Zog Zog

Nature: Player Character
Player: Sigve
User: WeavertheReaverWeavertheReaver

Race: Half-Orc
Origins: Sharn
Residence: The Gathering Light
Religion: The Path of Light

Class: Monk 10
Archetype: Drunken Monk
Alignment: Lawful Neutral


Gender: Male
Age: 21
Hair: Black
Eyes: Blue
Height: 6.5 feet
Weight: 182 lbs.
Body: Muscluar but with potbelly
Clothing: Monk Robes
Oher traits: Various scars from adventuring
Languages: Common, Orcish, Goblinoid.


Foster-brother of Calvin

Racial Abilities

Ability Scores: Get a +2 bonus to 1 ability score of their choice at chargen.
Size: They're Medium creatures. Speed: 30 feet.

Darkvision: Can see in the dark up to 60 feet.
Intimidating: Get +2 racial bonus to Intimidate skill checks.

Gatecrasher: Get +2 racial bonus to:
●Strength checks to break objects.
●The "Sunder" Combat Maneuver check.

Orc Ferocity:
●When brought below 0 HP but not killed, they can fight on for +1 more round as if disabled.
●At end of their next turn, unless brought to HP>0, fall unconscious & begin dying.
●Can do this once per day, +1 additional time per Con bonus (if any).

Orc Blood: Counts as both human and orc for any effect related to race.
Weapon Familiarity: ●Proficient in greataxe & falchion.
●Treat armaments with “orc” in the name as ''martial'' weapons.

Class Abilities

Proficiencies: Club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword.

Bonus Feats:
●Gets 1 bonus feat at the following levels: 1st, 2nd, 6th, 10th, 14th & 18th.
●The player chooses which to take, selected from the ones available in the monk's Bonus Feat list.

AC Bonus:
●Add Wisdom modifier to AC & CMD.
●Gets an additional bonus to AC & CMD = +1 per 4 levels (max +5) = +2 bonus.

Flurry of Blows:
●Lets character make +1 additional attack, at highest BaB.
●Gives a –2 penalty on all of his attack rolls, as if using the "Two-Weapon Fighting" feat.
●These attacks can be any combination of unarmed strikes & attacks with a "monk"-trait weapon
(doesn't need to use 2 weapons to utilize this ability).

Unarmed Strike: Gains "Improved Unarmed Strike" as Bonus Feat, which scales according to Monk levels.

Stunning Fist:
●Gains the "Stunning Fist" feat as a Bonus Feat.
●Can use it once per day per Monk level = 10 uses per day.
●May choose to inflict other conditions than "stunned" with this feat, using the same rules.
●Effects available is determined by Monk level, as listed on this chart:
Monk lvl lvl 1 lvl 4 lvl 8 lvl 12 lvl 16 lvl 20
Effect Stunned Fatigued Sickened Staggered Blind or Deaf Paralyzed
Duration 1 Round 1 Round 1 minute 1d6+1 rounds Permament 1d6+1 Rounds

●If character is subjected to an attack that has a Reflex save for 1/2 dmg, they take no damage if they succeed on the save.
●Only applies if the character is wearing light armor or no armor, and isn't helpless.

Improved Evasion: Still takes no damage on a successful Reflex save against such attacks, but now takes only 1/2 dmg on a failed save. Don't get this benefit when helpless.

Fast Movement (+30): Gains an enhancement bonus to his land speed.
Lost if the Monk wears any armor or carries a Medium load or more.

Maneuver Training: Character uses (Monk level) instead of (BaB) when calculating Maneuver Bonus.

Ki Mechanics

Ki Pool: = (1/2 monk level +Wisdom modifier) = (5+?) points.
Regain full pool each morning, after 8 hours of rest or meditation (don't need to be consecutive).

Drunken Ki:
●Can drink a tankard of ale or strong alcohol and gain 1 temporary ki point.
●The act of drinking is a standard action that doesn't provoke an AoO.
●Can have a max number of drunken ki points = 1 per 2 monk levels >1st, as shown on this table:
Monk lvl 3 5 7 9 11 13 15 17 19
Drunk ki Max 1 Max 2 Max 3 Max 4 Max 5 Max 6 Max 7 Max 8 Max 9

How do i move this table farther away!
●Can gain this temporary ki even before the character gets a proper ki pool at 4th lvl.
●Drunken ki points last for 1 hour or until spent, whichever is shorter.

Ki Strike:
●Lets his unarmed attacks be treated as magic weapons for the purpose of overcoming Damage Reduction.
●Unarmed attacks are also treated as cold iron & silver for the purpose of overcoming Damage Reduction.
●Unarmed attacks are also treated as Lawful-aligned weapons for the purpose of overcoming Damage Reduction.
16th level: His unarmed attacks will be treated as adamantine for the purpose of overcoming DR & bypassing Hardness.

By Spending 1 Ki Point, he can get 1 of the following effects:
●Make +1 additional attack at his highest attack bonus when making a "flurry of blows" attack.
●Increase his speed by 20 feet for 1 round.
●Give himself a +4 dodge bonus to AC for 1 round.
If he has drunken ki left: ●Move 5 feet, as a Swift action, without provoking AoO's.

Ki Powers

Spell-like abilities = (Sp)
●Use Wisdom as casting ability.
●Caster Level = Monk level = CL 10.
●Concentration = CL + Wis mod = +(10+?).

Barkskin (Sp):
●Get Natural Armor enhancement bonus = (1 +1/3 CL) = +4 to AC.
●Lasts for 10 minutes per CL = 100 minutes = 1 hour, 40 minutes.
●Costs 1 ki to activate. ●Max bonus is +5, at 12th level.

