Kharis Darkstrider

Dark cloaked figure with the hood drawn up. A cloth mask covers obscures the bottom half of his face. Beneath the cloak, you catch flashes of tight fitting garb in dark greys. Above the mask are half-orc features with tattoo markings.

Description:
Race Half-Orc Alignment Lawful Good
Class Sohei 1 Religion Abadar
Stat Value Bonus
Str 15 +2
Dex 18 +4
Con 14 +2
Int 13 +1
Wis 17 +3
Cha 9 -1
AC 17 Touch AC 17 Flat-footed AC 13
CMB +2 CMD 16
Fort +5 Reflex +7 Will +6
HP 11 Init +4
Weapon Attack Damage Crit Type Range
Shuriken (Ranged) +4 1d6 + 2 20/x2 P 10 ft
Kukri +2 1d6 + 2 18-20/x2 S 0 ft
Unarmed +2 1d6 + 2 20/x2 B 0 ft
Point Blank Shot +1 Attack & Damage w/in 30 ft
Skills Bonus
Acrobatics +9
Climb +7
Knowledge(History) +1
Knowledge(Religion) +1
Perception +7
Sense Motive +7
Stealth +8
Survival +4
Starting Equipment Cost Weight
Backpack 2 gp 2 lbs
Bedroll 1 sp 5 lbs
Caltrops x 2 2 gp 4 lbs
Flint and Steel 1 gp -
Grappling Hook 1 gp 4 lbs
Pitons x 10 1 gp 5 lbs
Pouch, belt x 3 3 gp 1.5 lbs
Rope, silk (50ft) 10 gp 5 lbs
Monk’s outfit 2 lbs
Holy symbol, wood 1 gp -
Hot weather outfit 8 gp 4 lbs
Weapon Cord 2 sp
Shuriken (5) x 20 20 gp 10 lbs
Kukri x 1 8 gp 2 lbs
Total 59 gp 3 sp 42.5 lbs
Equipment I want to Get Cost Weight
Climber’s kit 80 gp 5 lbs
Backpack, Masterwork 50 gp 4 lbs
Falchion 75 gp 8 lbs
Kukri x 1 8 gp 2 lbs
Cestus 5 gp 1 lbs
Silver Brass Knuckles TBD TBD
Cold Iron Brass Knuckles TBD TBD
Adamantine Brass Knuckles TBD TBD
Feats Benefit
Point Blank Shot (1st) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Perfect Strike (1st – Weapon Adept Substitution) You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Note: Zack is allowing me to use Perfect Strike with weapons I am proficient with (includes Kukri and Shuriken)
Traits Benefit
Finding Haleen 1 skill point & hit point for favored classes
Desert Child +4 vs heat and +1 vs fire
Racial Traits Benefit
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Darkvision 60’
Weapon Proficiency – Great Axe and Falchion
Class Features Benefit
Improved Unarmed Strike
Extension of Self You have trained extensively with your chosen weapons, and they have become an extension of your own body. For any class feature that requires an unarmed strike, you can instead use a weapon with which you are proficient; this includes for the abilities unarmed strike, stunning fist, ki strike, and quivering palm.
For any attack, you are capable of combining the qualities of your unarmed strike with those of a wielded weapon with which you are proficient. You may choose to use the base damage of either your unarmed strike or your weapon. In addition to being bludgeoning damage, each attack also takes on the qualities of the weapon. Just like your unarmed strike, your weapon is treated as both manufactured and natural (although stacking limitations for enhancements still apply).
For example, if at 6th level you wielded a +1 flaming adamantine dagger, on all successful hits, you would deal your unarmed damage (1d8) in place of the dagger’s base damage (1d4) and treat it as adamantine, bludgeoning, and piercing; you would still add in the extra damage from the +1 enhancement and flaming property.
Orisons
Limited Cleric Spells per Day
Languages Common, Orc, Gnoll
Monk Weapon Adept (substitution from APG)
Perfect Strike (Ex) At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.
Way of the Weapon Master (Ex) At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
Evasion (Ex) At 9th level, the monk gains evasion. This ability replaces improved evasion.
Uncanny Initiative (Ex) At 17th level, a weapon adept does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces timeless body.
Pure Power At 20th level, a weapon adept forsakes the ideals of the perfect self to become a bastion of the physical and mental virtues monks hold dear. The monk gains a +2 bonus to Strength, Dexterity, and Wisdom. This ability replaces perfect self.
Wall Climbing Class Option (substitution)
Some monks train to defend against a fall. Others train to attack at great heights.
