A Carrion Crown Adventure Path Character

GNOK THATEK LEVEL 14

XP Earned 589,892 of 635,000

Male dwarf vampire monk 14

LE Medium undead (augmented humanoid)

Init +8+4 Dex plus +4 Improved Initiative; Senses darkvision 60 ft.; Perception +27 (+29 to notice unusual stonework)

DEFENSE

AC 31, touch 25, flat-footed 26 (+1 deflection, +4 Dex, +1 dodge, +1 insight, +3 monk, +6 natural, +5 Wis)

hp 142 (14d8+5614d8 monk, +28 Cha, +14 Favored Class, +14 Toughness feat); fast healing 5

Fort +13+9 base, +2 Cha, +2 cloak of resistance, Ref +17+9 base, +4 Dex, +2 Lightning Reflexes feat, +2 cloak of resistance, Will +16+9 base, +5 Wis, +2 cloak of resistance; +2+2 trait vs. fear, +2 race vs. poison, spells, and spell-like abilities, +2 vs. enchantment from monk still mind ability vs. enchantments, fear, poison, spells, and spell-like abilities

Defensive Abilities channel resistance +4, defensive training (+4 dodge bonus to AC vs. giants), improved evasion; DR 10/magic and silver; Immune disease, poison, undead traits; Resist cold 10, electricity 10; SR 2410 plus monk level

Weaknesses vampire weaknesses, vulnerability to firecurse of fire from crag linnorm death curse

OFFENSE

Speed 60 ft.20 ft. base, -0 ft. armor, +40 ft. monk

Melee nunchaku +17/+12BAB plus +7 Str (1d6+7+7 Str) or sai +17/+12BAB plus +7 Str (1d6+7+7 Str) or +1 unholy unarmed strike +19/+14BAB plus +7 Str plus +1 Weapon Focus plus +1 enhancement (2d6+8+7 Str plus +1 enhancement/19-20 plus energy drain) or +1 unholy unarmed strike flurry of blows +21/+21/+16/+16/+11monk level as BAB plus +7 Str plus +1 Weapon Focus plus -2 two-weapon fighting plus +1 enhancement (2d6+8+7 Str plus +1 enhancement/19-20 plus energy drain)

Ranged mwk light crossbow +15BAB plus +4 Dex plus +1 mwk (1d8/19-20) or mwk shuriken +15/+10BAB plus +4 Dex plus +1 mwk (1d2+7+7 Str) or shuriken +14/+9BAB plus +4 Dex (1d2+7+7 Str) or mwk shuriken flurry of blows +17/+17/+12/+12/+7monk level as BAB plus +4 Dex plus +1 mwk plus -2 two-weapon fighting (1d2+7+7 Str)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, +1 on attack rolls when making AoO with unarmed strikes, blood drain, children of the night 1/day, create spawn, dominate (DC 1910 plus 1/2 HD plus 2 Cha), energy drain (2 levels, DC 1910 plus 1/2 HD plus 2 Cha), flurry of blows, stunning fist (141 per day per monk level/day, DC 2210 base, +5 Wis, +7 half monk level)

STATISTICS

Str 2415 base, +0 race, +6 vampire template, +1 level, +2 belt of giant strength, Dex 1814 base, +0 race, +4 vampire template, +0 level, Con 11 base, +2 race, +1 level, no Con score as undead, Int 1311 base, +0 race, +2 vampire template, +0 level, Wis 2014 base, +2 race, +2 vampire template, +1 level, +1 inherent, Cha 1513 base, -2 race, +4 vampire template, +0 level

Base Atk +10/+5; CMB +21+14 monk level, +0 size, +7 Str (+23 bull rush or grapple); CMD 4110 +10 BAB, +0 size, +7 Str, +4 Dex, +5 Wis, +1 deflection, +1 dodge, +3 monk (43 vs. grapple, 45 vs. trip, 47 vs. bull rush)

