Gallery
Towering head and shoulders and upper chest above the crowd around him, this midnight-black-furred male has the powerful, bullish appearance of a minotaur. However, a closer inspection will reveal that, despite his mighty build and red eyes, he has far too civilized an air about him to be a true minotaur, despite the primal aura that seems to surround him. His glossy fur is neatly groomed, so that it clings to his sleek, powerful musculature like a second skin, while the broad blue loincloth and red, gold-trimmed vest he wears are immaculately kept. Despite having hooflike feet, he is almost silent as he walks, his eyes seeming to miss little.
Ability |
Score |
Mod |
Temp Mod |
Strength |
18 |
+4 |
+4 |
Dexterity |
14 (16) |
+2 |
+3 |
Constitution |
14 |
+2 |
+2 |
Intelligence |
14 |
+2 |
+2 |
Wisdom |
18 |
+4 |
+4 |
Charisma |
14 |
+2 |
+2 |
Armor Class |
Total |
Base 10 + 4 Wisdom Bonus + 3 Dexterity +1 Monk AC Bonus +1 Armor +2 Dodge = 21 |
Flat-Footed |
15 |
Touch |
19 |
Saving Throws |
Base |
Bonus |
Total |
Fortitude |
+8 |
+3 |
+11 |
Reflex |
+8 |
+4 |
+12 |
Will |
+6 |
+5 |
+11 |
BAB |
Mod |
Total Range/Melee |
FoB Base |
FoB Total |
+7/+2 |
+3 Dex/+4 Str |
+10/+5/+11/+6 |
+6/+6/+1 |
+11/+11/+6 |
Skills |
Ranks |
Stat Bonus |
Synergy |
Magical Bonuses |
Total |
C |
Appraise (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Balance (Dex) |
+3 |
+2 |
+0 |
+1 |
+6 |
C |
Bluff (Cha) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Climb (Str) |
+3 |
+4 |
+0 |
+0 |
+7 |
X |
Concentration (Con) |
+2 |
+2 |
+0 |
+0 |
+4 |
X |
Craft (Int) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Decipher Script (Int) |
+0 |
+2 |
+0 |
+0 |
+0 |
X |
Diplomacy (Cha) |
+5 |
+2 |
+0 |
+0 |
+7 |
C |
Disable Device (Int) |
+0 |
+2 |
+0 |
+0 |
+0 |
C |
Disguise (Cha) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Escape Artist (Dex) |
+1 |
+2 |
+0 |
+1 |
+4 |
C |
Forgery (Int) |
+0 |
+2 |
+0 |
+0 |
+1 |
C |
Gather Information (Cha) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Handle Animal (Cha) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Heal (Wis) |
+1 |
+4 |
+0 |
+0 |
+5 |
X |
Hide (Dex) |
+8 |
+2 |
+0 |
+1 |
+11 |
C |
Intimidate (Cha) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Jump (Str) |
+1 |
+4 |
+0 |
+0 |
+5 |
X |
Knowledge (Int) |
+11 |
+2 |
+0 |
+0 |
+13 |
X |
Listen (Wis) |
+9 |
+4 |
+0 |
+0 |
+13 |
X |
Move Silently (Dex) |
+8 |
+2 |
+0 |
+1 |
+11 |
C |
Open Lock (Dex) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Perform (Cha) |
+2 |
+2 |
+0 |
+0 |
+4 |
X |
Profession (Wis) |
+1 |
+0 |
+4 |
+0 |
+5 |
C |
Ride (Dex) |
+0 |
+2 |
+0 |
+1 |
+3 |
C |
Search (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Sense Motive (Wis) |
+2 |
+4 |
+0 |
+0 |
+6 |
C |
Sleight of Hand (Dex) |
+0 |
+2 |
+0 |
+1 |
+3 |
C |
Speak Language (n/a) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Spellcraft (Int) |
+0 |
+2 |
+0 |
+0 |
+0 |
X |
Spot (Wis) |
+9 |
+4 |
+0 |
+0 |
+13 |
C |
Survival (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
X |
Swim (Str) |
+1 |
+4 |
+0 |
+0 |
+5 |
X |
Tumble (Dex) |
+3 |
+2 |
+0 |
+0 |
+5 |
C |
Use Magic Device (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Use Rope (Dex) |
+0 |
+2 |
+0 |
+1 |
+3 |
Where C is Cross Class and X is a Class Skill
Perform: Street Entertainer (acrobat, fire breathing, etcetera).
