Vindur (sunshadow21)

__NOTOC__ 
===Basic Information===
 Race: Half Elf
 Class: Wind Oracle 4/Drunken Master of Many Styles 7
 Level: 11
 Experience: 105000
 Alignment: LN
 Languages: Auran, Aquan, Common, Deltan, Draconic, Elven, 
 Ignan, Old Landallian, Sylvan
 Deity: whichever one is convenient, though he usually 
 avoids evil ones
 First Seen: 
 Current Location: 
 
===Details===
 Size: Medium
 Gender: Male
 Age: 55
 Height: 6'3"
 Weight: 175
Hair Color: Black (starting to grey in spots)
 Eye Color: Hazel
Skin Color: Well Tanned
Appearance: Despite obvious signs of a life on the road, Vindur 
 always looks as impeceble and nice looking as 
 possible, the sole remaining hint of the life he 
 lived as a child
 Demeanor: Much like the wind he follows, his temper is cabable 
 of going from calm to deadly in a matter of seconds; 
 can be quite friendly, but is often despondent, prone 
 to drink, and capable of cold blooded rage
===Background===
Vindur was born in a small, but affluent, town in the Baronies. After a tornado killed his parents at an early age, he was raised by various relatives. Showing an affinity for the force of nature that so cruelly killed his parents, his temper was wild, and though he found that living in the wild was not usually up to his preferred standard of living, he found himself frequently on the road, being uncomfortable with the idea of sitting still or settling down. A wandering monk gave him a purpose to his wanderings, convincing him to focus his wild energy on studies of martial arts. With his martial arts skills, he proved to be a reasonably competent adventurer until one adventure left him lame. After a period of self doubt and self loathing, turning to drink to drown his sorrows, the wind, long his inspiration, provided him a new outlet to understand himself and pull himself out of his dark days. Since then, he has been on many successful adventures, and though he is starting to get to the age that most adventurers are starting to settle down, Vindur continues to wander the roads, seemingly unaware of the passage of time, going from adventure to adventure as funds and the winds allow.
===Mini-Stats===
Vindur
AC: 17 (Touch 17, Flatfooted 13)
HP: 96/96 Initiative: +3
Perception : +18 Sense Motive: +8
CMB: +14 CMD: 31
Fort: +10 Reflex: +11 Will: +15
**Evasion; +2 vs drugs, enchantment, poison; 
**+4 vs alcohol; immune to magic sleep
Current Weapon in Hand:
Current Conditions in Place:
Active Styles:
[spoiler=Style Benefits]
Boar: unarmed can do bludgeoning/slashing/piercing damage; 
1/rnd tear flesh (+2d6 dam) if 2+ unarmed attacks hit; free demoralize (+16)
Dragon: x2 Str to unarmed damage on 1st hit, x1.5 to other unarmed strikes
 on a crit/successful Stunning Fist, shaken for 1d4 + 4 rounds
 +2 vs sleep, paralysis, stunning; 
 ignore difficult terrain to charge, run, withdraw; charge through allies
 spend 2 stunning fist attempts for 15' cone (unarmed strike dam, shaken for
 1d4 rnds; Will save DC 17 halves dam, not shaken; can spend an elemental 
 fist use to deal elemental fist damage (this damage is not halved)