Traits Alchemical AdeptB, Bullied, Making Good on Promises

Feats AlertnessB, Blind-Fight, Combat ReflexesB, Deflect Arrows, Dodge, Exotic Weapon Proficiency (kama, nunchaku, sai, shuriken, siangham), Improved Bull Rush, Improved Critical (unarmed strike), Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Ki Throw, Leadership (16for cohorts = 14 levels, +2 Cha/15for followers = 14 levels, +2 Cha, -1 moves around a lot), Lightning ReflexesB, Martial Weapon Proficiency (battleaxe, handaxe, heavy pick, short sword, warhammer), Mobility, Power Attack, Simple Weapon Proficiency (club, dagger, javelin, light crossbow, quarterstaff, shortspear, sling, spear), Stunning Fist, Tiger Style, ToughnessB, Weapon Focus (unarmed strike)

Skills Acrobatics +1710 ranks, +4 Dex, +3 class skill, -0 armor (+43base plus monk level +12 for speed 60 ft. when jumping), Appraise +10 ranks, +1 Int (+3 to assess non magical metals or gemstones), Bluff +100 ranks, +2 Cha, +8 racial, Climb +111 ranks, +7 Str, +3 class skill, -0 armor, Craft (alchemy) +104 ranks, +1 Int, +3 class skill, +2 Alchemical Adept trait, Craft (traps) +51 ranks, +1 Int, +3 class skill, Diplomacy +75 ranks, +2 Cha, Disguise +20 ranks, +2 Cha, Escape Artist +114 ranks, +4 Dex, +3 class skill, -0 armor, Fly +95 ranks, +4 Dex, -0 armor, Heal +50 ranks, +5 Wis, Intimidate +105 ranks, +2 Cha, +3 class skill, Knowledge (history) +117 ranks, +1 Int, +3 class skill, Knowledge (religion) +117 ranks, +1 Int, +3 class skill, Perception +274 ranks, +5 Wis, +3 class skill, +8 racial, +2 Alertness feat, +5 lenses of detection (+29 to notice unusual stonework), Perform (oratory) +105 ranks, +2 Cha, +3 class skill, Ride +81 ranks, +4 Dex, +3 class skill, -0 armor, Sense Motive +171 ranks, +5 Wis, +3 class skill, +8 racial, Stealth +194 ranks, +4 Dex, +3 class skill, +8 racial, -0 armor, Survival +50 ranks, +5 Wis (+9 when tracking), Swim +111 ranks, +7 Str, +3 class skill, -0 armor, Use Magic Device +75 ranks, +2 Cha; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Common, Dwarven

SQ abundant step, change shape (dire bat or wolf, beast shape II), diamond soul, fast movement, gaseous form, high jump, ki pool (12+5 Wis modifier plus 1/2 monk level points, cold iron, lawful, silver, magic), maneuver training, shadowless, slow fall 70 ft., spider climb, weapon familiarity, wholeness of body

Combat Gear elemental gem (fire), feather token (tree), potion of fox's cunning, potion of haste, potion of inflict moderate wounds (4), potion of inflict serious wounds (2), potion of invisibility, potion of lesser restoration

Other Gear belt of giant strength +2, cloak of resistance +2, dusty rose prism ioun stone, lenses of detection, ring of feather falling, ring of protection +1, unholy amulet of mighty fists +1, masterwork light crossbow with 20 bolts, masterwork shuriken (9), nunchaku, sai, shuriken (10), backpack, bedroll, belt pouch, candles (5), chalk (white), flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), soap (50 uses), string (50 ft.), sunrod, torches (4), trail rations (10), waterskin, wooden stakes (4), 109 pp, 11 gp, 5 cp

SPECIAL ABILITIES

Alchemical Adept (Ex) When you fail Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Blind-Fight (Ex) In melee, every time you miss because of concealment, reroll your miss chance percentile roll once to see if you actually hit. Invisible attacker gets no advantages related to hitting you in melee (don't lose your Dex bonus to AC and attacker doesn't get +2 bonus for being invisible). The invisible attacker's bonuses apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blood Drain (Su) Suck blood from grappled opponent; if establish or maintain a pin, drain blood dealing 1d4 Con damage. Heal 5 hp, or gain 5 temporary hp for 1 hour (max. temporary hp equal to full normal hp) each round blood drained.

