Post by searax on Feb 27, 2014 23:51:31 GMT -6
Characterization:
Character Name: Tato
Alias:
Race: Human
Age: 20
Sex: Male
Height: 6 ft. 1 in.
Weight: 173 lbs.
Build: Toned
Complexion: Tan
Hair Color: N/A
Hair Style: Bald
Class Information:
ECL: 5
Experience: 19,000/23,000
Classes: Monk 5
Class Archetypes: Hungry Ghost Monk
Favored Class: Monk
Favored Class Bonus: HP +1
Faith:
Alignment: Lawful Evil
Defensive Scores and Skills:
Initiative: 3
Perception: 13
Sense Motives: 9
Languages: Common
Hp | 5/53 |
Defense | Score | Math |
AC | 18 | 10+1+3+3+1 |
Touch | 17 | 10+1+3+3 |
Flat-Footed | 14 | 10+3+1 |
Special Modifiers: List circumstantial modifiers below.
+4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
Save | Modifier |
Fortitude | 6 |
Reflex | 7 |
Will | 7 |
Special Modifiers: List circumstantial modifiers below.
Still Mind:+2 bonus on saving throws against enchantment spells and effects.
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities: N/A
Combat Statistics:
Combat Statistics | Modifiers | Math |
Base Attack Bonus [BAB] | 3 | 3 |
Combat Maneuver Bonus | 8 | 5+3 |
Combat Maneuver Defense | 20 | 10+1+3+3+3 |
Ki Points | 2/6 |
Ki Power | Description |
Ki Strike | ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. |
1 Ki | Make one additional attack at highest attack bonus when making a flurry of blows attack |
1 Ki | Increase speed by 20 feet for 1 round |
1 Ki | Give a +4 dodge bonus to AC for 1 round. |
Movement: [Racial Speed - Armor Penalties + Other Modifiers]
40 ft.
Movement Modifiers:
Weapon | Damage Type | Standard Attack | Full Round Attack | Damage | Range | Critical | Critical Range |
Fist | B | 1d20+3 | 1d20+3 | 1d8+3 | 10 ft. | x2 | 20 |
Silver Dagger, Masterwork | P or S | 1d20+4 | 1d20+4 | 1d4+3 | 10 ft. | x2 | 19-20 |
Damage Modifiers:
Modifier | Description |
Flurry of Blows | 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. |
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. 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. |
Ability Scores:
Ability | Score | Modifier |
Strength | 17 | 3 |
Dexterity | 16 | 3 |
Constitution | 15 | 2 |
Intelligence | 11 | 0 |
Wisdom | 17 | 3 |
Charisma | 11 | 0 |
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30 ft
Vision: Normal
Immunities: N/A
Resistances: N/A
Stat Benefits: +2 to Wisdom
Skill Benefits: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Other Benefits:
Humans select one extra feat at 1st level.
Class Qualities:
Weapon Proficiency: brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor Proficiency: N/A
Shield Proficiency: N/A
Class Features:
Name | Description |
AC Bonus | 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 | 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. |
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. |
Bonus Feat | At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. |
Evasion | a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. |
Fast Movement | a monk gains an enhancement bonus to his land speed |
Maneuver Training | 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. |
Ki Pool | a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. |
Steal Ki | If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. |
Slow Fall | a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. |
High Jump | a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. |
Feats & Traits:
Trait | Description |
Called | Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. |
Honored Fist of the Society | increase your ki pool by 1 point. |
Feat | Description |
Toughness | You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. |
Alertness | +2 bonus on Perception and Sense Motive checks |
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. |
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. |
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. 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. |
Mobility | You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. |
Punishing Kick | You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. |
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Skills 25/25
•
Skill name | Stat | Modifier | Class | Ranks | Stat Mod | Trained | AC Penalty | Other |
Acrobatics | Dex | 11(15)(16) | • | 5 | 3 | 3 | (4)(5) | |
Appraise | Int | 0 | 0 | |||||
Bluff | Cha | 0 | 0 | |||||
Climb | Str | 8 | • | 1 | 3 | 3 | ||
Craft | Int | 0 | • | 0 | ||||
Diplomacy | Cha | 0 | 0 | |||||
Disable Device | Dex | 3 | 3 | |||||
Disguise | Cha | 2 | 2 | 0 | ||||
Escape Artist | Dex | 7 | • | 1 | 3 | 3 | ||
Fly | Dex | 3 | 3 | |||||
Handle Animal | Cha | 0 | 0 | |||||
Heal | Wis | 3 | 3 | |||||
Intimidate | Cha | 4 | • | 1 | 0 | 3 | ||
Knowledge[History] | Int | 4 | • | 1 | 0 | 3 | ||
Knowledge[Religion] | Int | 4 | • | 1 | 0 | 3 | ||
Linguistics | Int | 0 | 0 | |||||
Perception | Wis | 13 | • | 5 | 3 | 3 | 2 | |
Perform | Cha | 0 | • | 0 | ||||
Profession | Wis | 3 | • | 3 | ||||
Ride | Dex | 7 | • | 1 | 3 | 3 | ||
Sense Motive | Wis | 9 | • | 1 | 3 | 3 | 2 | |
Sleight of Hand | Dex | 3 | 3 | |||||
Spellcraft | Int | 0 | 0 | |||||
Stealth | Dex | 11 | • | 5 | 3 | 3 | ||
Survival | Wis | 3 | 3 | |||||
Swim | Str | 7 | • | 1 | 3 | 3 | ||
Use Magic Device | Cha | 0 | 0 |
High Jump: A monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.
Alertness: +2 bonus on Perception and Sense Motive checks
Belt of Tumbling: +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
Carrying Capacity and Movement Modifiers:
Current Load: 25.5 lbs.
Light Load: 266 lbs. or less
Medium Load: 267-533 lbs.
Heavy Load: 534-800 lbs.
Lift Capacity: 1600 lbs.
Encumbered Lift: 3200 lbs.
Drag Capacity: 4000 lbs.
Inventory:
Dragon Pieces: Galifers Pieces: 47
Sovereign Pieces:
Crowns Pieces:
Tokens:
Equipment should be listed here.
Item | Equipped | Weight | Description |
Outfit, Peasant's | • | 2 lbs. | Baggy breeches, cloth wrappings are used for shoes. |
Tattoo | Yakuza tattoo that covers both arms with depictions of tigers. | ||
Backpack | • | 2 lbs. | |
Belt of Tumbling | • | 1 lbs. | This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space. |
Bracers of armor +1 | • | 1 lbs. | surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 |
Bedroll | 5 lbs. | ||
Blanket | 3 lbs. | ||
Rations, Trail (6) | 6 lbs. | ||
Waterskin | 4 lbs. | ||
Muleback Cords | .25 lbs. | The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry. | |
Silver Dagger, Masterwork | 1 lbs. | As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls |
Biography