Haoran Kailan (浩然 芥蘭) | LG | ||
Character Name | Alignment | ||
Monk (Nornkith/Monk of the Sacred Mountain) 1 | |||
Character Level | |||
Tiefling (Spitespawn) | M | ||
Race | Size | ||
Female | 19 | ||
Gender | Age | ||
5'4" | 140 lbs | ||
Height | Weight | ||
Blue-black | Blue | ||
Hair | Eyes |
Rabbit | |
Player | |
Irori | Quain, Tian Xia |
Deity | Homeland |
Cloud Crane School of Martial Arts | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +2 | +2 | CON +0 | +0 | +0 | +0 |
Reflex | +6 | +2 | DEX +4 | +0 | +0 | +0 |
Will | +4 | +2 | WIS +2 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+7 | +0 | +4 | +0 | +3 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +0 | +0 | +4 | +0 | +3 |
Common, Abyssal, Tien
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +8 | (DEX) +4 | +1 | +3 | |
Bluff | +3 | (CHA) +3 | +0 | +0 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +6 | (CHA) +3 | +1 | +2 | |
Disable Device* | +9 | (DEX) +4 | +1 | +4 | |
Disguise | +3 | (CHA) +3 | +0 | +0 | |
Escape Artist | +4 | (DEX) +4 | +0 | +0 | |
Fly | +4 | (DEX) +4 | +0 | +0 | |
Heal | +2 | (WIS) +2 | +0 | +0 | |
Intimidate | +3 | (CHA) +3 | +0 | +0 | |
Knowledge: Arcana | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Dungeoneering | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Local | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Nature | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Planes | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Religion | +4 | (INT) +0 | +1 | +3 | |
Perception | +2 | (WIS) +2 | +0 | +0 | |
Ride | +4 | (DEX) +4 | +0 | +0 | |
Sense Motive | +2 | (WIS) +2 | +0 | +0 | |
Stealth | +4 | (DEX) +4 | +0 | +0 | |
Survival | +2 | (WIS) +2 | +0 | +0 | |
Swim | -1 | (STR) -1 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Engineering | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Geography | +0 | (INT) +0 | +0 | +0 | |
Knowledge: History | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Nobility | +0 | (INT) +0 | +0 | +0 | |
Linguistics* | +6 | (INT) +0 | +1 | +5 | |
Sleight of Hand* | +5 | (DEX) +4 | +1 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Dodge (Level 1 feat) Your unarmed fighting techniques blend poise with graceful defense. Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Deflect Arrows (Antihero Bonus Feat) You can knock arrows and other projectiles off course, preventing them from hitting you. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Crane Style (Origin Talent Bonus Feat) Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisites: Dex 13. Benefit: 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.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Fighting Defensively: +4 Dodge Bonus to AC/CMD, -2 Attack Bonus
Aldori Caution Category Basic (Combat) You learned defensive moves from Aldori trainers. You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Criminal Category Basic (Social) You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Quain Martial Artist Category Region Requirement(s) Quain Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess. You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Drawback: Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Unarmed Strike | +5 | {20}x2 | Bludgeoning | Contact | - | 1d6 |
Flurry of Blows | +4/4 | {20}x2 | Bludgeoning | Contact | - | 1d6 |
Dagger | +4 | {19-20}x2 | Piercing or Slashing | 10 ft | 3 | 1d4-1 |
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.
Conviction of Fate (Ex): A nornkith uses her Charisma, rather than her Wisdom, to determine all class features and effects relating to his monk class
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.
Forewarned (Su): A nornkith can always act in the surprise round, even if he does not notice her enemies, though she remains flat-footed until she takes an action. In addition, she gains a bonus on initiative rolls equal to half her monk level (minimum +1). At 20th level, a nornkith’s initiative roll is automatically a natural 20. This ability replaces stunning fist.
Shears (Su): Whenever a nornkith makes an unarmed strike, she can cause shimmering silver shears to manifest around the blow, causing the unarmed strike to count as silver for the purpose of overcoming damage reduction. At 7th level, she gains Improved Critical (unarmed strike) as a bonus feat, even if she does not meet the prerequisites. This ability replaces the bonus feat gained at 1st 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. 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 Small or Large Monk Unarmed Damage on the table given below.
21gp, Monk’s Kit (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), 3 daggers, quarterstaff
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.