Change Shape (Su) Assume form of a dire bat or wolf, as beast shape II.

Children of the Night (Su) As standard action, call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves arriving in 2d6 rounds and serving up to 1 hour.

Combat Reflexes (Ex) Make additional AoO per round equal to Dex bonus. May make attacks of opportunity while flat-footed.

Create Spawn (Su) Create full vampire or vampire spawn from humanoids slain with blood drain or energy drain. Victim rises from death as a vampire in 1d4 days under control of its creator and remains enslaved until master's destruction. Have enslaved spawn totaling no more than twice its own Hit Dice; any spawn exceeding this limit are instead free-willed undead. May free enslaved spawn in order to enslave new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Deflect Arrows (Ex) Must have at least one hand free (holding nothing). When you would normally be hit with an attack from a ranged weapon, 1/round, you may deflect it and take no damage. Must be aware of attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Dominate (Su) As standard action, use dominate person (CL 12) on target within 30 feet (Will save negates).

Energy Drain (Su) Creature hit by a vampire's slam (or other natural weapon) gains two negative levels. Only triggers 1/round, regardless of number of attacks.

Gaseous Form (Su) As standard action, assume gaseous form at will (CL 5), but can remain gaseous indefinitely with fly speed 20 feet (perfect).

Improved Bull Rush (Ex) Do not provoke AoO when performing bull rush.

Improved Grapple (Ex) Do not provoke AoO when performing grapple.

Improved Unarmed Strike (Ex) Considered armed even when unarmed—do not provoke AoO when you attack foes while unarmed. Unarmed strikes deals lethal or nonlethal damage, your choice.

Ki Pool (Su) As long as you have at least 1 ki point, unarmed strikes are considered magic for overcoming damage reduction. As swift action, spend 1 ki pool point to make additional attack at highest attack bonus when using flurry of blows, or increase speed by 20 ft. for 1 round, or give self +4 dodge bonus to AC for 1 round. Ki pool replished each morning following 8 hours of rest.

Abundant Step (Su) As move action using 2 points from ki pool, use dimension door at caster level equal to monk level. Cannot take other creatures with you.

High Jump (Ex) Always counts as having a running start when making jump checks. By spending 1 point from ki pool as swift action, gain +20 bonus on Acrobatics checks made to jump for 1 round.

Ki Throw (Ex) On successful unarmed trip attack against target your size or smaller, you may throw target prone in any square you threaten rather than its own square. This movement does not provoke AoO, and you cannot throw the creature into a space occupied by other creatures. Can affect creatures larger than own size by spending 1 ki point per size category difference.

Mobility (Ex) Get +4 dodge bonus to AC against AoO caused when you move out of or within threatened area.

Power Attack (Ex) Take -3When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. penalty on all melee attacks and combat maneuvers to gain +6When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with two-handed weapon or one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus does not apply to touch attacks or effects that do not deal hp damage.

Shadowless (Ex) Cast no shadow and show no reflection in a mirror.

Spider Climb (Ex) Climb sheer surfaces as though under the effects spider climb.

Stunning Fist (Ex) Once per round, declare you are using this feat before you make your attack roll (a failed attack roll ruins the attempt). Foe damaged by your unarmed attack must make Fortitude saving throw, in addition to taking damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dex bonus to AC, and takes a -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Style Feats (Ex) As swift action, enter style stance. Cannot use stance before combat but persists until swift action ends stance or combat concludes. As swift action, switch stances if multiple known.

Tiger Style (Ex) Gain +2 bonus to CMD against bull rush, overrun, and trip maneuvers. Can deal slashing damage with unarmed strikes. Whenever you score a critical hit with slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.

Vampire Notes

Damage If reduced to 0 hp in combat, assume gaseous form and attempt escape. Must reach coffin within 2 hours or be utterly destroyed (can travel 9 miles in 2 hours). Additional damage dealt in gaseous form has no effect. Once at rest, helpless. Regain 1 hp after 1 hour, then no longer helpless and resumes fast healing.