To compensate for their limited ability to attack at range, there are monks who learn to scale towers to reach archers, or trees to leap at flying foes. These monks believe in rising to the occasion.
Wall Climbing (Ex)
Level: 4th
Replaces: Slow Fall
Beginning at 4th level, a monk gains a climb speed equal to her fast movement bonus. So at 4th level, she gains a climb speed of 10 feet. This increases to 20 feet at 6th level, 30 feet at 9th level, 40 feet at 12th level, 50 feet at 15th level, and finally 60 feet at 18th level. As a creature with a climb speed, she gains a +8 racial bonus on all Climb checks. She must make a Climb check to climb any wall or slope with a DC higher than 0, but can always choose to take 10, even if rushed or threatened while climbing. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against her.
This ability replaces the monk’s slow fall class feature entirely, not just at 4th level.
Progression
Level BAB Fort Refl Will Feats Unarmed Damage AC Bonus Fast Mvmnt
Sohei1 0 2 2 2 Point Blank 1d6 0 0
Sohei2 1 3 3 3 Weapon Focus (Shuriken) (Bonus) 1d6 0 0
Sohei3 2 3 3 3 Precise Shot 1d6 0 10
Sohei4 3 4 4 4 1d8 1 10
Sohei5 3 4 4 4 Two-Weapon Fighting (-2 per attack) 1d8 1 10
Sohei6 4 5 5 5 Weapon Spec (Shuriken) (Bonus) 1d8 1 20
Sohei7 5 5 5 5 Point Blank Mastery 1d10 1 20
Sohei8 6 6 6 6 1d10 2 20
Sohei9 6 6 6 6 Farshot 1d10 2 30
Sohei10 7 7 7 7 2d6 2 30
Sohei11 8 7 7 7 Ranged Weapon Mastery (Piercing)(PH2 p82) 2d6 2 30
Sohei12 9 8 8 8 2d6 3 40
Sohei13 9 8 8 8 Elemental Fist or Rapid Shot 2d8 3 40
Sohei14 10 9 9 9 2d8 3 40
Sohei15 11 9 9 9 Rapid Shot (-2 for one additional attack) or Keen Scent 2d8 3 50
Sohei16 12 10 10 10 2d10 4 50
Sohei17 12 10 10 10 Improved Precise Shot (BAB +11) 2d10 4 50
Sohei18 13 11 11 11 2d10 4 60
Sohei19 14 11 11 11 2d12 4 60
Sohei20 15 12 12 12 2d12 5 60
Progression
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Sohei1 3 1
Sohei2 4 2
Sohei3 4 2 1
Sohei4 4 3 2
Sohei5 4 3 2 1
Sohei6 4 3 3 2
Sohei7 4 4 3 2 1
Sohei8 4 4 4 3 2
Sohei9 4 4 4 3 2 1
Sohei10 4 4 4 4 3 2
Sohei11 4 4 4 4 3 2 1
Sohei12 4 4 4 4 4 3 2
Sohei13 4 4 4 4 4 3 2 1
Sohei14 4 4 4 4 4 4 3 2
Sohei15 4 4 4 4 4 4 3 2 1
Sohei16 4 4 4 4 4 4 4 3 2
Sohei17 4 4 4 4 4 4 4 3 2 1
Sohei18 4 4 4 4 4 4 4 4 3 2
Sohei19 4 4 4 4 4 4 4 4 3 3
Sohei20 4 4 4 4 4 4 4 4 4 4
Progression
Level Class Abilities with Weapon Adept substitution
Sohei1 Extension of Self (Kukri, shuriken), orisons, perfect strike, unarmed strike
Sohei2 Weapon Focus
Sohei3 Fast movement, maneuver training
Sohei4 Ki pool (magic), slow fall 20 ft.
Sohei5 High jump, purity of body
Sohei6 Weapon Specialization, Slow fall 30 ft.
Sohei7
Sohei8 Slow fall 40 ft.
Sohei9 Evasion
Sohei10 Ki pool (lawful), slow fall 50 ft.
Sohei11 Diamond Body
Sohei12 Abundant Step, slow fall 60 ft.
Sohei13
Sohei14 Slow fall 70 ft.
Sohei15 Quivering Palm
Sohei16 Ki pool (adamantine), slow fall 80 ft.
Sohei17 Uncanny Initiative, tongue of sun and moon
Sohei18 Slow fall 90 ft.
Sohei19 Empty Body
Sohei20 Pure Power, slow fall any distance
Progression
Level Attribute Progression
Sohei4 +1 Strength
Sohei8 +1 Wisdom
Sohei12 +1 Dexterity
Sohei16 +1 Dexterity
Sohei20 +1 Intelligence
Bio:

Dark cloaked figure with the hood drawn up. A cloth mask covers obscures the bottom half of his face. Beneath the cloak, you catch flashes of tight fitting garb in dark greys. Above the mask are half-orc features with tattoo markings.

Kharis and (Phil’s Half-Orc) were orphaned at an early age. Haleen took them both in and helped to raise them. At a young age, Kharis came to revere Abadar and had sacred tattoos marked upon his face and body. As a young man, Haleen encouraged him to follow his religious pursuits. He began training as a Cleric of Abadar, but found his calling in the physical arts. The church inducted him into a secret brotherhood of assassins that they used to enforce the will of the church and punish those that oppose it’s edicts. He was trained in the arts of stealth and assassination and became a valued member of the brotherhood.

The sect of Abadar Kharis is a member of is the Scales of Abadar Brotherhood, shortened to the Scale Brotherhood.

Kharis Darkstrider

Zach Legacy of Fire whiter73