Updated to level 2:
On the outskirts of Eastwych, Arobash was raised by some local farmers as if he were their own. Although, with both of his caregivers being human, it was quite clear to everyone involved that Arobash was adopted. This was a fact that bothered Arobash so little that he never even thought to ask his foster parents about the true nature of his birth, for his farm was relatively isolated and that isolation protected him from the cruelties that could otherwsie befall a child of his heritage. After leaving the confines of the known, Arobash quickly learned just how protected he was in his youth.
Arobash moved to the city with the intention of making it big and being able to shower his family with the riches they deserved. Although he intended to make his way in life with the utmost of honor, the harsh realities of city-life, combined with his unwelcomed heritage proved to be too much of a challenge. Arobash expected his hardy physical nature would be perfect for dock work, however his employment opportunities were far more limited than he had ever imagined, and he instead found his place in a group of ruffians and cutthroats that earned their money in a much less pleasant manner.
Arobash's time within the gang was far from a highlight of his life, but the money was more than able to help his parents with their failing farm, and he developed some very real friendships with his other recruits. In spite of his attempts to believe that the positives outweighed the negatives, he was very grateful to live to see the end of his short career as a ruffian. The end of that career came at the hands of one poorly chosen mark that would forever change Arobash's fate.
During what seemed to be an otherwise routine mugging, Arobash's gang found themselves completely outmatched by an unarmed simpleton. Arobash was lucky to count himself in the number that only received a mere beatdown, some of the others received a much more final retribution. Yet Arobash and some of the other perhaps more foolish ruffians did not find shame in defeat, instead they found admiration in the form of the man that had so readily, and easily put them in their place. As awe-struck as possible, Arobash and two of his closest friends clumsily stalked the stranger, until they finally found their new beginnings in his home.
Upon reaching the monastery, the trio were quickly, and strangely welcomed as new recruits to the monastic order. They were trained by the very man that they sought to rob. As impressed as they were by their new master's skills, none even thought to consider rejecting the offer for none felt it was a mere offer at all - to them, learning to fight with that degree of talent was a dream come true.
The training was much more cerebral than physical, something that Arobash considered highly unusual, yet he found no fault in it. His entire life, he had followed blindly, and his monastic training was no exception. Arobash's unquestioning devotion to his training led to a relatively short training period, and upon his initiation as a brother of the order, he finally learned why he had been welcomed after such an antagonistic first impression.
Arobash's order was dying. He and his fellow initiates were the first new recruits in years, and simple attrition was proving to be the greatest enemy to their lifestyle. The youth of today were simply far too interested in violence to be willing to devote themselves to the cerebral lifestyle of the monks. Arobash felt some shame in his own former tendency to prefer the physical, but he could see the wisdom in his own recruitment. His first mission as a monk was the first of his instructions which he had ever understood without clarification from his superiors: he was to earn renknown as an adventurer, in order to demonstrate, and place an emphasis on, the physical virtues of the monastic way of life. The goal was to earn new initiates in much the same manner as Arobash himself had been recruited. Arobash possessed, yet withheld his reservations about his new charge, as in retrospect, he himself had enjoyed his meditative training to a much higher degree than he ever did the physical. Teaching him the strengths of the mind within, and then asking him to project his thuggish physical, seemed not only contrary to his teachings, but moderately cruel.
In spite of his reservations, Arobash turned to his new duty with as much enthusiasm as he could muster. He ventured to the notorious depths of the Forest of Hope and earned some renkown by performing some minor services for the townfolk of Zelkor's Ferry. There Arobash would have remained if he had not received notice from his parents about the troubles surrounding their farm. It was that notice which reminded Arobash of his former commitment to them and the neglect they had endured during his training at the monastery. Temporarily throwing his duties as an adventurer aside, Arobash returned to his home with many a gold piece in hand. After once again returning his family to stability, he has again found himself passage to Zelkor's Ferry where his life as an adventurer will continue.
Alignment: Neutral Good
Level: 2 XP: 1,427
Languages: Common, Goblin, Orc
Height: 5'11" Weight: 140 lbs.
STR: 17 (+2)
DEX: 18 (+3) (Prime)
CON: 17 (+2) (Prime)
INT: 9 (+0)
WIS: 13 (+1)
CHA: 9 (+0)
Speed: 35' (+5' at 3, +10' at 6 and 10) (Double jogging, quadruple running)
AC 17 (+1 at 4, 7, 11, 15, and 20), 14 from rear, or surprised, restrained, or immobile (+1 at 4, 7, 11, 15, and 20).
Cestus: 1d6/1d2+4 damage, +0/-1 to hit (+4 to hit single handed)
Clubs: 1d6+4 damage, +0/-1 to hit (+4 to hit single handed, +4 thrown), 10' range (thrown)
Sling: 1d4+1 damage, +5 to hit, 50' range
-Fast Movement: See speed above.
-Darkvision: Can see in total darknes sup to 60'
-Enhanced Smell: Can detect the presence of others within 30' (double if they are upwind). Double range for strong scents and triple for overpowering scents.
-Martial Prowess: Gains +1 AC when unarmored.
-Hand to Hand Combat: Inflicts 1d6 with -3 to hit (increasing to 1d8 at level 4; and 1d10 at 7, and loses the to-hit penalty at level 6) with the main hand and 1d2 with-6 to hit with the off-hand (increasing to 1d4 at level 6, 1d6 at 9, 1d8 at 13, and 1d10 at 18; and loses the to-hit penalty at level 6). Gains a third attack of 1d4 with +0 to hit at level 16 (increasing to 1d6 at level 19, 1d8 at level 23). Gains +2 to all grapples and AC is +1 while unarmored (increasing +1 at levels 2, 4, 7, 11, 15, and 20).
-Resistant to Disease: +2 against disease.
-Iron Body: +1 to save vs disease (+3 total), poison, paralysis, polymorph, petrification and death attack (+1 at levels 3, 6, 10, and 15).
-Stun Attack: When hitting with an unarmed attack, can inflict a stunning blow which stuns for 1d4 rounds on a failed Constitution save (CL = character level). Can be used once per round, but not more than once per level per day. The attack must be declared before making the attack roll, and a missed attack counts towards the Monk's daily allotment.
-Deflect Missiles: Once per round (+1 at levels 6, 11, 16, and 20) can make a Dex check in order to take no damage from one non-magical ranged attack as long as Arobash has at least one hand free. Arobash must be aware of the attack and using this ability prevents the use of his attack (or one of his attacks per deflection once level 6 or higher).
2x Greater Masterwork Cestus (+1 attack, +1 damage)
3x Greater Masterwork Clubs (+1 attack, +1 damage)
Greater Masterwork Sling (+1 attack, +1 damage)
Ring of Protection +1
Small Pouch (full of stones)
Small Pouch: 362g, 5s
2 Large Pouches
2 Large Sacks
50' Hemp Rope
Small Animal Trap
Large Animal Trap
1 Gallon Waterskin
7 Days Rations
Winter Clothing Set