 Monkey: no penalty to attack, AC while prone; crawl, stand from prone without aoos
 stand as a swift action on a DC 20 Acrobatics
[spoiler]
Stunning Fist (Stun, Fatigue) DC 17, 9/9
Elemental Fist (+1d6 elemental damage) 8/8
Ki Pool (5/5/day)
Drunken Ki (0/3; lasts an hour or until used; max is 1/odd monk lvl after 1st)
[spoiler=Ki Powers]*requires Drunken Ki
Drunken Strength* 1 drunken ki, swift, +1d6 to a successful melee attack
High Jump 1 ki, swift, +20 acrobatics made to jump
Ki Defense 1 ki, swift, +4 dodge bonus
Ki Flurry 1 ki, swift, 1 additional attack
Ki Speed 1 ki, swift, +20 movement for one round
Ki Stagger* at least 1 drunken ki, swift, take a 5' step as a swift 
 action without drawing an attack of opportunity
Ki Strike at least 1 ki, treat unarmed strike as Magic, Cold Iron, Silver 
Wholeness of Body 2 ki, standard, heal 7 HP[/spoiler]
Air Barrier +4 Armor 4/4 hrs; used in hour increments
Invisibility 4/4 minutes; used in minute increments
[spoiler=Spells]CL 6; Concentration +8; SR +6
Cantrips (at will) - Create Water, Guidance, Light, Mending, Purify
 Food and Drink (DC 12), Stabilize
1st (7/day) - Alter Winds (DC 13), Cure Light Wounds, Endure Elements,
 Obscuring Mist, Shield of Faith
2nd (4/day) - Align Weapon, Cure Moderate Wounds, Gust of Wind (DC 14)[/spoiler]
Drinking Horn of Bottomless Valor 3/3 charges
 At least one charge left, can command it to fill with mead or
 similar alcoholic drink.
 1 charge: standard, 1d8 temp hp, 1 minute
 2 charges: full round, 1d8+5 temp hp, enlarged, 5 minutes 
 3 charges: 2 full rounds, 1d8+10 temp hp, enlarged, heroism, 10 minutes
Gloves of Arrow Snatching: 2/day, Snatch Arrow (as feat)
Unfettered Shirt: 1/day, freedom of movement, 10 minutes
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 18 +4 (13:3 pts; +2 racial; +1 level; +2 enh) 
DEX: 16 +3 (15:7 pts; +1 level)
CON: 14 +2 (12:2 pts; +2 enh)
INT: 10 +0 (0 pts)
WIS: 15 +2 (13:3 pts; +2 enh)
CHA: 14 +2 (5 pts)
===Combat Statistics===
 (Max-2) HP: 96 = [11d8(8,6,6,6,6,6,6,6,6,6,6) + CON (2)x11 + FC (6)]
 AC: 17 = [10 + DEX (3) + WIS (2) + Monk (1) + Dodge (1)]
 AC Touch: 17 = [10 + DEX (3) + WIS (2) + Monk (1) + Dodge (1)]
AC Flatfooted: 13 = [10 + WIS (2) + Monk (1)]
 INIT: +03 = [DEX (3)]
 BAB: +08 = [Oracle (3) + Monk (5)]
 CMB: +14 = [Oracle BAB (3) + Monk (7) + STR (4)]
 CMD: 31 = [10 + Oracle BAB (3) + Monk Lvl(7) + STR (4) + 
 DEX (3) + WIS (2) + Monk AC (1) + Dodge (1)]
 Fortitude: +10 = [Oracle (1) + Monk (5) + CON (2) + ENH (2)]
 *** +2 vs drugs, poison; +4 vs alcohol
 Reflex: +11 = [Oracle (1) + Monk (5) + DEX (3) + ENH (2)]
 Will: +15 = [Oracle (4) + Monk (5) + WIS (2) + racial (2) + ENH (2)]
 *** +2 vs enchantment; immune to magic sleep
 Speed: 40'
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Stunning Fist (Stun, Fatigue) DC 17, 9/day
Elemental Fist (+1d6 elemental damage) 8/day
Ranged: +11/+6 = BAB (8/3) + Dex (3)
 +1 Crossbow: Attack: +12 = Base Ranged (+11) + Enh (1)]
 Damage: 1d8+1, Crit: 19-20/x2, 80' range 
 Ammo: Regular Bolts: 20