High jump:
●Get bonus = monk lvl = +10 on Acrobatics checks for jumping (both vertical & horizontal jumps).
●Character always counts as having a "running start" on jump checks made with Acrobatics.

Drunken Strength (Su):
●Can use 1 Ki as a Swift action to boost a Melee Attack.
●Can choose to do this after the attack roll has been made.
●Adds +1d6 damage per Ki spent.
●Can spend 1 Ki per 5 monk levels = max 2 Ki = max +2d6 dmg.
●Must have at least 1 point of "drunken ki" to use this ability.

Wholeness of Body (Su): Spend 2 Ki as a Standard Action to regain HP = Monk Level = heal 10 HP.


Improved Unarmed Strike:
●You're considered to be armed even when unarmed.
●Don't provoke AoO when you attack foes while unarmed.
●Your unarmed strikes can deal lethal or nonlethal damage, as you choose.

Stunning Fist: Can use an unarmed attack to inflict one of several conditions on target.
Improved Grapple: +2 to Grapple Maneuver Checks & Defense, and your Grapple doesn't trigger AoO
Improved Trip: +2 to Trip Maneuver Checks & Defense, and your Trip doesn't t trigger AoO
Dodge: +1 dodge bonus to AC
Keen scent: Gain the "Scent" Ability

Power Attack:
●Can choose to take a –1 penalty on all melee attack rolls & Maneuver checks to get a +2 bonus on all melee damage rolls.
●When BaB reaches +4, and every +4 BaB thereafter, the penalty increases by –1 & the damage bonus increases by +2.
●You must choose to use this feat before making an attack roll, and its effects last until your next turn.

●Damage bonus is increased by half (+50%) when making an attack with a 2-handed weapon, a 1-handed weapon wielded in two hands, or a primary natural weapon that adds 1.5 times your Str modifier to damage.
●Damage bonus is halved (–50%) if you're making an attack with an off-hand weapon or secondary natural weapon.
●Damage bonus doesn't apply to touch attacks or effects that don't deal HP damage.

Result: Can take –2 on melee attacks to get +4 to damage (+6 if using two-handed weapon), for 1 round.

Dragon Style: While using this style, you gain the following:
●Can add 1.5 times your Strength bonus on the damage roll for your first unarmed strike in a given round.
●Get a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects.
●Ignore difficult terrain when you charge, run, or withdraw.
●Can charge through squares that contain allies.

Dragon Ferocity:
●While using "Dragon Style", increase your Strength bonus on unarmed strike damage rolls by an additional 1/2 your Strength bonus,
to a total of double your Strength bonus on the first attack and 1.5 times your Strength bonus on the other attacks.
●When you score a critical hit or a successful "Stunning Fist" attempt against an opponent while using this style,
that opponent is also shaken for a number of rounds = (1d4 + your Strength bonus).

Dragon Roar:
●You gain 1 additional "Stunning Fist" attempt per day.
●While using "Dragon Style", you can expend 2 "Stunning Fist" uses as a Standard action to unleash a concussive roar in a 15-ft cone.
●Creatures caught in the cone take your unarmed strike damage & become shaken for 1d4 rounds.
●A successful Will save (DC 10 + 1/2 your lvl +Wis modifier) = DC (15+?) reduces the damage by 1/2 & prevents a target from being shaken.

Medusa Wrath:
●If you use the "Full-attack" action & make at least 1 unarmed strike, you can make +2 additional unarmed strikes at your highest BaB.
●These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.


Temple Sword: 1-hand. Dmg: 1d8+(str) S. Crit: 19-20/x2. Traits: Trip, Monk.
Siangham: light weapon. Dmg: 1d6+(str) P. Crit: x2. Traits: Monk.
Shuriken: thrown. Dmg: 1d2 S. Crit: x2. Range: 10 ft. Traits: Monk. (has 8 of them)
Sling: ranged wpn. Dmg: 1d4 B. Crit: x2. Range: 50 ft. Traits: Masterwork.

Monk's Robe:
●If the wearer has levels in monk, their AC & unarmed damage is treated as a monk of 5 levels higher.
●If worn by a character with the "Stunning Fist" feat, the robe lets them make +1 additional stunning attack per day.

Amulet of Mighty Fists (+2): Grants an enhancement bonus on attack & damage rolls for unarmed attacks & natural weapons.

●Belt of Giant Strength (+2)
●Bracers of Armor (+2)
●Headband of Inspired Wisdom (+6)
●5 waterskins filled with assorted Booze

Token of Zothicus: A lock of hair given by a grateful fey. Can be used once, which gives the following benefits for 24 hours:
●If the character has gained the Sickened condition because of an intake of alcohol, those penalties are converted into bonuses instead. In the case of Charisma-based skills & appropriate Charisma checks, this bonus is doubled.
●Drinking alcohol can't make the character Nauseated, or contribute towards that condition.
●If character uses Diplomacy against a single person, they ignore any penalties that might apply due to the target's biases or preferences (f.ex. racism, inferior social class, gender, etc).

Inspiration: As long as the giver retains his favor for this creature & that creature carries the token, they get the following benefits:
●A +2 bonus on Fortitude saves and Perform (song & dance) checks.
●Get a +2 deflection bonus to AC while drunk.
●If the character is a Barbarian with Rage powers (or archetype abilities) that require imbibing units of alcohol, those effects are calculated as if the character had +4 more barbarian levels.
●If the character has the Drunken Monk archetype, they calculate their max "drunken ki" pool as if they had +4 more monk levels.

Apart from the benefit granted, this effect functions just like the "Inspiration" power of the Nymph.

Wealth: ??? gp.

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