Drinking & Dragons

ROR:PC/Karaz

From Drinking and Dragons
Revision as of 06:51, 27 August 2016 by >Mqs


Skills

Armor Check Penalty: 0

  • Acrobatics 17 Ranks 10 DEX 4 Class 3 ACP 0
  • Acrobatics (jump) 28 Ranks 10 DEX 4 Class 3 ACP 0 Monk 11
  • Appraise -1 Ranks 0 INT -1
  • Appraise (metal/gems) 1 Ranks 0 INT -1 Racial 2
  • Bluff -4 Ranks 0 CHA -4
  • Climb 12 Ranks 5 STR 4 Class 3 ACP 0
  • Craft (base) 2 Ranks 0 INT -1 Class 3
  • Diplomacy -4 Ranks 0 CHA -4
  • Disguise -4 Ranks 0 CHA -4
  • Escape Artist 7 Ranks 0 DEX 4 Class 3 ACP 0
  • Fly 4 Ranks 0 DEX 4 ACP 0
  • Heal 6 Ranks 1 WIS 5
  • Intimidate -1 Ranks 0 CHA -4 Class 3
  • Perception 18 Ranks 10 WIS 5 Class 3
  • Perception (stonecunning) 20 Ranks 10 WIS 5 Class 3 Racial 2
  • Perform (base) -1 Ranks 0 CHA -4 Class 3
  • Ride 9 Ranks 2 DEX 4 Class 3 ACP 0
  • Sense Motive 17 Ranks 9 WIS 5 Class 3 ACP 0
  • Stealth 15 Ranks 8 DEX 4 Class 3 ACP 0 Size 0
  • Survival 5 Ranks 0 WIS 5
  • Swim 8 Ranks 1 STR 4 Class 3 ACP 0

Overview

Karaz, the Eleventh level Lawful Neutral Dwarf Hungry Ghost Monk

  • Str 18 (4) • Dex 18 (4) • Con 16 (3) • Int 9 (-1) • Wis 20 (5) • Cha 2 (-4)
    Str 16 Enhancement 2 • Dex 15 Level 1 Enhancement 2 • Con 14 Race 2 • Int 9 • Wis 15 Race 2 Level 1 Enhancement 2 • Cha 4 Race -2
  • Initiative: 6 DEX 4 Trait 2Speed: 50 • Size: Medium (0)
    • Feat: Lookout (with Calum)
    • Slow Fall: 50 feet.
    • Winged Boots
  • Languages: Common, Dwarven • Senses: Normal, Darkvision 60'

Defense

  • Hit Points: 111 • Hit Dice: 11 11d8 + 1 + 1
    • Constant Gentle Repose Effect.
    • Deny Death (if negative)
  • AC: 24 Base 10 Armor 1 Shield 0 DEX 4 Size 0 Natural 0 Deflection 1 Dodge 1 WIS 5 Monk 2Touch: 23 Base 10 DEX 4 Size 0 Deflection 1 Dodge 1 WIS 5 Monk 2Flat-Footed: 19 Base 10 Armor 1 Shield 0 Size 0 Natural 0 Deflection 1 WIS 5 Monk 2
    • +4 dodge bonus to AC against giant subtype
    • Mobility: +4 while moving.
  • CMD: 29 Base 10 BAB 11 STR 4 DEX 4 Size -0
    • Racial +4 vs bull rush, trip
    • Untyped +2 vs trip, disarm
  • Fortitude: 11 • Reflex: 12 • Will: 13
    Fortitude 7 CON 3 Resistance 1 • Reflex 7 DEX 4 Resistance 1 • Will 7 WIS 5 Resistance 1
    • Tunic: Resistance +2 vs poison
    • Still Mind: +2 vs enchantment spells, effects
    • Racial +2 vs poisons, and vs spells, spell-likes
    • Extra +4 vs charm or compulsion effects.
    • Improved Evasion: On successful reflex save, no damage. Half on failed.
Resistances
  • DR: none • SR: none

Offense

  • BAB: 11 Mnk 11
  • CMB: 15 BAB 11 STR 4 Size -0
    • +2 to trip, disarm (no AoO)
    • Vicious Stomp after trip
  • Melee: 15 BAB 11 STR 4Ranged: 15 BAB 11 DEX 4
    • +1 racial attack (not damage) vs orc, goblinoid
    • 4 (1+DEX 4) AoOs per round, and can while flat-footed.
    • Throw Anything: No penalty for improvised throwing.
    • Steal Ki on critical or downed foe: ki point or Life Funnel 16 HP.
    • Unarmed strike overcomes DR: magic, cold iron, silver, lawful.
    • Thundering: On Crit, +1d8 Sonic, Fort 14 vs Deafened.
    • +4 to confirm criticals