Profession: Body Servant (cooking, cleaning, mending, other basic chores).
Knowledges: Arcana, Religion.
Languages: Common; Undercommon (birth language, instead of Giant or Runnertongue); Literate; Runnertongue.
Skill Points/Level: 24 (start) +6 (monk), +4 (shou disciple or paladin)
Current Skill Point Total: 70
Feats:
Power Attack
Improved Unarmed Strike (Bonus Monk Feat)
Stunning Fist (Bonus Monk Feat)
Improved Grapple
Deflect Arrows (Bonus Monk Feat)
Cleave
Improved Trip (Bonus Monk Feat)
Weapon Focus (Unarmed Strike, REP feat)
Dodge (REP feat)
Monastic Training (Paladin)
Desired for Later:
Brutal Strike
Blind Fight
Earth's Embrace
Defensive Throw
Defensive Sweep
Improved Bull Rush
Improved Critical
Improved Initiative
Roundabout Kick
Great Cleave
Combat Reflexes
Mobility
Spring Attack
Whirlwind Attack
Fiery Fist
Fiery Ki Defense
Flying Kick
Freezing the Lifeblood
Ki Blast
Karmic Strike
Leap of the Heavens
Bounding Assault
Rapid Blitz
Rapid Metabolism
Toughness
Water Splitting Stone
Racial Abilities
+2 Strength, +2 Constitution, -2 Dexterity
-Medium-size.
-30' Movement.
-Dominating Personality: +2 to Concentration and Intimidation checks.
-Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
-Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
-Low-light Vision.
Class Abilities:
-Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
-Shou disciples are proficient with martial weapons and light armor, as well as with the following monk weapons: kama, nunchaku, and siangham. Light armor does not interfere with any of a Shou disciple’s class abilities, but shields and medium or heavy armor do. When wearing medium or heavy armor or using a shield, the Shou disciple loses his class dodge bonus and any flurry of blows ability.
-AC Bonus: +2 + Wisdom Bonus
-Flurry of Blows
-Unarmed Strike: 1D10
-Bonus Feats: Stunning Fist; Deflect Arrows; Improved Trip.
-Evasion: Take no damage on successful Reflex saving throws.
-Fast Movement: +20' (60', 12 hexes total)
-Still Mind (+2 to Enchantment magic)
-Ki Strike: Magic.
-Slow Fall: 40'.
-Purity of Body: Immune to all non-supernatural and nonmagical diseases.
-Wholeness of Body: Can heal x2 monk level hit points per day to himself (14 presently)
-Shou Disciple allows Grimm's BAB to count for his levels in monk to determine unarmed attack powers.
REP Abilities
3 Points in Strength (Creator Points - does not count against REP or the normal 6-point stat limit)
20 points for +1 Strength
10 points for the Dodge feat
10 points for the Weapon Focus (Unarmed Strike) feat
REP Spending Plans:
150 to buy 75 skill points
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
Range |
Gloves of Battle +1 |
+12/+7 or +11/+11/+6 |
1d10+5 |
x2 |
Bludgeoning |
Close |
Sling |
+10/+5 |
1d4+4 |
x2 |
Bludgeoning |
50' |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
Bracers of Armor +1 |
+1 |
None |
None |
None |
None |
- |
Slot |
Item |
Head |
Item name goes here |
Face |
Item name goes here |
Neck |
Amulet of Dexterity +2 |
Shoulders |
Paldrons of Resistance +1 |
Torso |
Healing Vest |
Arms |
Bracers of Armor +1 |
Hands |
Gloves of Battle +1 |
Right Ring |
Ring of Sustenance |
Left Ring |
Item name goes here |
Waist |
Monk's Belt (pending) |
Feet |
Greaves of Endure Elements |
Pack |
Item name goes here |
List of Items Here (Magic Item Spending Limit: 11,250gp):
Basic Adventuring kit: Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 gp); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); Cost: 19 gp, 7 sp, 2 cp.
