A simple monk who enjoys simple things

Name: Mord Race: Half-Orc Size: Medium Gender: Male Height: 6’2"
Weight: 240 lbs Age: 22 Alignment: CG Deity: Desna Languages: Common, Orc, Giant, Goblin
Class: Monk
Abil Total Mod Base Inher Armor Class Total Base Arm Shld Dex Size Dodge Nat Defl Misc
STR 20 +5 18 +2 AC 18 = 10 +0 +0 +3 +0 +0 +0 +0 +5
DEX 16 +3 15 +1 Touch 18 = 10  —  — +3 +0 +0  — +0 +5
CON 15 +2 15 +0 Flat-Foot 15 = 10 +0 +0  — +0  — +0 +0 +5
INT 14 +2 14 +0 Saving Throws Total Base Abil Enh AP 0
WIS 18 +4 18 +0 Fortitude +6 = +4 +2 +0 MD
CHA 13 +1 13 +0 Reflex +7 = +4 +3 +0 SF 0%
Willpower +8 = +4 +4 +0 HP 37
Attacks Total BAB Abil Size Enh Initiative: +3 Spd
Melee +9 = +3 +5 +0 +1 Damage Reduction: 0 Land: 40 ft
Ranged +6 = +3 +3 +0 +0 Spell Resistance: 0 Fly: 0 ft
CMB +9 = +4* +5 +0 +0 Action Points: 0 Swim: 20 ft
CMD 26 = +18 +8 +0 +0 Climb: 10 ft

Feats a& Features

Power Attack: -1 to hit, +2 to damage
Improved Grapple: +2 to grapple and defense against grapple, grapple does not provoke opportunity
Deflect Arrow: Ignore 1 hit from ranged weapon per round
Improved Overrun: +2 overrun and defense against overrun, overrun does not provoke opportunity
Darkvision 60: Can see 60 feet with no light
Orc Ferocity: Can fight one round after losing all hit points if disabled, once per day
Weapon Fam: Proficient with great axes and falchions and any weapon with “orc” in the name
Flurry of Blows: Make 2 monk attacks as a full action with BAB +1
Unarmed Strike: Improved Unarmed Strike feat, fist are weapons (even with full hands) that do 1d6 damage
Stunning Fist: Add fort save to unarmed attack = to 16 (10+ 1/2 level + wisdom) failure means stunned 3 (level) uses per day
Evasion: Reflex save success negates all damage instead of half
Fast Movement: +10 to move speed
Combat Maneuver Training: Use level instead of BAB for CMB
Still Mind: +2 saving throw against enchantment spells and effects
Slow Fall: Take fall damage as though 20ft less if near vertical surface
Ki Pool: Unarmed attacks are magic if any Ki points, Ki points can be expended for special moves


Total Rank Abil Train Misc AP
x Acrobatics DEX +10 = +4 +3 +3 +0 +0
Appraise INT +2 = +0 +2 +0 +0 +0
Bluff CHA +1 = +0 +1 +0 +0 +0
x Climb* STR +12 = +4 +5 +3 +0 +0
x Craft* INT +2 = +0 +2 +0 +0 +0
Diplomacy CHA +1 = +0 +1 +0 +0 +0
Disguise CHA +1 = +0 +1 +0 +0 +0
x Escape Artist* DEX +8 = +2 +3 +3 +0 +0
Fly* DEX +3 = +0 +3 +0 +0 +0
Heal WIS +4 = +0 +4 +0 +0 +0
x Intimidate CHA +7 = +1 +1 +3 +2 +0
x Kn: Religion INT +6 = +2 +1 +3 +0 +0
x Perception WIS +11 = +4 +4 +3 +0 +0
x Perform CHA +1 = +0 +1 +0 +0 +0
x Ride* DEX +3 = +0 +3 +0 +0 +0
x Sense Motive WIS +10 = +3 +4 +3 +0 +0
x Stealth* DEX +10 = +4 +3 +3 +0 +0
Survival WIS +4 = +0 +4 +0 +0 +0
x Swim* STR +9 = +1 +5 +3 +0 +0


Mord was born on the southern island of Murasma. Murasma is often found at the center of slave trade, being ideally situation between most empires and the uncivilized world. Many exotic creatures and beings are bought and sold in the docks of Murasma. It had long been a tradition to breed half-orcs into slavery. They create the ideal blend of the fierce strength of orcs and the intelligence to follow instructions of humans. To this end Mord was no different.

From an early age Mord was carrying the latest shopping supplies, and moving heavy furniture. As he matured his great strength was put to use as a rower on a large trade ship. It wasn’t long before his exceptional strength was noticed though. Fate returned him to the island on which he had been born. This time not only as a slave, but as a combatant.

Mord was forced to fight in one of the many slave fighting pits in Murasma. He was instructed in the ways of combat by a local martial arts master, Juraya. The preferred weapons in the pits were unarmed fists, as to prevent loss of slaves, and so Mord turned his body into a weapon. Mord excelled at these pit fights, his sheer size and strength more than enough for most, but he also possessed an uncanny amount of agility. It didn’t take long for Mord to rise among the ranks in the pit.

It was not Mord’s strength nor his dexterity that truly intrigued master Juraya, but Mord’s mind. To the untrained eye, Mord seems rather simple in the head. This was a learned response though; Mord had been a slave all his life, and knew exactly what his masters wanted to see. Juraya saw Mord’s mind as a fortress, used to steel away the pain that had been Mord’s life. It was this mental fortitude that would allow Mord to far outstrip the physical limitations of his body.

Juraya took care to give Mord special attention. Not only did he train Mord in the arts of combat, but also in the ways of religion and peace. As Juraya spent more and more time training Mord to be a true monk, he began to pity him more and more. He saw that Mord did not like hurting the other combatants, nor did he revel in victory. Most of all he pitied Mord’s imprisonment. It was Juraya who set the gears into motion to free Mord.

Mord had long been extremely passive and submissive. He rarely was kept under watch, and his imprisonment was usually kept simple. It was not hard for Juraya to dispatch the only guard on patrol. With keys in hand he opened Mord’s cell, and lead him straight to the docks. A ship was waiting, and carried Mord to freedom that very night.

Mord never found out what happened to Juraya or his former owner. He was too distracted by all the possibilities that freedom brought. He spent several weeks running and climbing and swimming. He explored new places, and found new animals. He became a local favorite, a large, kind pauper who ran around town. It wasn’t long before he ran into Imora. The thought of exploring the world was enough to grab Mord’s interest, but to his utmost excitement, he would also be payed as a crew member!


Mord’s mind is a fortress. There really isn’t a lot that upsets him, and he has a naive curiosity about the world. Even though he never became bitter or broken from his life in slavery, it still formed the basis of his personality. Mord is generally submissive, and does as he is told. If not told to do anything his curiosity will usually force him to wander off.

As far as combat goes, Mord does not care for violence. He has grown quite accustomed to protecting his new found family, and has no inhibitions about destroying those who would do them harm. He has a general fear that some people are out to capture him and bring him back to slavery (not completely unfounded). His life of slavery has taught him to keep his eyes open, and to not be found when trouble arises. This may look like cowardice to some, but really it is just common sense.

Mord is generally jovial, but one thing will anger him to no end. Mord loves freedom so much that he becomes enraged at the thought of any living creature being detained against their will. Sometimes he will lose better judgment when he feels trapped and instead go into a panic. When panic Mord will generally use his massive strength to solve his problems in the simplest way possible.


Tales From Carpentaria Demonicrose steelweevil