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Saktouk2

Basic InformationEdit

      Race: Half-Orc
     Class: Monk (of the Four Winds)
     Level: 3 (Retired)
Experience: 3617
 Alignment: Lawful Neutral
 Languages: Common
    Dwarven (swapped for orc,
             see background)
     Deity: Rogar

AbilitiesEdit

STR: 18 +4 (10 pts)*
DEX: 14 +2 (05 pts)
CON: 12 +1 (02 pts)
INT: 10 +0 (00 pts)
WIS: 14 +2 (05 pts)
CHA:  8 -1 (-2 pts)

* +2 racial




Combat StatisticsEdit

(Max -2)      HP:  21 = [2d8 + CON (02) + FC (02) + Toughness (03)] 
              AC:  15 = [10 + DEX (02) + WIS (02) + Dodge (01)]
        AC Touch:  15 = [10 + DEX (02) + WIS (02) + Dodge (01)]
   AC Flatfooted:  12 = [10 + WIS (02)]
            INIT: +02 = [DEX (02)]
             BAB: +01 = [Monk (01)]
    BAB (flurry): +02 = [Monk (02)]
             CMB: +05** = [BAB (01) + STR (04)]
             CMD:  20** = [10 + BAB (01) + STR (04) + DEX (02) + WIS (02) + Dodge (01)]
       Fortitude: +05* = [Monk (03) + CON (01) + Sacred Tattoo (01)]
          Reflex: +06 = [Monk (03) + DEX (02) + Sacred Tattoo (01)]
            Will: +06 = [Monk (03) + WIS (02) + Sacred Tattoo (01)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

* add +2 vs. poison and drugs, add +4 vs. alcohol (Iron Liver trait)
** Conditional: +2 to grapple checks / defend from grapple (Improved Grapple)

Weapon StatisticsEdit

Unarmed Strike: Attack: +05 = [BAB (01) + STR (04)]
           Damage: 1d6+4, Crit: 20/x2
Unarmed Strike, elemental: Attack: +05 = [BAB (01) + STR (04)]
           Damage: 1d6+4, Crit: 20/x2, +1d6 element damage (choice)
Unarmed Strike, flurry: Attack: +04/+04 = [BAB (02) + STR (04) - TWF (02)]
           Damage: 1d6+4, Crit: 20/x2
Kama: Attack: +05 = [BAB (01) + STR (04)]
           Damage: 1d6+4, Crit: 20/x2
Kama, flurry: Attack: +04/+04 = [BAB (02) + STR (04) - TWF (02)]
           Damage: 1d6+4, Crit: 20/x2
Nunchaku: Attack: +05 = [BAB (01) + STR (04)]
           Damage: 1d6+4, Crit: 20/x2
Nunchaku, flurry: Attack: +04/+04 = [BAB (02) + STR (04) - TWF (02)]
           Damage: 1d6+4, Crit: 20/x2
Siangham: Attack: +05 = [BAB (01) + STR (04)]
           Damage: 1d6+4, Crit: 20/x2
Siangham, flurry: Attack: +04/+04 = [BAB (02) + STR (04) - TWF (02)]
           Damage: 1d6+4, Crit: 20/x2
Shuriken: Attack: +03 = [BAB (01) + DEX (02)]
           Damage: 1d2+4, Crit: 20/x2, Range 10'
Shuriken, flurry: Attack: +02/+02 = [BAB (02) + DEX (02) - TWF (02)]
           Damage: 1d6+4, Crit: 20/x2, Range 10'

* Conditional: +1 crit confirm rolls (Anatomist trait)

Racial FeaturesEdit

Ability Adjustments: +2 one ability of choice (STR)
               Size: Medium
              Speed: 30'
      Favored Class: Monk
         Darkvision: 60'
          Orc Blood: counts as both human and orc for any effect related to race.
 Weapon Familiarity: Proficient with greataxe, falchion. 
 Weapon Familiarity: Treat weapon with "orc" in its name as martial
       Rock Climber: +1 acrobatics and climb, replaces Intimidating
      Sacred Tattoo: +1 luck bonus to all saving throws, replaces Orc Ferocity

Class FeaturesEdit

Monk of the Four Winds

* Armor/Weapons: 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: Unarmed and special monk weapons. BAB = monk level. Extra 
attack with -2 to all attacks, full strength bonus to damage.
* Unarmed Strike: gain Improved Unarmed Strike as bonus feat, damage 1d6 base
* Bonus Feat (1st): Dodge
* Elemental Fist: gain Elemental Fist feat. Use level times / day.  
* Evasion: Reflex save for 1/2 damage = no damage
* Bonus Feat (2nd): Improved Grapple

FeatsEdit

* Toughness (Char level 1): +3 HP, +1 HP per HD over 3
* Improved Unarmed Strike (Monk): Threatens even unarmed, deal lethal damage 
with unarmed attacks
* Dodge (Monk 1st): +1 AC, lost when flatfooted
* Elemental Fist (Monk of the Four Winds): add 1d6 element damage 
(choose acid, cold, electricity, or fire) to an unarmed attack that hits 
(declare beforehand). Use level times / day
* Improved Grapple (Monk 2nd): No AoO, +2 grapple / defend grapple

TraitsEdit

Anatomist (Combat): +1 crit confirm rolls
Iron Liver (Equipment): +2 Fort vs. poison and drugs, +4 vs alcohol