 MW Dagger (ranged): Attack: +12 = [Base Ranged (11) + Enh(1)]
 Damage: 1d4, Crit: 19-20/x2, 10' range
Melee: +12/+7 = BAB (8/3) + Str (4)
 Unarmed: Attack: +13/+8 = Base Melee (+12) + Enh (1)
 Damage: 1d8+5, Crit: x2
 Special: lethal/nonlethal; heart-seeking
 +1 Longspear: Attack: +13/+8 = Base Melee (+12) + Enh (1)
 Damage: 1d8+7, Crit: x3
 Special: Reach
 MW Dagger (melee): Attack: +13/+8 = Base Melee (+12) + Enh (1)
 Damage: 1d4+4, Crit: 19-20/x2
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 49 = [(Base(4) + INT(0)) x Level (11) + FC (5)]
BG Skill Points: 22 = 2 x Level (11)
* Class skill
^ Background Skill
Skills Total Rank BG CS Ability ACP Misc
Acrobatics* 19 11 0 3 3 -0 +2(Wis)
*+7 when jumping
Appraise^ 00 0 0 0 0 +0
Bluff 02 0 0 0 2 +0
Climb* 08 1 0 3 4 -0 +0
Craft ( )*^ 00 0 0 0 0 +0
Diplomacy* 11 1 0 3 2 +5(comp)
Disguise 02 0 0 0 2 +0
Escape Artist* 03 0 0 0 3 -0 +0
Fly* 07 1 0 3 3 -0 +0
Heal* 06 1 0 3 2 +0
Intimidate* 14 9 0 3 2 +0
Knowledge (Geography)^ 06 0 6 0 0 +0
Knowledge (History)*^ 08 0 5 3 0 +0
Knowledge (Local) 0 0 0 0 +0
Knowledge (Nobility)^ 05 0 5 0 0 +0
Knowledge (Planes)* 0 0 0 0 +0
Knowledge (Religion)* 0 0 0 0 +0
Linguistics^ 06 0 6 0 0 +0
Perception 18 11 0 3 2 +2(racial)
Perform ( )^ 02 0 0 0 2 +0
Ride 03 0 0 0 3 -0 +0
Sense Motive* 06 1 0 3 2 +0
Spellcraft* 04 1 0 3 0 +0
Stealth 17 11 0 3 3 -0 +0
Survival 02 0 0 0 2 +0
Swim 08 1 0 3 4 -0 +0
===Spells and Magic===
Ki Pool (5/5)
Drunken Ki (0/3; lasts an hour or until used; max is 1/odd lvl after 1st)
 Ki Powers (*requires Drunken Ki)
 Drunken Strength* 1 drunken ki, swift, +1d6 to a successful melee attack
 High Jump 1 ki, swift, +20 acrobatics made to jump
 Ki Defense 1 ki, swift, +4 dodge bonus
 Ki Speed 1 ki, swift, +20 movement for one round
 Ki Stagger* at least 1 drunken ki, swift, take a 5' step as a swift 
 action without drawing an attack of opportunity
 Ki Strike at least 1 ki, treat unarmed strike as Magic, Cold Iron, Silver 
 Wholeness of Body 2 ki, standard, heal 7 HP
Revelation Powers
Air Barrier +4 Armor 4/4 hrs; used in hour increments
Invisibility 4/4 minutes; used in minute increments
Spells:
CL 6; Concentration +8; SR +6
Cantrips (at will; DC 12) Level 1 (7/day; DC 13) Level 2 (5/day; DC 14)
* Create Water * Alter Winds * Align Weapon
* Guidance * Cure Light Wounds * Cure Moderate Wounds
* Light * Endure Elements * Gust of Wind
* Mending * Obscuring Mist
* Purify Food & Drink * Shield of Faith
* Stabilize
Drinking Horn of Bottomless Valor 3/3
So long as the horn has at least one charge remaining, it’s owner can command 
 it to fill with mead or a similar alcoholic drink.
 1 charge: standard, 1d8 temp hp, 1 minute
 2 charges: full round, 1d8+5 temp hp, enlarged, 5 minutes 
 3 charges: 2 full rounds, 1d8+10 temp hp, enlarged, heroism, 10 minutes
Gloves of Arrow Snatching: 2/day, Snatch Arrow (as feat)
Unfettered Shirt: 1/day, freedom of movement, 10 minutes
===Equipment===
Equipment Cost Weight
Wealthy Lifestyle {1,000 gp }
Living Garments 5,000 gp (2 lb)
 on command, make a number of subtle adjustments 
 always remains clean, automatically repairs damage to itself
