Drinking & Dragons

ROR:PC/Karaz

From Drinking and Dragons
Revision as of 07:38, 30 September 2017 by >Mqs


Skills

Armor Check Penalty: 0

  • Acrobatics 23 Ranks 15 DEX 5 Class 3 ACP 0
  • Acrobatics (jump) 38 Ranks 15 DEX 5 Class 3 ACP 0 Monk 15
  • Appraise 0 Ranks 0 INT 0
  • Appraise (metal/gems) 2 Ranks 0 INT 0 Racial 2
  • Bluff -4 Ranks 0 CHA -4
  • Climb 16 Ranks 8 STR 5 Class 3 ACP 0
  • Craft (base) 3 Ranks 0 INT 0 Class 3
  • Diplomacy -4 Ranks 0 CHA -4
  • Disguise -4 Ranks 0 CHA -4
  • Escape Artist 8 Ranks 0 DEX 5 Class 3 ACP 0
  • Fly 5 Ranks 0 DEX 5 ACP 0
  • Heal 11 Ranks 4 WIS 7
  • Intimidate -1 Ranks 0 CHA -4 Class 3
  • Perception 25 Ranks 15 WIS 7 Class 3
  • Perception (stonecunning) 27 Ranks 15 WIS 7 Class 3 Racial 2
  • Perform (base) -1 Ranks 0 CHA -4 Class 3
  • Ride 12 Ranks 4 DEX 5 Class 3 ACP 0
  • Sense Motive 25 Ranks 15 WIS 7 Class 3 ACP 0
  • Stealth 21 Ranks 13 DEX 5 Class 3 ACP 0 Size 0
  • Survival 7 Ranks 0 WIS 7
  • Swim 9 Ranks 1 STR 5 Class 3 ACP 0

Overview

Karaz, the Fifteenth level Lawful Neutral Dwarf Hungry Ghost Unchained Monk

  • Str 20 (5) • Dex 20 (5) • Con 20 (5) • Int 10 (0) • Wis 24 (7) • Cha 2 (-4)
    Str 16 Enhancement 4 • Dex 15 Level 1 Enhancement 4 • Con 14 Race 2 Enhancement 4 • Int 9 Level 1 • Wis 15 Race 2 Level 1 Enhancement 6 • Cha 4 Race -2
  • Initiative: 11 DEX 5 Trait 2 Feat 4Speed: 70 • Size: Medium (0)
    • 3/day 5 minutes fly
    • Also boots of the Winterlands
  • Languages: Common, Dwarven, TonguesSenses: Normal, Darkvision 60'

Defense

  • Hit Points: 204 • Hit Dice: 15 15d10 + 0 + 0
    • +2 additional when getting temporary hit points
  • AC: 35 Base 10 Armor 6 Shield 0 DEX 5 Size 0 Natural 0 Deflection 1 Dodge 1 WIS 7 Monk 5Touch: 29 Base 10 DEX 5 Size 0 Deflection 1 Dodge 1 WIS 7 Monk 5Flat-Footed: 29 Base 10 Armor 6 Shield 0 Size 0 Natural 0 Deflection 1 WIS 7 Monk 5
    • Racial +4 dodge AC vs giants
    • Mobility +4 dodge AC while moving
  • CMD: 42 Base 10 BAB 15 STR 5 DEX 5 Size -0 WIS 7
    • Racial +4 vs bull rush, trip
    • Improved Trip: +2 vs trip
  • Fortitude: 19 • Reflex: 19 • Will: 19
    Fortitude 9 CON 5 Resistance 5 • Reflex 9 DEX 5 Resistance 5 • Will 5 WIS 7 Resistance 5 Feat 2
    • Racial +2 vs poisons, spells, spell-likes
    • +2 vs enchantment spells and effects
    • +2 vs necromnatic powers of undead
    • Improved Evastion: Reflex is half or none.
Resistances
  • DR: none • SR: none

Offense

  • BAB: 15 Mnk 15
  • CMB: 20 BAB 15 STR 5 Size -0
    • Improved Trip: +2 when tripping
  • Melee: 20 BAB 15 STR 5Ranged: 20 BAB 15 DEX 5
    • Racial +1 to hit orcs, goblinoids
    • Vicious Stomp: Unarmoed AoO when threatened foe prone
    • +4 when confirming criticals
    • 2d6 bleed on critical
    • Steal Ki/Life Funnel on crit or foe 0
    • Sipping Demon on every hit: 1 per hit, or 7 on crit. Max of 15



Options and Powers

Attack Options
  • Melee Unarmed Strike 22/17/12 (2d10+7+Bleed (1d4)/Crit: 19+/×2 + Bleed (2d6) + Lifesurge (1d8 pos vs undead or heal) + Steal Ki/Life Funnel) BAB 15 STR 5 Magic 2
  • Melee Temple Sword 21/16/11 (1d8+6/Crit: 17+/×2 + Bleed (2d6) + Thundering (1d8 sonic fort 14 deaf) + Steal Ki/Life Funnel) BAB 15 STR 5 Magic 1
  • Melee Flurry of Blows 0 (Above, but 2 extra at highest/)
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
Ki powers.
Have ki? Unarmed: Lawful, Cold Iron, Silver, Magic
Spend ki to:
• Extra Attack during Flurry (swift)
• Abundant Step (move, 2)
• Elemental Fury (Acid) for 7 rounds (swift)
• High Jump (swift)
Action: varies • Uses: ki pool 14
Punishing Kick
Damage normally, and pushed back 5 feet. Fortitude save DC 24 or knocked prone.
Action: declare before attack • Uses: 15/day
Stunning Fist
Fort save DC 24 or stunned for 1 round.
Action: declare before attack • Uses: 16/day
Style Strike
Flying Kick
Action: attack • Uses: 2 strikes/rd
Style Strike
Foot Stomp
Action: attack • Uses: 2 strikes/rd
Style Strike
Leg Sweep
Action: attack • Uses: 2 strikes/rd
Touch of Serenity
No damage. Will save DC 24 or no spells and cannot attack for 1 round.
Action: declare before attack • Uses: 15/day
Trip
Vicious stomp...
Action: attack

Feats

Bleeding Attack (Combat)
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
Source: Level 3
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 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: Level 11
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: Monk 1
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: Level 9
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 2
Improved Critical (Combat)
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Source: Monk 14
Choice: Unarmed Strike
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Source: Level 7
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 10
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
Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Source: Level 5
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 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: Hungry Ghost Monk
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: Level 15
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: Level 13
Vicious Stomp (Combat)
You take advantage of the moment to brutally kick an enemy when he is down.
Prerequisite: 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: Level 1

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
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
Abundant Step (Su)
A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.
Elemental Fury (Su)
A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
Choice: Acid
Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Flying Kick
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Foot Stomp
The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
High Jump (Ex)
A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Ki Pool (Su)
At 3rd 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 3rd 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.
Ki Power (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Choice: Abundant Step, Elemental Fury, High Jump, 8,12,14 replaced. Forbidden: Wholeness of Body, Diamond Body, Diamond Soul
Leg Sweep
The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
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.
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.
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.
Purity of Body (Ex)
Replaced by Steal Ki
Sipping Demon (Su)
A 13th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption.
The ability replaces diamond soul.
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)
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist
Replaced by Punishihng Kick
Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Choice: Flying Kick, Foot Stomp, Leg Sweep
Tongue of the Sun and Moon (Ex)
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.
The damage for Small or Large monks is listed below.
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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: Monk
  • Deity: Torag
  • Homeland:
  • Gender:
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: