Sie sind auf Seite 1von 3

Seng

Player: Luke Male Human Monk 4 - CR 3 Lawful Neutral Humanoid (Human); Deity: Irori; Age: 18; Height: 5' 9"; Weight: 175lb.; Eyes: Brown; Hair: Bald + Pony Tail ; Skin: Olive
Ability Score Modifier Temporary

STR
STRENGTH

14 15 16 10 18 9
Total Base Ability

+2 +2 +3 0 +4 -1
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

Relentless : +2 to continue tiring activities

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+9 = +8 = +10 =

+4 +4 +4

+3 +2 +4

+2 +2 +2
Size Natur Deflec Dodge Misc Skill Name Total Ability Ranks Temp

Still Mind : +2 vs. enchantment

REFLEX
(DEXTERITY)

Still Mind : +2 vs. enchantment

(WISDOM)

WILL

Acrobatics

+9

DEX (2) INT (0) CHA (-1) STR (2) CHA (-1) CHA (-1) DEX (2) DEX (2) WIS (4) CHA (-1) INT (0) WIS (4) DEX (2) WIS (4) DEX (2) WIS (4) STR (2)

4 3 1 1 4 1 4 2

Speed greater than 30' : +4 jump, High Jump : +4 to jump

Still Mind : +2 vs. enchantment Armor Shield Dex

Total

AC

20

Touch AC

= 10

+2 20 Flat-Footed AC
BAB Strength

+1 17
Size

+7

Misc

CM Bonus CM Defense
Total

+6 25

= = 10

+3
BAB

+2
Strength

Dexterity

Size

+3

+2

+2

Damage / Current HP

HP

39 +3 Initiative Speed +2 30 / 40 ft

Base Attack

Brass knuckles

Mainhand: +5, 1d3+2 Flurry: +4/+4, 1d3+2


Light crossbow

Crit: x2 Light, B, Monk Crit: 19-20/x2 Rng: 80' 2-Hand, P Crit: x2 Light, B, Monk

Appraise +0 Bluff -1 Climb +8 Diplomacy -1 Disguise -1 Escape Artist +6 Fly +2 Heal +4 Intimidate -1 Knowledge (religion) +4 Perception +11 Ride +2 Sense Motive +8 Stealth +11 Survival +4 Swim +7
Bullied
+1 to hit with unarmed AoEs.

Feats, Traits & Flaws


Deflect Arrows
Deflect an incoming arrow once per round.

Ranged: +3, 1d8 Ranged, Both Hands: +5, 1d8 Mainhand: +6, 1d3+3 Flurry: +5/+5, 1d3+3

Dodge
+1 AC.

Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS)

Improved Unarmed Strike


Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Mobility
+4 to AC against some attacks of opportunity.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Feats, Traits & Flaws


Monk Weapon Proficiencies
You are proficient with the Club, Crossbow (Light and Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Sickle, Siangham and Sling.

Experience & Wealth


Experience Points: 11810/15000 Current Cash: 57 GP, 1600 GP of Valuables

Relentless
You gain a +2 bonus to Con checks and other checks to continue tiring activities, but are exhausted when you would normally become fatigued.

Gear
Total Weight Carried: 50.4/175lbs, Light Load (Light: 58lbs, Medium: 116lbs, Heavy: 175lbs)
Trail rations x15 Waterskin 1 lb 4 lbs

Scorpion Style (DC 16)


Standard action: Unarmed strike also reduces target's land speed to 5'

Stunning Fist (4/day) (DC 16)


You can stun an opponent with an unarmed attack.

Toughness +4
You gain +3 hit points.

Special Abilities
AC Bonus +5
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. If exposed to any effect that even against touch attacks or when the savingis These bonuses to AC apply normally allows her to attempt a Reflex monk throw for half damage, you bonuses when he is immobilized or helpless, when flat-footed. He loses these takes no damage with a successful saving throw.

Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS)

Mainhand: +6, 1d3+3 Flurry: +5/+5, 1d3+3


Shuriken

Crit: x2 Light, B, Monk Crit: x2 Rng: 10' Light, P, Monk

Evasion (Ex)

Mainhand: +5, 1d2+2 Flurry: +4/+4, 1d2+2 Ranged: +5, 1d2+2 Ranged Flurry: +4/+4, 1d2+2

he wears any armor, when he Fast Movement (+10') carries a shield, or when he carries a medium

Flurry of Blows +2/+2 (Ex)

or heavy load. monk gains an enhancement bonus to his land speed. A monk At 3rd level, a in armor or carrying a medium or heavy load loses this extra speed. By spending 1 point from his ki pool, he can increase his speed by 20 feet for 1 round.

Shurikens (P) (DC12, 1d4 turns, -1 Att & AC, 10')

Mainhand: +5, 1d2+2 Flurry: +4/+4, 1d2+2 Ranged: +5, 1d2+2 Ranged Flurry: +4/+4, 1d2+2
Temple sword

Crit: x2 Rng: 10' Light, P, Monk

Mainhand: +5, 1d8+2 Both Hands: +5, 1d8+3 Flurry: +4/+4, 1d8+2 Mainhand: +5, 1d8+2 Flurry: +4/+4, 1d8+2 Gear

Crit: 19-20/x2 1-Hand, S, Monk, Trip

Unarmed strike
Crit: x2 Light, B, Nonlethal

Total Weight Carried: 50.4/175lbs, Light Load (Light: 58lbs, Medium: 116lbs, Heavy: 175lbs)
Assorted Gems (worth 1600 gp) Backpack (empty) Belt pouch (empty) Brass knuckles Crossbow bolts x19 Damaged Dagger - Crest - "Arallel" Elven Cloak (+2 AC, All Saves, Stealth) Light crossbow Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS) Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS) Monk's Outfit (Free) Potion of cure light wounds Powder Shuriken x5 Shurikens (P) (DC12, 1d4 turns, -1 Att & AC, 10') x20 rope Silk Temple sword Torch x8 2 lbs 0.5 lbs 1 lb 0.1 lbs 1 lb 4 lbs 1 lb 1 lb 0.5 lbs 0.1 lbs 0.1 lbs 5 lbs 3 lbs 1 lb

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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon KiFighting feat (even if the monk does not meet the prerequisites for the feat). Defense (Su) A monk purpose of these attacks, the monk's give himself bonus from his For the can spend 1 point from his ki pool to base attack a +4 dodge bonus to AC class round. is equal to his monk level. For all other purposes, such as monk for 1 levels Kiqualifying for a feat or a prestige class, the monk uses his normal base attack Pool (Su) bonus.level, a monk gains a pool of ki points, supernatural energy he can use At 4th to accomplish amazing feats. The number of points in a monk's ki pool is At 8th to 1/2 the monk levelmake two additional attacks when he uses flurry of equal level, his monk can + his Wisdom modifier. blows, as if using Improved Two-Weapon Fighting (even if the monk does not Kimeet thegains additional powers that consume points from his ki pool as he AStrike, Magic (Su) feat). monk prerequisites for the At 4th level, gains levels.ki strike allows a monk's unarmed attacks to be treated as magic weapons for the monk can overcoming damage attacks using flurry of At 15th level,the purpose of make three additionalreduction. blows, pool using Greater Two-Weapon after 8 (even the or meditation; The ki as if replenished each ManeuverisTraining (Ex) morning Fightinghours ofif rest monk does not meet the prerequisites for the feat). these hours do not calculating CMB, you add your full monk levels, rather than For the purpose of need to be consecutive. 3/4 of your monk levels. A monk applies Ki full is based on Charisma, rather rolls for all successful For a Ninja, the hisPoolStrength bonus to his damage than Wisdom. attacks made with flurry Slow Fall 20' (Ex) of blows, whether the attacks are made with an offhand or with a higher, a wielded in both hands. A monk may substitute disarm, At 4th level or weapon monk within arm's reach of a wall can use it to slow sunder, and trip combatgaining this ability, he takes damagepartifof a flurry of his descent. When first maneuvers for unarmed attacks as as the fall were blows. A monk than it actually is. The monk's ability to unarmed fall (that is, to 20 feet shorter cannot use any weapon other than an slow his strike or a special the effective distance of the fall when nextA monk with natural with his reduce monk weapon as part of a flurry of blows. to a wall) improves Still Mind until at 20th level he can usepart of a flurry of blows,his descent weapons cannot use such weapons as a nearby wall to slow nor can he monk level (Ex) A monk any distance without harm. his+2 bonusblows attacks. make natural attacks in addition to a flurry of on saving throws against and fall of 3rd level or higher gains enchantment spells and effects. By spending 1 point from make one additional attack Stunning Fist (Stun,his ki pool, a monk can of blows attack. at his highest attack bonus Fatigue) (Ex) when making a flurry At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful Unarmed Strike (1d8) effect. At 4th level, he can choose to make the saving throw still negates the At 1st level, a monk gains Improvedmake the target sickened for feat. A target fatigued. At 8th level, he can Unarmed Strike as a bonus 1 minute. At monk's attacks may be with fist, elbows, knees, and feet. This means that a 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, monk may make unarmedor deafen the target. Atfull. There is no such thing he can permanently blind strikes with his hands 20th level, he can paralyze as an off-hand attack for a monk striking unarmed. A which condition will apply the target for 1d6+1 rounds. The monk must choose monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Usually a Fist Stunning monk's unarmed strikes hits lethal damage, but he can choose to do increase the duration. Crossbow again), but additionaldeal penalty on his attack roll. He has the deal nonlethal bolts instead with no damage same choice to deal lethal or nonlethal damage while grappling.

Tracked Resources

A Pool (Su) Kimonk's unarmed strike is treated as both a manufactured weapon and a either manufactured weapons or natural Potion of cure light wounds weapons. A monk also unarmed strikes than a normal Shuriken deals more damage with his Monk. The unarmed damage person would, as shown above on Table:
Shurikenslisted on Table: MonkAtt & AC, 10') values (P) (DC12, 1d4 turns, -1 is for Medium

natural weapon for the purpose of spells and effects that enhance or improve

monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage.

Stunning Fist (4/day) (DC 16)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Tracked Resources
Torch Trail rations

Languages
Common

Background
- Born: small village, south of Lington, in Tyriba - Birthday: 20th of Lamashan (10th Month) 796 Year, 2nd Era - Family: Father, Mother, 2 x brothers, 1 x sister. - Poor family, farmers - At the age of ten, a fire engulfed your house and killed everyone except you (you were pulled out by neighbours) - You were taken by the neighbours to the village of Lington and handed to the monks of the temple of Irori - You were raised along with other unfortunate children - The other children bullied you and you learnt to stand up forself and strike back. The other children soon learnt to leave you alone. - You trained in martial arts and pushed yourself to physical collasp every day. - You were selected to defend the temple at an early age and joined the temple guard - A stranger arrived at the temple, by the name of Gallan. He tells you he was one of the neighbours that pulled you out of the burning house eight years before. He tells you that he saw cloaked figures running away from the house, and one dropped a dagger by accident in the fire, which Gallan retrieved. - Gallan had kept this a secret for eight years but due to guilt he now tells you this and gives you the dagger. A curved blade, engraved with a crest (eagle grabbing a snake) and a word "Arallel" - You can not focus on your training and duties and after discussing it with your master, you decide you must find out how killed your parents and bring them to justice. Further: - You are told that you bear a striking resemblence to Prince Zelfon, a cousin to the King of Tyriba. - Prince Zelfon came through Lington, near your birth villiage, about 18 years ago. - The emblen on your burnt dagger belongs to a group of murderers, assassins and dark wizards that operated out of Edarmor, the Capital of Tyriba, about 20 years ago.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Das könnte Ihnen auch gefallen