Methran

Description:
Name:       Methran
Race:       Half-Orc
Player:     Todd 
Classes:    Monk4
Hit Points: 24/46
Experience: 1102 / 15000
Alignment:  Lawful Evil
Vision:     Darkvision (60 ft.)
Speed:      Walk 40 ft.
Languages:  Common, Orc
Stat    Score   Mod
STR      17      (+3)
DEX      14      (+2)
CON      14      (+2)
INT      11      (+0)
WIS      13      (+1)
CHA      11      (+0)
-------------------------- Skills -------------------------- 
Skill                   Total   Rnk     Stat    Msc
Acrobatics               12       2.0      2        8
Acrobatics (Jump)        16       2.0      2        12
Appraise                 0        0.0      0        0
Bluff                    0        0.0      0        0
Climb                    11       3.0      3        5
Craft (Untrained)        0        0.0      0        0
Diplomacy                0        0.0      0        0
Disguise                 2        2.0      0        0
Escape Artist            6        1.0      2        3
Fly                      4        2.0      2        0
Heal                     2        1.0      1        0
Intimidate               2        0.0      0        2
Perception               9        1.0      1        7
Perform (Untrained)      0        0.0      0        0
Ride                     2        0.0      2        0
Sense Motive             8        4.0      1        3
Stealth                  6        1.0      2        3
Survival                 4        3.0      1        0
Swim                     3        0.0      3        0
                                                   

Feats -————————————

Catch Off-Guard
You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon.

Run
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Skill Focus (Acrobatics)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Unarmed Strike
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the 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.

Stunning Fist
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can’t take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Throw Anything
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.


-———————————- Combat -———————————-
Total / Touch / Flat Footed
AC: 14 / 14 / 12
Initiative: +2
BAB: +3
Melee tohit: +6
Ranged tohit: +5
Fortitude: +7
Reflex: +7
Will: +6

Unarmed attack:
to hit: + 6
damage: 1d8 + 3
critical: 20/x2

Flurry of Blows:
to hit: + 5 / + 5
damage: 1d8+3
critical: 20/x2

Nunchaku:
to hit: + 6
damage: 1d6 + 3
critical: 20/x2

Sai:
to hit: + 6
damage: 1d4 + 3
critical: 20/x2

Shuriken:
to hit: + 5
damage: 1d2 + 3
critical: 20/x2

Kama:
to hit: + 6
damage: 1d6 + 3
critical: 20/x2
-——————————— Equipment -——————————-
Name QTY LBS
Flurry of Blows 1 0lbs
Nunchaku 1 2lbs
Sai 1 1lbs
Shuriken 12 1.2lbs
Kama 2 4lbs
Ring of Feather Falling 1 0lbs
Ring of Sustenance 1 0lbs

Gold: 842.6

Total weight carried:
Current load: Light
Encumbrance
Light: 86
Medium: 173
Heavy: 260


Description -——————————

Height: 6’ 2" Weight: 234 lbs. Gender: Male
Eyes: Green Hair: Black,Bob Skin: Light Green
Dominant Hand: Ambidextrous Quirks: Harsh, Secretive
Speech style: Direct Quotable: Don’t worry, I have a plan…

Bio:

Methran

A Series of Terrible Miscalculations motas88