Options and Powers

Attack Options
  • Thrown Splash 16 (1d4/20×2) Weapon, RANGED 15 Circumstance 1
    10' (16) • 20' (14) • 30' (12) • 40' (10) • 50' (8)
  • Melee Unarmed Strike 15/10/5 (1d10+4/×2) BAB 11 STR 4
  • Melee Unarmed Strike [Flurry 1st part] 13/8/3 (1d10+4/×2) BAB 11 STR 4 TWF -2
  • Melee Unarmed Strike [Flurry 2nd part] 13/8/3 (1d10+4/×2) BAB 11 STR 4 TWF -2
  • Melee Temple Sword 16/11/6 (1d8+5/17/×2) BAB 11 STR 4 Magic 1
  • Melee Temple Sword [Flurry 1st part] 14/9/4 (1d8+5/17/×2) BAB 11 STR 4 Magic 1 TWF -2
  • Melee Temple Sword [Flurry 2nd part] 14/9/4 (1d8+5/17/×2) BAB 11 STR 4 Magic 1 TWF -2
Other Options
!Basic actions
move, attack, use a consumable, aid another, use a maneuver, etc.
Everyone can do these.
Chill Touch Gloves
Make a single unarmed attack (using normal bonuses and damage). Deal an extra 1d6 points of negative energy damage beyond the unarmed strike damage. If the target fails a fortitude save (DC 11) it also takes 1 point of strength damage.
Action: standard • Uses: 4/day
False Life
Gain 1d10+5 HP for 5 hours.
Action: free • Uses: 1/day
Flurry of Blows.
Virtual feats: Two-Weapon Fighting and Improved Two-Weapon Fighting with unarmed or monk weapons.
Action: full round
Ki powers.
Spend a point from ki pool to:
• extra attack while flurrying
• increase speed by 20 feet for 1 round
• +4 dodge to AC for 1 round
• +20 to jump checks for 1 round
• deny death
Action: swift • Uses: ki pool 10
Punishing Kick
Damage normally, and pushed back 5 feet. Fortitude save DC 20 or knocked prone.
Action: declare before attack • Uses: 11/day
Stunning Fist
Fort save DC 20 or stunned for 1 round.
Action: declare before attack • Uses: 11/day
Touch of Mundanity
No damage. Will save DC 20 or no spells for 1 round.
Action: declare before attack • Uses: 11/day
Touch of Serenity
No damage. Will save DC 20 or no spells and cannot attack for 1 round.
Action: declare before attack • Uses: 11/day
Trip
Have Improved Trip feat.
Action: attack

Feats

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Source: 11th Level
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Source: 1st level
Critical Focus (Combat)
You are trained in the art of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Source: Chapter 3 recap
Deny Death
Prerequisites: Ki pool, Endurance
Benefit: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Source: Chapter 1 reward
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: 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.
Source: Monk 1 Bonus feat
Improved Disarm (Combat)
You are skilled at knocking weapons from a foe's grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
Source: 10th level Monk
Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
Source: Monk 2 Bonus feat
Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Source: Monk 1
Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: 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.
Dodge bonuses stack with each other, unlike most types of bonuses.
Source: Monk Bonus Feat 6
Punishing Kick (Combat)
Your kicks are so powerful you use them to push or knock back your foes.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick 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.
Source: Monk 1
Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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.
Source: 5th level
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Source: 3rd level
Touch of Mundanity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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 no damage and bestows no other effect or condition, but the target cannot cast spells for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity 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.
Source: Isolated Among Friends Bonus Feat
🎲 DM Touch of Serenity, except only prevents spellcasting.
Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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 no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity 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.
Source: 9th level
Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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 no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity 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.
Source: 9th level
Ultimate Wallflower, aka, Hide in Plain Sight (Ex)
A rogue with this talent can select a single terrain from the ranger's favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed. A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.
Also, +4 bonus to saves against charm or compulsion spells.
Source: Isolated Among Friends wiki reward
Choice: Terrain: 'Social Situation' (eg: party, tavern, court, formal hearing; not just 'plenty of people')
Vicious Stomp (Combat)
You take advantage of the moment to brutally kick an enemy when he is down.
Prerequisites: Combat Reflexes, Improved Unarmed Strike.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Source: 7th level

Traits

Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon
Source: Adventurer's Armory
🎲 DM Modified: Masterwork Temple Sword
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Source: Ultimate Campaign

Race

+2 Constitution, +2 Wisdom, –2 Charisma
Dwarves are both tough and wise, but also a bit gruff.
Darkvision
Dwarves can see in the dark up to 60 feet.
Defensive Training
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed
Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Medium
Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Class

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.
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Class Skills
The monk's class skills are 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).
Skill Ranks per Level: 4 + Int modifier.
Evasion (Ex)
At 2nd level or higher, 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. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
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 on 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 use 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.
High Jump (Ex)
At 5th level, 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.
Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can:
• make one additional attack at his highest attack bonus when making a flurry of blows attack.
• In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally,
• a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Life Funnel (Su)
At 7th level, a hungry ghost monk can steal a creature's life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time. This ability replaces wholeness of body.
🎲 DM Add your Wisdom bonus to the HP regained with this.(Isolated Among Friends)
Life from a Stone (Su)
At 11th level, a hungry ghost monk can steal ki or life force from any creature, not just living creatures. If the monk has at least 1 ki point in his pool, he gains the benefit of life funnel and steal ki when he confirms a critical hit against any creature or reduces any creature to 0 or fewer hit points. This ability replaces diamond body.
Maneuver Training (Ex)
Obsoleted by full-BAB monk.
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.
Punishing Kick (Ex)
At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.
Slow Fall (Ex)
At 4th level or higher, 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. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Steal Ki (Ex)
At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. 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.
At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
This ability replaces purity of body.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex)
Replaced.
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.
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Description

  • Favored Class:
  • Deity:
  • Homeland:
  • Gender:
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: