-footed 14 (+2 nat. armor, +2 armor, +3 dex, +1 dodge)
HP 21 (2d8 + 6 con + 2 FCB)
Fort +6, Ref +6, Will +5

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OFFENSE
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Speed 30 ft.
Melee Unarmed Strike +4 or +3/+3 1d6+3 ×2 (-1/+2 Power Attack)
Melee Temple Sword +4 or +3/+3 1d8+4 19-20/×2 (-1/+3 Power Attack)

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STATISTICS
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XP 1197
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Attack +1; CMB +4; CMD 15
Feats Dodge, Power Attack (Ironskin monk bonus feat), Punishing Kick (Hungry Ghost monk bonus feat), Deflect Arrows (monk bonus feat)
Armor Check Penalty +0
Favored Class Monk (+2 hit points)
Skills Acrobatics +8 (2), Climb +7 (1), Intimidate +8 (2), Perception +6 (2), Stealth +7 (1)

Traits
Reactionary (+2 to Initiative), Indomitable Faith (+1 trait bonus on Will saves)

Gear
Temple Sword 30 gp 3 lb
Leather Armor 10 gp 15 lb

New Gear:
Potion of CLW
50 gp (minus below)
Backpack - 2gp
Bedroll - 1 sp
Crowbar - 2 gp
Rations, trail (per day) - 10 @ 5 sp = 5 gp
Shovel or spade - 2 gp
Waterskin - 1 gp
Whetstone - 2 cp
Acid (flask) - 2 @ 10 gp = 20 gp
Javelin - 5 @ 1 gp = 5 gp

Load 18 lb (Light, 76 lb)

Gold 20 gp

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ABILITIES
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Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.

Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.

Languages: Hobgoblins begin play speaking Common and Goblin.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

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.

Flurry of Blows (Ex): 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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). 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 is for Medium monks.

Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1. This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.

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.

Bonus Feat: At 1st level, an ironskin monk adds Power Attack to his list of bonus feats. At 6th level, he adds Improved Sunder to the list. At 10th level, he adds Greater Sunder to the list. These bonus feat choices replace Dodge, Mobility, and Spring Attack on his bonus feat list.

Punishing Kick (Ex): At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.

Punishing Kick (Combat)

Your kicks are so powerful you use them to push or knock back your foes.

Prerequisites: Con 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). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect [DC 12]. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick 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.