Destruction Exposure to direct sunlight staggers on 1st round and destroys utterly on the 2nd consecutive round. Each round of immersion in running water inflicts 1/3 maximum hp of damage—reduction to 0 hp in this manner is destroyed. A wooden stake through the heart slays a vampire; however, it returns to life if stake is removed unless head is severed and anointed with holy water.

Weaknesses Cannot tolerate odor of garlic and will not enter area laced with it. Recoil from mirrors or strongly presented holy symbols. These don't harm—merely keep at bay. Must stay at least 5 ft. away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. After 1 round, make a DC 25 Will save each round to function normally. Cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Wholeness of Body (Su) As standard action, spend 2 ki points to heal self hp equal to monk class level.

CHARACTER DEMOGRAPHICS

Height 4'2", Weight 193 lbs., Hair Red, Eyes Silver, Skin Freckled Pale

Age 45, Deity Shelyn, Homeland Ustalav, Favored Class Monk


Defeated Enemies Advanced Draugr (2), Advanced Hangman Tree, Advanced Shrine-Blessed Revenant (2), Advanced Unhallowed Totenmaske, Animated Manacles, Augnagar Qlippoth, Blood Knight Fighter, Bloody Skeleton, Burning Skeleton (2), Cerebric Fungus Oracle, Corpulent Ghoul (2), Crag Linnorm, Cybrisa Dorzhanev, Dimensional Shambler, Dire Boar, Ettercap, Flaming Skull Beheaded (2), Gallowdead, Giant Stirge, Girallon-Headed Vargouille (2), Goblin, Homunculus (2), Hound of Tindalos, Human Burning Skeletal Champion Fighter, Human Skeleton (8), Human Witch, Human Zombie (2), Invisible Stalker (2), Leng Spider, Lich Alchemist, Menadoran Festrog (3), Mi-Go, Mimic, Mongrelman (2), Nightwalker Nightshade, Piper of Illmarsh, Renchurch Cenobite, Renchurch Novice, Rust Monster (3), Shrine-Blessed Burning Skeleton, Shrine-Blessed Juju Zombie, Shrine-Blessed Renchurch Cenobite (2), Silverhide Ranger (2), Skin Stealer Alchemist, Snapjaw Homunculus (2), Spectre, Stirge (2), Thrain, Troll (3), Trollhound, Unhallowed Greater Shadow (4), Unholy Elder Fire Elemental, Vampire Enforcer, Vilkacis, Vollensag Stalker, Xtabay

Catch Phrase "It's time to blow!"

History In my 45 years on this planet, I've seen quite a bit of some weird shit. Fire and brimstone coming down from the skies, rivers and seas boiling, forty years of darkness, earthquakes, volcanoes, the dead rising from the grave, human sacrifice, dogs and cats living together... mass hysteria! Well, maybe not exactly like that, but I've at least heard stories, so real it's as if I lived them myself. In truth, I haven't seen much action. Sure, the ocassional cow is completely drained of its blood, but, hey, that's how it goes around here. We don't piss off the spirits, and they won't turn us into worm food. I grew up more concerned about the other dwarves my age. I was 35 before my body started changing. The others had already started when they were 30. They picked on me, called me the runt, told me I wouldn't ever get above 3'3". Their fists were a not-so-gentle daily reminder of just how inadequate I was.
 
Then, one day, Professor Lorrimor showed up. For whatever reason, he took a liking to me. He had recently journeyed from a monastery in Jalmeray. In his short time in my village, he taught me many of the ways of the monk, showing me how to use my stature to my advantage. Since that time I have continued my training, as best as I can. But one can only teach himself so much. I was planning on soon venturing beyond my county to further develop my discipline. Then I received word of the professor's death. His teachings have been invaluable to me. I was never sure how I could re-pay him. I can't even imagine what he would ask of me, now in his death. I suppose I will soon find out, and I'm sure that on this pilgrimage I will continue my mastery of the art, yet another blessing from the wise professor. Gnok has a "HS" for Harrowstone Prison branded on his right butt cheek.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Inc. | Phoenix Gaming Club — 2013-2015 | DM — Charles W. Plemons III
81 Games Played | Last Played 09/29/2015 | Created 02/07/2013 | Played by Casey Scruggs