 +5 competence bonus on Diplomacy checks.
+1 Heartseeker Amulet of 16,000 gp
 Mighty Fists
Belt of Physical Might +2 10,000 gp 1 lb
 (Str, Con) 
Cloak of Resistance +2 4,000 gp 1 lb
Drinking Horn of Bottemless 24,000 gp 2 lb
 Valor
Gloves of Arrow 4,000 gp
 2/day Snatch Arrow (as feat)
Headband of Wisdom +2 4,000 gp 1 lb
Unfettered Shirt 10,000 gp
 {67,000 gp 5 lb}
+1 Longspear 2,305 gp 9 lb
MW Dagger 302 gp 1 lb
+1 Light Crossbow 2,335 gp 4 lb
 Bolts (20) 2 lb
 {4,942 gp 16 lb}
Belt, Pouches
Scroll Tube Built into belt 0.5 lb
 Find Traps (3) 450 gp -- lb
Belt Pouch (2)
 (p1)Chalk (10) -- lb
 (p1)Flint & Steel -- lb
 (p1)Rations (2) 2 lb
 (p2)Wand of CMW (42) 4,500 gp -- lb
 (p2)Ioun Torch 75 gp -- lb
 (p2)Potion of CMW (2d8+3) (3) 900 gp -- lb
Hip Flask (hard liquor) 0.5 lb
Mug, Steel 1 lb
Waterskin (water) 4 lb
 {5,925 gp 7.5 lb}
Handy Harversack 2,000 gp 5 lb
 Bedroll, Blanket, and Hammock (9 lb)
 Tent 10 gp (20 lb)
 Cold Weather Outfit (7 lb)
 Fishing Net (5 lb)
 Folding Chair (10 lb)
 Hot Weather Outfit (4 lb)
 Jugs (Hard Liquor, Fine Wine, Ale) (27 lb)
 Mess Kit (1 lb)
 Mirror, Small (0.5 lb)
 Rations (12) (12 lb)
 Rope, Silk (50') (5 lb)
 Soap (6) (3 lb)
 Twine (50') (0.5 lb)
 Waterproof Bag (0.5 lb)
 Waterskin (4) (4 lb)
 {2,010 gp 5 lb}
 80,877 gp 33.5 lb
 Light Medium Heavy 
Max Weight: 0-100 101-200 201-300
===Finances===
PP: 100 Initial Character Money: 82,000 gp
GP: 120 Adventure 1
SP: 27 Adventure 2
CP: 30 Adventure 3
Gems/Jewelry/Other: ===========
 Total Earnings: 82,000 gp
 Lifestyle and Inventory: -80,877 gp
 Consumed or Destroyed: gp
 ===========
 1,123 gp
===Racial Features===
Ability Adjustments: +2 (Strength)
 Size: Medium
 Speed: 30'
 Favored Classes: Monk, Oracle (6 HP, 5 Skill Points)
 Dual Minded: +2 Will save
 Elf Blood: Count as both elf and human
 Elven Immunities: +2 vs enchantment spells, effects
 Low light Vision: See twice as far as humans in low light
 Keen Senses: +2 Perception
 Multitalented: 2 favored classes
===Class Features===
Oracle
 Armor: Light, Medium, Shields
 Weapons: Simple
 ----
 Mystery: Wind
 Additional Class Skills: Acrobatics, Escape Artist, Fly, Stealth
 Bonus Spells: alter winds(2), gust of wind(4)
 ----
 Curse: Lame
 -10 ft movement, never slowed by encumbrance
 ----
 Revelations
 Air Barrier: +4 armor; 1 hr/day/lvl; used in hr increments
 Invisibility: Invisibility 1 min/day/lvl; used in minute increments
Monk
 Weapons: brass knuckles, cestus, club, crossbow (light or heavy), dagger,
 handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short 
 sword, shuriken, siangham, sling, spear, temple sword
 ----
 Bonus Feat
 Boar Style
 Dragon Style
 Monkey Style
 ----
 AC/CMD Bonus +1, +2 Wis
 ----
 Evasion: Take no damage instead of half damage on a successful Reflex save
 to avoid area of effect damage
 ----
 Fast Movement: +20 ft movement
 ----
 Fuse Style (2 styles): Can have two style active at once
 ----
 High Jump: Add monk level to acrobatics to jump
 ----
 Ki Pool (5/day)
 Drunken Ki (0/3; lasts an hour or until used; max is 1/odd lvl after 1st)
