[QUOTE=Starbin;25532958]Kharesh Hammerfist, dwarven monk
Kharesh grunted as several attacks all impacted him from different directions in rapid succession. The chunk of rock distracted him, leaving his guard open for the blade strike. But the three missiles were going to hit him no matter what. Staggered, he saw Sadar drop to a knee for a moment, and knew he should retreat. However, could he leave a downed man to the predations of these foes? Stay and fall, or run and survive?
The logic of retreat was clear, but he realized it was moot - how could he hone himself if he ran from the opportunity? It was times like these that tried the hardest, and to flee from such a challenge would make him less than he wanted to be. Instead, he straightened up, spat a glob of blood on the floor and smiled at the man in front of him. Squatting down, he stepped forward with both hands some up swiftly to catch the man in the chest and push him back ... hard. Even as he did, he followed him steadily, swinging one elbow at his opponents rib cage as he moved. When they came to a stop, he used the combat to help shield him from the other attacks, bobbing and weaving behind his fleshy shield.
Round 2 - Gonna try some other things this go.
Action 1: Shove R back (following him along). He will attempt to push R towards D3 and T Shove - (1d20+9)[26] vs Target's Fort DC
Action 2: Strike with Falling Stone Attack - (1d20+2)[18], Damage - (1d8+4)[12]
Action 3: Take Cover, using R for cover against T if possible.
Effects / Status / Conditions: Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less), Mountain Stance (in spoiler below)
Spoiler: Crunch& Status
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AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18 Dex 14 Con 14 Int 10 Wis 14 Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)