DRAGNAR CR 11
Male Dwarf Cleric 8 Monk (Tetori) 4
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +14


DEFENSE


AC 34, touch 26, flat-footed 29 (+4 armor, +4 Dex, +4 natural, +2 deflection, +1 dodge)
hp 113 (12d8+36)
Fort +13, Ref +10, Will +18
Defensive Abilities Defensive Training, Evasion


OFFENSE


Spd 30 ft.
Melee Unarmed Strike +18/+13 (1d8+2/20/x2)
Special Attacks Ki Strike, Magic
Spell-Like Abilities Rebuke Death (11/day), Strength Surge (11/day)
Cleric Spells Known (CL 8, 11 melee touch, 13 ranged touch):
4 (4/day) Cure Critical Wounds (DC 22), Freedom of Movement (DC 22), Restoration (x2) (DC 22), Magic Weapon, Greater (DC 22)
3 (5/day) Prayer, Cure Serious Wounds (DC 21), Create Food and Water, Searing Light (x3)
2 (5/day) Owl's Wisdom (DC 20), Cure Moderate Wounds (DC 20), Align Weapon (x2) (DC 20), Bull's Strength (x2) (DC 20)
1 (6/day) Divine Favor (DC 19), Shield of Faith (DC 19), Bless (x2), Cure Light Wounds (DC 19), Endure Elements (x2) (DC 19) \\ 0 (at will) Purify Food and Drink (DC 18), Light, Detect Magic, Spark (DC 18)


STATISTICS


Str 12/14, Dex 16/18, Con 16, Int 7, Wis 22/26, Cha 9
Base Atk +9; CMB +12 (+14 Grappling); CMD 37 (40 vs. Grapple)
Feats Channel Smite, Combat Casting, Dodge, Extra Channel, Guided Hand +6 melee, +4 ranged, Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (6/day) (DC 24), Stunning Pin, Weapon Focus: Unarmed Strike \\ Traits Artifact Hunter (Mwangi Expanse): Knowledge (History)
Skills Acrobatics +10, Climb +7, Escape Artist +11, Knowledge (History) +4, Perception +14, Sense Motive +12, Survival +9
Languages Common, Dwarven
SQ AC Bonus +9, Aura (Ex), Cleric Channel Positive Energy 4d6 (4/day) (DC 13) (Su), Cleric Domain: Healing, Cleric Domain: Strength, Cold weather outfit, Counter-Grapple (Ex), Fast Movement (+10'), Graceful Grappler (Ex), Greed, Hardy +2, Hatred, Healer's Blessing (Su), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Might of the Gods (8 rounds/day) (Su), Slow and Steady, Spontaneous Casting, Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8) Other Gear Amulet of Natural Armor +4, Backpack, Masterwork (empty), Bedroll, Belt of Physical Might, STR & DEX +2, Blue Priest (5), Boots of the Winterlands, Bracers of Armor, +4, Cold weather outfit, Flint and steel, Headband of Inspired Wisdom, +4, Oil of Magic Weapon, Greater +5, Potion of Regenerate, Rations, trail (per day) (7), Ring of Protection, +2


SPECIAL ABILITIES


AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Artifact Hunter (Mwangi Expanse): Knowledge (History) +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Smite Channel energy can be delivered through a Smite attack. Cleric Channel Positive Energy 4d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. Cleric Domain: Strength Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power. Cold weather outfit +5 Fort save vs. cold weather. Combat Casting +4 to Concentration checks to cast while on the defensive. Counter-Grapple (Ex) At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Guided Hand +6 melee, +4 ranged May use Wisdom modifier for attack rolls with favored weapon Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Healer's Blessing (Su) Your cure spells are empowered for free. Improved Grapple You grapple at +2, with no attacks of opportunity allowed. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex) CMB = other BABs + Monk level Might of the Gods (8 rounds/day) (Su) Add your cleric level to your STR for checks. Rebuke Death (11/day) (Sp) Heal 1d4+4 damage to creatures at negative HP Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 to avoid being bull rushed or tripped while standing. Still Mind (Ex) +2 to saves against enchantment spells and effects. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Strength Surge (11/day) (Sp) Grant +4 to a melee atack or strength check. Stunning Fist (6/day) (DC 24) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Stunning Pin Use Stunning Fist against pinned opponents Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

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