 Ki Powers (*requires Drunken Ki)
 Drunken Strength* 1 drunken ki, swift, +1d6 to a successful melee attack
 High Jump 1 ki, swift, +20 acrobatics made to jump
 Ki Defense 1 ki, swift, +4 dodge bonus
 Ki Flurry 1 ki, swift, 1 additional attack
 Ki Speed 1 ki, swift, +20 movement for one round
 Ki Stagger* at least 1 drunken ki, swift, take a 5' step as a swift 
 action without drawing an attack of opportunity
 Ki Strike at least 1 ki, treat unarmed strike as Magic, Cold Iron, Silver 
 Wholeness of Body 2 ki, standard, heal 7 HP
 ----
 Maneuver Training: Use Monk levels instead of Monk BAB to calculate CMB
 ----
 Slow Fall: Ignore 30' of a fall when within arms reach of a wall
 ----
 Stunning Fist (Stun, Fatigue) DC 17, 9/day
 ----
 Unarmed Strike (1d8)
===Feats===
Improved Unarmed Strike (Monk Bonus 1): can do lethal or nonlethal damage
Stunning Fist (Monk Bonus 1): 1/day/monk lvl + 1/4 levels of other classes
 DC 10 + 1/2 char lvl + Wis; stunned for 1 rnd
Boar Style : unarmed can do bludgeoning or slashing damage
(Monk Bonus 1) 1/rnd can tear flesh (+2d6 dam) if 2+ unarmed attacks hit
Combat Style Master (Lvl 1): enter style as a free action
Dragon Style : +2 vs sleep, paralysis, stunning
(Monk Bonus 2) ignore difficult terrain to charge, run, withdraw
 charge through allies
 on first unarmed strike of round, x1.5 Str
Dodge (Lvl 3): +1 Dodge to AC
Dragon Ferocity (Lvl 5): x2 Str to unarmed damage on 1st hit, x1.5 on others
 on a critical hit or successful Stunning Fist,
 opponent is shaken for 1d4 + Str rounds
Boar Ferocity (Lvl 7): unarmed can do piercing damaage
 +2 to demoralize foe
 whenever you tear flesh, free intimidate to
 demoralize
Dragon Roar(Lvl 9): +1 Stunning Fist attempt/day
 spend 2 stunning fist attempts for 15' cone
 deal unarmed strike damage, shaken for 1d4 rnds
 Will save (10+1/2 char lvl + wis) halves dam,
 not shaken; can spend an elemental fist use to deal
 elemental fist damage (this damage is not halved)
Monkey Style : add Wis to Acrobatics (always active)
(Monk Bonus 6) no penalty to attack, AC while prone
 crawl, stand from prone without aoos
 stand as a swift action on a DC 20 Acrobatics
Elemental Fists (Lvl 11): 1/day/monk lvl + 1/4 levels of other classes
 +1d6 of chosen elemental type 
 (acid, cold, electricity, fire)
 -------------------------------------------------------------------------
 Possible future feats: Monkey Moves, Monkey Shine, Mobility, Spring Attack
===Traits===
 Iron Liver (Equipment): +2 Fort saves vs poison/drugs (trait bonus, +4 vs alcohol)
 Magical Knack (Oracle) (Magic): +2 Oracle caster level (trait bonus)
===Adventure Log===
Character Creation (retiring Thuvian Darklight
Start at lvl 11 after retiring Thuvian
shopping at the start of The Tower of Doors
Bought 3 potions of CMW & 3 scrolls of Find Traps for 1350 gp
===Level Ups===
 Level 2:
 Class: Monk 2
 BAB: +0 to +1
 Fort: +2 to +3
 Ref: +2 to +3
 Will: +2 to +3
 Features: Bonus Feat
 Evasion
 HP: 19 = 11(old total) + 8 (1d8(6) + 2(Con))
Skill Pts: +5 (4(Class) + 0(Int) + 1(FC)) + 4(Old Total) = 9(new total)
 