SkillsEdit

Skill Points: 08 = [(Base (04) + INT (00))*Level; FC (00), Misc (00)] (Monk)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              08     2       3       2     -0   +1*
Appraise                00     0       0       0          +0
Bluff                   -1     0       0      -1          +0
Climb                   12     2       3       4     -0   +3*^
Craft (       )         00     0       0       0          +0
Diplomacy               -1     0       0      -1          +0
Disable Device                 0       0       0     -0   +0
Disguise                -1     0       0      -1          +0
Escape Artist           02     0       0       2     -0   +0
Fly                     02     0       0       2     -0   +0
Handle Animal                  0       0       2          +0
Heal                    02     0       0       2          +0
Intimidate              -1     0       0      -1          +0
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)           0       0       0          +0
Linguistics                    0       0       0          +0
Perception              07     2       3       2          +0
Perform    (       )    -1     0       0      -1          +0
Profession (       )           0       0       2          +0
Ride                    02     0       0       2     -0   +0
Sense Motive            02     0       0       2          +0
Sleight of Hand                0       0       0     -0   +0
Spellcraft                     0       0       0          +0
Stealth                 07     2       3       2     -0   +0
Survival                02     0       0       2          +0
Swim                    04     0       0       4     -0   +0
Use Magic Device               0       0      -1          +0

* +1 Rock Climber racial trait
^ +2 Climber's kit

EquipmentEdit

Equipment                        Cost     Weight

Monk's Outfit                             00  lb
Shuriken (20)                     04 gp   02  lb
Kama                              02 gp   02  lb
Nunchaku                          02 gp   02  lb
Siangham                          03 gp   01  lb
Belt pouch                        01 gp   .5  lb
Signal Whistle                    08 sp   00  lb
Backpack                          02 gp   02  lb
  Flint and Steel                 01 gp   00  lb
  Climber's kit                   80 gp   05  lb
  Waterskin                       01 gp   04  lb
  Potion CLW                      50 gp   00  lb
  Rations x2                      01 gp   02  lb
  Holy Water (3)                  75 gp   03  lb

                           Total Weight:  23.5  lb

            Light  Medium   Heavy    
Max Weight: 0-100  101-200  201-300

FinancesEdit

PP: 16
GP: 02
SP: 02
CP: 00

Gems/Jewelry/Other:
0000

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 16
    Height: 6'2"	
    Weight: 250lb
Hair Color: Black (shaved)
 Eye Color: Blue
Skin Color: Gray
Appearance: Saktouk has fully embraced his mother's heritage, shaving 
his head and decorating his body with several tribal tattoos as is the 
way of her people. His orcish traits are mild but obvious: a pale gray 
skin tone, slightly pointed ears, and oversized lower canines jutting 
upward from his jaw. His eyes, however, are the clear blue of his human 
mother.

BackgroundEdit

Dayeen, a member of a small tribe of nomads who make their home near the Seithr Mountains, was out in search of the perfect flowers for her upcoming nuptual bouquet when she ran afoul of an orcish raiding party. After several months enslaved to the party's leader, the resourceful woman escaped. Her return was celebrated with the wedding she had been stolen away from, a binding blessed almost immediately with a pregnancy. And while he seemed a bit ill when he was born, Saktouk had a healthy weight and cry, and instantly took a special place in his mother's heart.

But as she fed her baby, Dayeen noticed his ears seemed to come to a point, and realized the pale gray pallor of her son was not illness, but the blood of her former captors. Though she reeled with hatred for the orcs who enslaved her, she could not overcome the urge to protect her child. Knowing that her tribe would kill Saktouk as an abomination, she took flight for the second time in her life. Dayeen escaped with her baby, her fear of the treacherous Seithr to which she fled overridden by her fear for the safety of her child.

Eventually, in the throes of a deadly fever, she stumbled upon a hidden dwarven monestary. She lived long enough to charge the monks with her son's care, begging that they nurture his humanity and channel his raw orcish energies into the more civilized path of the monk. And so Saktouk grew, unaware of the world outside save for the what the taciturn and reclusive monks could tell him. He took well to the training, learning to channel his strength, focus his mind, and hold his liquor (monks they might be, but there were some things a dwarf should never be asked to abandon, they assured him). If he was inclined to climb more than dig, to gaze out across the mountains and dream of the tribe that was his home, well, there was only so dwarven an outsider could become.

As often tends to happen in such situations, eventually Saktouk could contain his wanderlust no longer. The monks warned him that the world was a harsh place, filled with chaos and pain, but he could not be dissuaded. He set out into the world, looking to reclaim his heritage and re-connect with his tribe.

The meeting did not go well.

Spurned by those he thought his people, and too ashamed to return to the dwarves and admit his failure, he turned his face to the road, hoping that it might lead him to redemption and acceptance.

NPCs EncounteredEdit

Adventure LogEdit

      First Seen: Dunn Wright Inn
Current Location: Expansion
Expansion
2297 XP, 2510 gp
4 DM Credits @ level 2: 1320 xp, 1320 gp

Purchased: holy water x3 (75gp)

Retired @ level 3, replaced by Eanos Setirav

NPC page here

Level UpsEdit

Level 2:
    Class: Monk
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +2 to +3
     Will: +2 to +3
     Feat: Improved Grapple
 Features: Evasion (Save for 1/2 = no damage)
           +1 use / day elemental fist
       HP: +8 (1d8-2 +1 con +1 FC
Skill Pts: +4 = +4 (Class) +0 (Race) +04 (Old Total)  = 08 (New Total). 
   1 rank each Acrobatics, Climb, Perception, Stealth

ApprovalsEdit

  • Approval (3 August 2011) (Systole / non-judge) level 1
  • Approval (9 August 2011) (Satin Knights) level 1
  • Approval (7 October 2011) (Satin Knights) level 2

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