20 Sling Bullets - 2 sp, 10 lbs.
Healing Vest (same as Healing Belt) - 750 gp, +2 competence bonus to Heal checks. Also has 3 charges that can be used as follows: 1 charge heals 2d8 dmg.; 2 charges heals 3d8 dmg.; 3 charges heals 4d8 dmg. This can be used to heal oneself or others, or to harm undead. Takes Torso slot.
Ring of Sustenance - 2,500 gp; needs only 2 hours of sleep, needs no food or drink. Takes Ring slot.
Bracers of Armor +1 - 1,000 gp; +1 to AC. Takes Arms slot.
Paldrons of Resistance +1 - 1,000; +1 to all saves, takes Shoulders slot.
Greaves of Endure Elements - 2,000 gp, constant Endure Elements effect, takes Feet slot.
Gloves of Battle +1 - 2,300 gp, +1 weapon, black, fingerless gloves that meld with his hands, so that they are not easily detectable; counts as being unarmed for monk skills and abilities, takes Hands slot.
Amulet of Dexterity +2 - 4,000 gp, +2 Dexterity, simple gold torc, takes Neck slot.
Monk's Belt (pending, not bought yet) - 13,000 gp, +5 levels of Monk for purposes of determining AC bonus and unarmed strike damage, +1 use of Stunning Fist. Takes Waist Slot.
Character History:
Born as the result of a twisted experiment by drow, Grimm was considered a near-miss by his creators, and thus allowed to live. The drow who owned his mother, a full-blooded minotaur slave, attempted to fertilize her with raw evil energy. However, the attempt went slightly awry, and instead of producing a single, purely evil offspring, the experiment resulted in the minotaur female becoming pregnant with three offspring, each one with a strong tendency towards one of the poles: good (Grimm, black-furred), evil (Grizz, his older sister, red-furred barbarian), and neutrality (Gast, grey-furred mage). Of the three, Grizz was considered a success, while the other two were noted for having odd tendencies (their alignment variations were not yet known), but seen as useful nevertheless.
Taken from an early age and raised on the milk of his drow House's Matriarch, Grimm was trained well in drow martial arts and tantric meditation, all the better to serve as a bodyguard and plaything for his drow mistresses, especially the youngest daughter of the House Matriarch, who he cared for deeply. While Grimm was intensely loyal to this youngest daughter, who was good-hearted, this loyalty gradually ceased to apply to other drow. Tragedy struck when Grimm's young mistress was caught reading forbidden books, telling the true story of how the drow fell. Before she could be taken and executed, however, she and Grimm fled the city, and tried to make their way to the surface, where the young drow hoped to find elves sympathetic to her plight. However, while escaping, the pair were caught by drow hunters, and she was killed, while Grimm was badly wounded and left for dead.
Surviving despite the odds, even while maddened by drow venom, Grimm made his way to the surface, and found his way into the company of Turos mercenaries, who eventually took him back to their city in the Freeholds, where he furthered his studies in tantric meditation to attempt and achieve greater enlightenment. Feeling discontent, however, and lacking true connections to those of his own kind (or close enough, as he was a civilized minotaur, rather than a pure-blooded Turos), Grimm took to the seas, and arrived in Avalon City a few months later, where he hoped to find the enlightenment he sought in the whirl of many races, rather than simply through the eyes of one.