 Level 3:
 Class: Oracle 1
 BAB: +1 to +1
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +3 to +5
 Feat: 
 Features: Mystery: Wind; Curse: Lame; Orisons/Spells
 Revelation: Air Barrier
 HP: 28 = 19(old total) + 9 (1d8(6) + 2(Con) + 1(FC))
Skill Pts: +4 (4(Class) + 0(Int) +1(FC)) + 9(Old Total) = 13(new total)
 
 Level 4:
 Class: Oracle 2
 BAB: +1 to +2
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +5 to +6
 Stat: +1 Dex
 Features: Mystery Spell
 HP: 36 = 28(old total) + 8 (1d8(6) + 2(Con))
Skill Pts: +5 (4(Class) + 0(Int) + 1(FC)) + 13(Old Total) = 18(new total)
 
 Level 5:
 Class: Monk 3
 BAB: +2 to +3
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +6 to +6
 Feat:
 Features: Drunken Ki
 Fast Movement +10'
 Maneuver Training
 HP: 47 = 36(old total) + 9 (1d8(6) + 2(Con) + 1(FC))
Skill Pts: +4 (4(Class) + 0(Int)) + 18(old total) = 22(new total)
 
 Level 6:
 Class: Monk 4
 BAB: +3 to +4
 Fort: +3 to +4
 Ref: +3 to +4
 Will: +6 to +7
 Features: AC +1
 Ki Pool
 Slow Fall 20'
 Unarmed Damage 1d8
 HP: 55 = 47(old total) + 8 (1d8(6) + 2(Con))
Skill Pts: +5 (4(Class) + 0(Int) +1(FC)) + 22(old total) = 27(new total)
 
 Level 7:
 Class: Oracle 3
 BAB: +4 to +5
 Fort: +4 to +5
 Ref: +4 to +5
 Will: +7 to +7
 Feat:
 Features: Revelation: Invisibility
 HP: 64 = 55(old total) + 9 (1d8(6) + 2(Con) + 1(FC))
Skill Pts: +4 (4(Class) + 0(Int)) + 27(old total) = 31(new total)
 
 Level 8:
 Class: Oracle 4
 BAB: +5 to +6
 Fort: +5 to +5
 Ref: +5 to +5
 Will: +7 to +8
 Stat: +1 Strength
 Features: Mystery Spell
 HP: 72 = 64(old total) + 8 (1d8(6) + 2(Con))
Skill Pts: +5 (4(Class) + 0(Int) +1(FC)) + 31(old total) = 36(new total)
 
 Level 9:
 Class: Monk 5
 BAB: +6 to +6
 Fort: +5 to +5
 Ref: +5 to +5
 Will: +8 to +8
 Feat:
 Features: High Jump
 HP: 81 = 72(old total) + 9 (1d8(6) + 2(Con) + 1(FC))
Skill Pts: +4 (4(Class) + 0(Int)) + 36(old total) = 40(new total)
 
 Level 10:
 Class: Monk 6
 BAB: +6 to +7
 Fort: +5 to +6
 Ref: +5 to +6
 Will: +8 to +9
 Features: Bonus Feat:
 Fast Movement +20
 Slow Fall 30'
 HP: 89 = 81(old total) + 8 (1d8(6) + 2(Con))
Skill Pts: +5 (4(Class) + 0(Int) +1(FC)) + 40(old total) = 45(new total)
 
 Level 11:
 Class: Monk 7
 BAB: +7 to +8
 Fort: +6 to +6
 Ref: +6 to +6
 Will: +9 to +9
 Feat: 
 Features: Ki Strike (Cold Iron, Silver)
 Wholeness of Body
 HP: 96 = 89(old total) + 9 (1d8(6) + 2(Con) + 1(FC))
Skill Pts: +4 (4(Class) + 0(Int)) + 45(old total) = 49(new total)
===Approvals===
*Approval (Aura) (6/14/2017) level 11
*Approval (KahlessNestor) (6/14/17) level 11
Category:Approved Characters
Category:The Tower of Doors