Harrowed Summoning

Zephyr Remiel's page

5 posts. Alias of Archae.


Full Name

Zephyr Remiel "Remy"

Race

Human (Dual Talent Trait)

Classes/Levels

Unchained Monk level 1

Gender

Male

Size

Medium

Age

18

Alignment

Lawful Good

Languages

Common

Occupation

Courier

Homepage URL

Here's a picture of him

Strength 13
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 17
Charisma 7

About Zephyr Remiel

Crunch:

Init +6; Senses Perception +7
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DEFENSE
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AC 18, touch 17, flat-footed 13 (+4 dex, +3 Wisdom, +1 Dodge)

hp 11 / 11

Fort +3, Ref +6, Will +3

BAB 1

CMD 19

CMB +2

FCB Human Monk 1/5
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OFFENSE
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Speed 30 ft.
Melee Atk +2 Melee Finessable +5

Unarmed Strike D6+1 X2

Ranged +5

Sling D4+1 50 feet Crit X2

20 Sling Bullets

Skills:

4+Int Per level

* Means Class skill

Acrobatics * +8

Appraise

Bluff

Climb *

Craft *

Diplomacy

Disable Device

Disguise

Escape Artist *

Fly

Handle Animal

Heal

Intimidate *

Knowledge (Arcana)

Knowledge (Dungeoneering)

Knowledge (Engineering)

Knowledge (Geography)

Knowledge (History) *

Knowledge (Local)* +6

Knowledge (Nature)

Knowledge (Nobility)

Knowledge (Planes)

Knowledge (Religion) *

Linguistics

Perception * +7

Perform *

Profession (Courier) * +7

Ride *

Sense motive * +7

Sleight of hand

Spellcraft

Stealth *

Survival

Swim *

Use magic device

Class 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.

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.

Feats And Traits:

Trait 1 Paragon of Speed
Benefit: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Trait 2 World Traveler

you've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Knowledge Local.

Monk-Stunning Fist

Monk-Improved Unarmed Strike

Monk-Dodge

Level 1-Weapon Finesse

Gear:

This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

26GP 8 Sp

Background:

For the most part Zephyrs child hood was uneventful, went to school, did things kids do. As he grew up got a job as the village courier, delivery things all around the village and even to other villages, Albeit most of the time he was late but the job got done. It was really the only job someone as carefree as him could hold down...

The village one day was about to be attacked by a wandering group of bandits. The village was known for being an oasis of sorts , it was built around one and became a small trading hub.

The village chief kept most of the trouble under wraps only telling Zephyr that his latest delivery was very important and must reach it destination on time this time. The letter was a call for assistance, guards to keep the village safe...Zephyr didn't take the mission seriously, everyone always told him to be more serious, why would this be any different?

Zephyr delivered the letter on his own time, when he returned home everything was burned to the ground. Zephyr ran away from the scene, as far away as he could go. He made a vow to never be late, to never abandon those he cared for ever again.

He maintains a job as a courier, priding himself on delivering packages and letters on time, though he does not work for an organizations as he travels far and wide.

Personality and Appearance:

By no means ugly Zephyr is actually rather good looking, though he has severe confidence issues and will often default to following rather than leading. He is soft spoken and not very comfortable asserting himself.

Despite this shyness and unwillingness to assert himself he does understand people rather well, being more of an enabler.

He still maintains a rather carefree lax attitude until he needs to be serious and buckle down.

Zephyr or Remy to his friends, is thin and has a good tan that comes from living in a desert like region during his child hood. He has short black hair and violet eyes.

He wears simple clothing browns or reds, usually a hooded cloak to keep the sun off of him.