Soldier of Bytopia

Norjan Slinaria's page

129 posts. Alias of Tirion Jörðhár.


Full Name

Norjan Slinaria

Race

Human

Classes/Levels

Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

Gender

Male

Size

6' 1", 185lbs

Age

24

Alignment

Chaotic Good

Deity

Sarenrae/Desna

Languages

Common

Strength 20
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About Norjan Slinaria

___________________________________________________________
Offense:
___________________________________________________________
+5 Initiative (+3 Dex, +2 Trait)
+5 BAB (+4 Fighter, +1 Monk)

+10 CMB (+5 BAB, +5 Str)
+23 CMD (+5 BAB, +5 Str, +3 Dex, +10)

+12 Pick, Heavy +1 [(+5 BAB, +5 Str, +1 Magic, +1 Weapon Focus) Damage: (1d6+8) (+5 Str, +1 Magic, +2 Weapon Specialization)]
+12 Pick, Light [(+5 BAB, +5 Str, +1 Magic, +1 Weapon Focus) Damage: (1d4+8) (+5 Str, +1 Magic, +2 Weapon Specialization)]
+10 Unarmed [(+5 BAB, +5 Str) Damage: (1d6+5)]
+8 Composite Longbow (20 Str) [(+5 BAB, +3 Dex) Damage: (1d8+5)]

Modifiers:
Power Attack: -2 Attack/+4 Damage
Two Weapon Fighting: -2 Attack
Fighting Defensively: -2 Attack/+3 AC (+2 AC, +1 Dodge AC) if Crane Style
Monkey Style: no penalty if prone

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 58

Max hp: 58 (+10+6+8+2+9+8, +6 Con, +6 DM Bonus, +3 FC)
AC 20 [+3 Dex, +7 Breastplate(agile) +1, +10]
Flatfoot AC 17 [+7 Breastplate(agile) +1, +10]
Touch AC 13 [+3 Dex]
Modifiers:
+1/+2 AC -Two Weapon Defense: +1 AC (shield bonus) --> +2 if Fighting Defensively/Total Defense
+1 AC - Defensive Flurry: +1 AC (dodge) vs melee attacks on Full Attack with 2 weapons

+3 AC - Fighting Defensively --> +3 AC (+2 untyped, +1 dodge), -2 attack if using Crane Style[/ooc]
Monkey Style: no penalty if prone

+9 Fort (+7 base, +1 Con, +1 Cloak) [+4 Fighter, +3 Monk]
+8 Ref (+4 base, +3 Dex, +1 Cloak) [+1 Fighter, +3 Monk]
+6/+7 Will (+4 base, +1 Wis, +1 Cloak) [+1 Fighter, +3 Monk](+1 vs Fear - Bravery)

Skills:
+6 Acrobatics (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty)
+0 Appraise (+0 Int, Ranks 0)
+0 Bluff (+0 Cha, Ranks 0)
+9 Climb (+5 Str, Ranks 1, Class Skill +3)
+0 Craft(Weapons) (+0 Int, Ranks 0, Class Skill +3)
+0 Diplomacy (+0 Cha, Ranks 0)
+* Disable Device (+3 Dex, Ranks 0)(-1 Armor Penalty)
+0 Disguise (+0 Cha, Ranks 0)
+6 Escape Artist (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty)
+* Fly (+3 Dex, Ranks 0)(-1 Armor Penalty)
+0 Handle Animal (+0 Cha, Ranks 0, Class Skill +3)
+1 Heal (+1 Wis, Ranks 0, Class Skill +3)
+0 Intimidate (+0 Cha, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +0, Ranks 0)
+* Knowledge, History (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +0, Ranks 0)
+* Knowledge, Nature (Int +0, Ranks 0)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0, Class Skill +3)
+* Linguistics (Int +0, Ranks 0)
+10 Perception (+1 Wis, Ranks 6, Class Skill +3)
+6 Ride (+3 Dex, Ranks 1, Class Skill +3)(-1 Armor Penalty)
+6 Sense Motive (+1 Wis, Ranks 2, Class Skill +3)
+* Slight of Hand (+3 Dex, Ranks 0)(-1 Armor Penalty)
+* Spellcraft (+0 Int, Ranks 0)
+9 Stealth (+3 Dex, Ranks 4, Class Skill +3)(-1 Armor Penalty)
+1 Survival (+1 Wis, Ranks 0)
+8 Swim (+5 Str, Ranks 1, Class Skill +3)(-1 Armor Penalty)
+* Use Magic Device (Cha +0, Ranks 0)

Each level skill points gained:
Fighter --> 2+1 (2, +0 Int, +1 if FC)
Monk --> 4 (4 Class, +0 Int)

Traits:
• Reactionary - +2 Init

Feats:

