Post by Gabe on Jun 8, 2013 2:53:33 GMT -6
Characterization:
Character Name: Jack
Alias: Boogeyman, Spook, Jester
Race: Human
Age: 31
Sex: Male
Height: 5'9''
Weight: 180 lbs
Build: Athletic
Complexion: Pale
Hair Color: Dark Blond
Hair Style: Slicked back hair of medium length
Class Information:
ECL: 4
Experience: 15875/23000
Classes: Monk 1 / Ninja 4
Class Archetypes: None
Faith:
Alignment: True Neutral
Defensive Scores and Skills:
Initiative: +4
Perception: +10
Sense Motives: +9
Acrobatics: +12
Stealth: +12
Climb: +13
Languages: Common, Orc
HP: 21/45
AC: 17 [10 + 2 Wis + 4 Dex + 1 Dodge]
Touch: 17 [10 + 2 Wis + 4 Dex + 1 Dodge]
Flat Footed: 12 [10 + 2 Wis]
Special Modifiers:
Fortitude: 3 [3 + 0 Con Bonus]
Reflex: 10 [6 + 4 Dex Bonus]
Will: 5 [3 + 2 Wis Bonus]
Special Modifiers:
Damage Reduction: 0
Spell Resistance: 0
Immunities: -
Vulnerabilities: -
Combat Statistics:
Base Attack Bonus [BAB]: +3
Combat Maneuver Bonus: +8 [3 + 5 Str Bonus + 0 Size Modifier + 0 Other Modifiers]
Combat Maneuver Defense: 22 [10 + 3 BAB + 5 Str Bonus + 4 Dex Bonus + 0 Size Modifier + 0 Other Modifiers]
Combat Maneuver Modifiers: +2 to CMB and CMD when grappling.
Movement: 30[30 Racial Speed - 0 Armor Penalties + 0 Other Modifiers]
Climb Speed: 20[0 Racial Speed - 0 Armor Penalties + 20 Other Modifiers]
Movement Modifiers:
Melee Attack / Flurry - Unarmed Strike
Standard Attack: 1d20+9 [3 BAB + 5 Str Bonus + 1 Weapon focus + 0 Modifiers]
Full Round Attack:
1d20+8 [4 BAB + 5 Str Bonus + 1 Weapon focus - 1 Modifiers]
1d20+8 [4 BAB + 5 Str Bonus + 1 Weapon focus - 1 Modifiers]
Damage: 1d6+5 [Modifiers]
Range: Melee
Critical: 20/x2
Special Modifiers: May apply Stunning Fist to the attack.
Power Melee Attack / Flurry - Unarmed Strike
Standard Attack: 1d20+8 [3 BAB + 5 Str Bonus + 1 Weapon focus - 1 Modifiers]
Full Round Attack:
1d20+7 [3 BAB + 5 Str Bonus + 1 Weapon focus - 2 Modifiers]
1d20+7 [3 BAB + 5 Str Bonus + 1 Weapon focus - 2 Modifiers]
Damage: 1d6+7 [Modifiers]
Range: Melee
Critical: 20/x2
Special Modifiers: May apply Stunning Fist to the attack.
Ability Scores:
Strength [Str]: 20 [+5 Modifier]
Dexterity [Dex]: 18 [+4 Modifier]
Constitution [Con]: 11 [+0 Modifier]
Intelligence [Int]: 12 [+1 Modifier]
Wisdom [Wis]: 15 [+2 Modifier]
Charisma [Cha]: 10 [+0 Modifier]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30
Vision: Normal
Immunities: None
Resistances: None
Stat Benefits: +2 Str
Skill Benefits: +1 Skill Point per Level
Other Benefits: +1 Feat at lvl 1
Class Qualities:
Weapon Proficiency: Monk, Ninja and Simple
Armor Proficiency: Light
Shield Proficiency: None
Class Features:
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
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.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Stunning Fist (Ex) 1/day
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.
Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ki Pool (Su) : 2/day
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ninja Tricks
2: Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
4: Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Feats:
c: Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
c: Stunning Fist: 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.
1: Weapon Focus (Unarmed Strike): +1 to Attack when using unarmed strikes.
1h: Dodge: You 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.
1m: 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.
3: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
5: Knockout Artist: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.
(7: Greater Grapple
9: Pinning Knockout)
Skills:
Acrobatics: +12[ +5 Ranks +4 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Appraise: +1 [ + 0 Ranks +1 Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Bluff: +8 [ +5 Ranks +0 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Climb: +13 [ +5 Ranks +5 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Diplomacy: +4 [ +1 Ranks +0 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Disable Device: +8[ +1 Ranks +4 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Disguise: +4 [ 1+ Ranks + Stat Mod + 3 Trained + Armor Check Penalty + Other Modifiers]
Escape Artist: +8 [ +1 Ranks +4 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Intimidate: +12 [ +4 Ranks +5 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Knowledge (Local): +5 [ +1 Ranks + 1 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Knowledge (Religion): +5 [ +1 Ranks + 1 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Knowledge (Nobility): +5 [ +1 Ranks + 1 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Knowledge (Others)*: +1 [ +Ranks + 1 Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Perception: +10 [ + 5 Ranks +2 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Ride: +8 [ +1 Ranks +4 Stat Mod + 3 Trained + Armor Check Penalty + Other Modifiers]
Sense Motive: +9 [ +4 Ranks +2 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Stealth: +12 [ +5 Ranks +4 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Survival: +6 [ +1 Ranks +2 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Swim: +9 [ +1 Ranks +5 Stat Mod + 3Trained + Armor Check Penalty + Other Modifiers]
Use Magic Device: +7 [ +4 Ranks +0 Stat Mod +3 Trained + Armor Check Penalty + Other Modifiers]
Carrying Capacity and Movement Modifiers:
Current Load: 41 lbs
Light Load: 133 lbs
Medium Load: 266 lbs
Heavy Load: 400 lbs
Lift Capacity: 400 lbs
Encumbered Lift: 800 lbs
Drag Capacity: 2000 lbs
Inventory:
Platinum Pieces: 1.
Gold Pieces: 133.
Silver Pieces: 50.
Bronze Pieces: 50.
Adventurer's Kit, 27 lbs, 16 gold
Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone
Rope, Hemp, 1 gold, 10 lbs
Horn, Signal, 1 gp, 2lbs
Manacles, 15 gp, 2 lbs.
Fetters, 15 gp, 2lbs
Winter Cloak