New Zealand PFS challenge character: Core Gnome Monk Dinwin Wobblenozzle


Advice

Dark Archive

Since I put the challenge onto the players to make a character from the terrible archetypes as chosen by you lot in this thread.

I have since put together my core monk (although I have been given Gnomes of Golarion too, so I will definitely be making use of Bewildering Koan.

The theme is that he is one of three gnomes from Yavipho in Garund. Growing up he hated that those who were not born short stout and with fancy hair considered his race to be weak and unable to compete in the local gnoll wrestling which takes part in southern Osirion. Determined, he is ready to be unleashed upon anyone and show them that he too can pin with the best of them. He has formed the Gnome Wrestling Assocation or G.W.A. and wishes to make it internationally approved.

Mechanically I thought I had to do something entertaining with him. Damage is dull at the best of times. No one is impressed by damage numbers, not even your own mother. Instead I decided to give him a wrestling theme, which is why I went with Agile Maneuvers to make him a little less MAD. (I wasn't allowed to take any stat below 10 as per the challenge, which makes core monk even tougher)

If you lot have any ideas for how I should advance Wobblenozzle I will take it into account, especially if it's before 2 when I can retrain at will.

his stats:

Dinwin Wobblenozzle
Gnome Monk 1
NG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 untyped)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +4; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee unarmed strike +1 (1d4)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and reptilian humanoids, stunning fist (1/day, DC 12)
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Statistics
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Str 10, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +2 (+4 grapple); CMD 14 (16 vs. grapple)
Feats Agile Maneuvers, Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits excitable, rapscallion
Skills Escape Artist +4, Intimidate +4, Knowledge (history) +4, Perception +8, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ ac bonus, stunning fist (stun), unarmed strike
Other Gear 150 gp
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Agile Maneuvers Use DEX instead of STR for CMB
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) 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 conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Grand Lodge

My Gnome, Gadzooks Ballyhoo was separated at birth from his sibling Dinwim and brought up underground by goblins. He has now escaped, and heard that his family joined the Pathfinder Society. He has made his way to Absalom and joined the Pathfinder Society in the hope he may be reunited with his family. He is mentally scarred by his upbringing though, and has serious anger issues and refuses to read or write. (True Primitive Barbarian).

Gadzooks Ballyhoo
Gnome Barbarian (True Primitive) 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 15 ft.
Melee bronze longspear +4 (1d6+3/×3) and
club +4 (1d4+2)
Ranged sling +4 (1d3+2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, rage (7 rounds/day)
Gnome Spell-Like Abilities (CL 1st; concentration +2)
1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 11), speak with animals
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Statistics
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Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Raging Vitality
Skills Bluff +2, Handle Animal +5, Perception +6, Ride +2; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ favored terrain (underground +2), illiteracy, tireless rage
Other Gear bone breastplate, bronze longspear, club, sling, ram herd animal (combat-trained), weasel, 98 gp
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illiteracy May never learn to read or write any language.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Scarab Sages

Agile maneuvers isn't going to help your monk that much in a grapple. As soon as you make your grapple check, you are grappled, giving you a -4 to dex, which is a -2 to grapple checks as you are relyning on agile maneuvers.

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