Donnie Doyle


HP: 33 (d8+2/lv +3 from Toughness)
AC: +1 (Dodge) +1 (Dex) +3 (Wis) +1(Snapping Turtle [Shield]) +1 (Iron Monk [Natural Armor]) = 17
Touch AC: 17
CMB: +3 (Maneuver Training) +3 (STR) = +6
CMD: 10 + 2(BAB) + 3(STR) +1(DEX) +3(WIS) + 1 (Snapping Turtle) = 20
CMD (w/ Improved Grapple [vs. Grapple]) = 22
CMD (w/ Stability [vs. Bullrush and Trip]): 24

STR: 15 = 17 (3) +2 Creation Points
DEX: 12 = 12 (
CON: 13 (2) = 15 (2)
INT: 10 = 10 (0)
WIS: 14(
2) = 16 (+3)
CHAR: 8 (-2) = 6 (-2)

FORT: 6 (33)
WILL: 5 (32)
REF: 4 (31)

BAB: +2
Weapon and Armor Prof: Personal firearms, simple, thrown, and martial weapons, kama, nunchaku, quarterstaff, shuriken, siangham, sling, and spear. No armor or shields.

Creation Points: 50 -24(2 +1s to a stat) – 14 (7000 nuyen) – 12 (3 +2 creation bonus to skills)= 0

Class Abilities:
Bonus Feat: Dodge: Gain a 1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning 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.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Magically Active: Conisdered magically active.
AC Bonus: When unarmored and unencumbered, PA adds Wisdom bonus to AC and CMD
Bonded Weapon: Trained in one specific melee weapon (martial or simple).
Flurry of Blows: Full-attack action: may make one additional attack using unarmed strikes or special physical adept weapon as if using Two-Weapon Fighting feat. Base attack bonus is equal to PA level.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
Bonus Feat: Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Monk of the Iron Mountain: At 2nd level, a monk of the iron mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed (
Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

@1: Snapping Turtle Style: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

@3: Snapping Turtle Clutch: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Speed: 30ft

Racial Bonuses:
Greed: +2 to Appraise checks to non-magical items
Darkvision: 60 ft
Hardy: +2 to saving throws against: disease, poison, spells and spell-like abilities
Mechanical: +2 to all Craft skills to things mechanical in nature
Stability: +4 to CMD when resisting a bull-rush or trip attempt on solid ground
Stonecunning: +2 to Perception checks to potentially notice unusual stonework, receives check within 10 ft, whether they are looking or not

Skill Pts/lv: 4+Int (4) [12 pts]

Class Skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str)

X Acrobatics (Dex) +1(Dex) +1(rank) +2
Appraise (Wis) +3(Wis) +3
Bluff (Cha) -2(Cha) -2
X Climb (Str) +3(Str) +1(rank) +4
X Craft (Int) +0(Int) +0
Computer Use (Int) +0(Int) +0
Diplomacy (Cha) -2(Cha) -2
Disable Device (Dex) +1(Dex) +1
Disguise (Cha) -2(Cha) -2
X Drive: Car (Dex) +1(Dex) +1
X Drive: Motorcycles (Dex) +1(Dex) +1
X Escape Artist (Dex) +1(Dex) +1(rank) +2
Forgery (Int) +0(Int) +0
X Intimidate (Cha) -2(Cha) +1(rank) +3
X Knowledge (History) (Int) +0(Int) +0
X Knowledge (Religion) +0(Int) +0
X Knowledge (Hermetic) +0(Int) +1(rank) +1
X Knowledge (Shamanic) +0(Int) +0
Linguistics (Int) +0(Int) +0
X Perception (Wis) +3(Wis) +2(rank) +2 (Creation Bonus) +7
X Profession (Wis) +3(Wis) +3
X Perform (Cha) -2(Cha) -2
X Ride (Dex) +1(Dex) +1
X Sense Motive (Wis) +3(Wis) +1(rank) +2 (creation bonus) +6
Sleight of Hand (Int) +0(Int) +0
Spellcraft (Int) +0(Int) +0
X Stealth (Dex) +1(Dex) +2(rank) +2 (creation bonus) +5
Survival (Wis) +3(Wis) +3
X Swim (Str) +3(Str) +1(rank) +4
X Treat Injury (Wis) +3(Wis) +1(rank) +4

Combat Options:
Attack: 2 (BAB) +3 (STR) +1 (WF) = +6; Damage: d63
Flurry of Blows: 1 (BAB) +3 (STR) +1 (WF) = +5/5; Damage: d6+3/d6+3
Grapple: +5 (CMB) +2 (Improved Grapple) = +8
Grapple W/ Snapping Turtle: +6


The streets of Dorchester, in South Boston, have been wild, derelict, and proud since the founding of the city. It’s always been a pocket of chaos in the otherwise civilized city of Boston. Like a drop of oil in a glass of water, Dorchester remained closed off, and refused to gentrify and adapt. Since the Awakening, the East Coast’s Wild West has simply gotten worse. Southies who used to be proud of where they lived are beginning to be afraid of leaving their homes.

That was, until a homeless dwarf took a slug to the face and had the audacity to keep on living. Donnie Doyle had been homeless since his mother died, when he was fourteen, and his dad skipped town to who-the-hell-knows-where. No one really knows what exactly happened that night; like some kind of fucked-up game of telephone, the story changes depending on who’s tellin’ it.

What is known is: Donnie was out one night rummaging through a trash bin for some recyclables (you can still get a pretty penny for some decent aluminum), and Jessie O’Brien was on her way home from a long night (mostly fruitless) on the corner. Neither one had counted on facing the wrong end of a street-modified .45 caliber pistol. Again, it isn’t clear whether or not Tommy attempted to intervene, or whether he was simply in the wrong place at the wrong time.

In the morning the detectives went through their motions, scribbling in their notebooks, and writing this one off as another “unsolveable.” The meat wagon came to deliver the two stiffs to the local chop-shop, so that another of South Boston’s citizens might get that badly needed lung, or blood transfusion.

When the coroner tried to pull the bullet out of Donnie’s face, to see if the brain might be of any use to anybody, he was nearly thrown across the room by a seemingly resurrected Donnie Doyle. Donnie convulsed violently for a few minutes, and fell in a shambles on the tiled floor. The coroner did his best to calm the dwarf down, and ultimately was able to take the bullet out. The coroner figured on the density of Donnie’s dwarven skull, and the complacency of gumshoes with better things to do to account for the faulty “diagnosis.”

Donnie walked out of the coroner’s office that morning and got back to the streets of the neighborhood he loved. Of course, taking a bullet to the head will change a man, and Donnie was no different. Donnie spoke of visions while he was out; cracking rocks, erupting volcanoes, and lone mountains in morning mist. He also spoke of an “awakening” in his own body; an awareness of his limbs in space; an awareness of his self in the universe. Donnie also felt a calling to protect his neighborhood. Why else would whatever cosmic power that saved him save him? HIM.

Donnie took to Robin-Hooding like a duck to water, and Dorchester silently celebrated. The druggies and mafiosos learned his name, and learned to avoid the darkness of his shadow whenever it fell on them. The security companies, who at first were entertained by the thought of a neighborhood avenger doing their job for them, quickly became worried when it was clear that Donnie answered only to Donnie.

Donnie Doyle

Shadowrun: Savage Shadows jordanroberts87