Weapon Focus(Pick) (Level 1)
Power Attack (Level 1 Fighter Bonus)
Two Weapon Fighting (Level 2 Fighter Bonus)
Crane Style (Level 3)
Monkey Style (Level 1 Monk Bonus)
Improved Unarmed Strike (Monk Bonus)
Stunning Fist (Monk Bonus)
Crane Wing (Monk Level 2 Bonus)
Two Weapon Defense (Level 5)
Weapon Specialization(Pick) (Level 4 Fighter Bonus)

Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency

Racial:

+2 Str
+2 Dex (Dual Talent Alternate Racial Trait)
Medium
Speed - 30 feet
[ooc]+1 Skill/Level <-- Replaced by Dual Talent
Bonus Feat at level 1 <-- Replaced by Dual Talent

Favored Class:

Favored Class: Fighter
Lvl 1 (HP +1)
Lvl 2 (HP +1)
Lvl 3 ()
Lvl 4 ()
Lvl 5 (HP +1)
Lvl 6 (Skill +1)

+1 Str @ level 4
+2 Str - Belt of Strength

Fighter:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

[spoiler=Fighter]

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Defensive Flurry (Ex)
At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces Armor Training 1 and 2.

Twin Blades (Ex)
At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full-attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces Weapon Training 1.

Doublestrike (Ex)
At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces Weapon Training 2.

Improved Balance (Ex)
At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces Armor Training 3.

Equal Opportunity (Ex)
At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces Weapon Training 3.

Perfect Balance (Ex)
At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces Armor Training 4.

Deft Doublestrike (Ex)
At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces Weapon Training 4.

Deadly Defense (Ex)
At 19th level, when a two-weapon warrior makes a full-attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces Armor Mastery.

Monk:

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.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.

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.

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)[b]
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. This ability replaces flurry of blows.

[b]Stunning Fist(Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
(5400) Mithral Breastplate(agile) +1, 12.5 lbs. (+6 Dex Max, -1 Armor Check Penalty)
(2300) +1 Heavy Pick, 6 lbs
(2300) +1 Light Pick, 3 lbs

(600) Composite Longbow(Str +5), 3 lbs
80 Arrows - 12 lbs. (3lb/20)
60 Arrows, Silvered - 6 lbs. (3lbs/20)
60 Arrows, Blunt - 6 lbs. (3lbs/20)
60 Arrows, Cold Iron - 6 lbs. (3lbs/20)

(1000) Cloak of Resistance +1
(4000) Belt of Str +2

Potion of CLW x2
Potion of CMW
Potion of CSW

To be sold:

54.5 lbs

In Backpack

Backpack, Masterwork 2 lbs
Bedroll, 5lbs
Oil, Flask, 1 lbs.
Climbing Kit, 5lbs
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
Waterskin x3, 12 lbs

33 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
300 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 87.5 = 54.5 Equipment + 21 Backpack + 12 Waterskins

Light Load: x < 133 lbs.
Medium Load: 134 < x < 266 lbs.
Heavy Load: 267 < x < 400 lbs

Appearance:

Before you stands a tall thin athletic man. But when he moves, you can see the muscles in his arms are more than well developed. Over his shoulder he holds a large pick and another smaller pick sits in a sheath at his side. While his dark hair and cold expression show his battle hardened demeanor, you can see a sparkle in his eyes showing that he would likely be just as happy throwing back a few in the local tavern as dual wielding the his deadly picks.

Background:

Born in the mountains of Qadira, Norjan believed he would follow in his father’s footsteps operating a silver mine. From his youngest age, he always had a pick in his hands, breaking rocks, seeking veins of silver in the mines, or fighting of marauding humanoids. However, when he turned eighteen, his father felt that he needed a proper education, something his father, a retired adventurer, had never had. So, Norjan was sent to a monastery to study with devotees of Sarenrae.

While Norjan excelled at the physical elements of the monastery, he had neither the patience nor the intellect to excel as a monk. However, while he was not as perceptive as many of his companions, once something was detected, he was frequently the first to react. A skill which he had developed as a youth dodging rocks and cave-ins in his father’s mines.

While he rarely paid attention when being taught to fight with unarmed combat, Norjan excelled at fighting defensively which enabled him to dodge and avoid the blows of his competitors while waiting for the perfect time to land the punishing strikes that his strength allowed.

After several years in the monastery, the monks agreed that he had learned all they had to offer. Thus, he picked up his trusted picks and returned to his father’s mine, but his time away from the mine caused the small town and work to no longer hold the interest it had during his youth. So, he travelled to Katheer and boarded a ship. Since this time, he has traveled and worked as a guard with caravans and ships. Most recently he has arrived in the city of Freeport where rumors abound of a haunted mansion. Feeling the need to test his skills, and having become rather bored with the life of a caravan guard, he has headed to a local tavern where adventurers frequently gather. There he was contacted by several local citizens seeking to have the mansion cleared out. Having agreed to the work, he now stands before the foreboding structure. What awaits, only the gods know.