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Player: Luke Male Human Monk 5 - CR 4 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
Skill Name Total Ability Ranks Temp

Still Mind : +2 vs. enchantment spells and effects

REFLEX
(DEXTERITY)

Still Mind : +2 vs. enchantment spells and effects

(WISDOM)

WILL

Acrobatics

+10

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

5 4 1 1 5 1 1 5 2

Speed greater than 30' : +4 jump, High Jump : +5 to jump

Still Mind : +2 vs. enchantment spells and effects

Immunity to Disease
Total Armor Shield Dex Size Natur Deflec Dodge Misc

AC

21

Touch AC

= 10

+2 21 Flat-Footed AC

+1 18

+1

+7

Mobility : +4 Dodge bonus vs. Attacks of Opportunity because you moved out of or within a threatened area BAB Strength Size Misc

CM Bonus
+9 Grappling

+7 26

= = 10

+3
BAB

+2
Strength

Dexterity

Size

CM Defense

+3

+2

+2

28 vs. Grapple See the AC section (above) for situational modifiers that may also apply to CMD

Appraise +0 Bluff -1 Climb +9 Diplomacy -1 Disguise -1 Escape Artist +6 Fly +2 Heal +4 Intimidate -1 Knowledge (religion) +4 Perception +12
Perform (wind instruments)

Base Attack Initiative Speed

+3 +2 30 / 40 ft

HP

50

Damage / Current HP

Ride Sense Motive Stealth Survival Swim


Bullied
+1 to hit with unarmed AoEs.

+3 +2 +8 +12 +4 +7

Brass knuckles

Feats, Traits & Flaws


Crit: x2 Light, B, Monk Crit: 19-20/x2 Rng: 80' 2-Hand, P Deflect Arrows
Deflect an incoming arrow once per round.

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


Light crossbow

Ranged: +3, 1d8 Ranged, Both Hands: +5, 1d8

Dodge
+1 AC.

Improved Grapple
You don't provoke attacks of opportunity when grappling a foe.

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Feats, Traits & Flaws


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

Experience & Wealth


Experience Points: 17458/23000 Current Cash: 5 PP, 100 GP, 5 SP, 600 GP of Valuables

Mobility
+4 to AC against some attacks of opportunity.

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.

Gear
Total Weight Carried: 50.4/175lbs, Light Load (Light: 58lbs, Medium: 116lbs, Heavy: 175lbs)
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 bear's endurance Potion of bull's strength Potion of cure light wounds Potion of endure elements Powder Ring of protection +1 Rope dart Shuriken x5 Shurikens (P) (DC12, 1d4 turns, -1 Att & AC, 10') x20 rope Silk Temple sword Torch x8 Trail rations x15 Waterskin 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 1 lb 4 lbs

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.

Scorpion Style (DC 16)


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

Stunning Fist (5/day) (DC 16)


You can stun an opponent with an unarmed attack.

Toughness +5
You gain +3 hit points.

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

Mainhand: +6, 1d3+3 Flurry: +6/+6, 1d3+3 Mainhand: +6, 1d3+3 Flurry: +6/+6, 1d3+3
Rope dart

Crit: x2 Light, B, Monk Crit: x2 Light, B, Monk

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

Crit: x2 Ranged: +5, Rng: 20' 1d4+2 1-Hand, P, Blocking, Distracting, Monk Ranged, Both Hands: +5, 1d4+3 Ranged Flurry: +5/+5, 1d4+2

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.

Shuriken

Evasion (Ex) Crit: x2 Rng: 10' Light, P, Monk Crit: x2 Rng: 10' Light, P, Monk Crit: 19-20/x2 1-Hand, S, Monk, Trip

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

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

If exposed to any that even normally allows her attacks to attempt a Reflex These bonuses toeffect AC apply against touch or when the saving monk is throw for half damage, you bonuses takes no when damage with a successful saving throw. flat-footed. He loses these he is immobilized or helpless, when he wears any armor, (+10') when he carries a shield, or when he carries a medium Fast Movement or heavy load. At 3rd level, a monk gains an enhancement bonus to his land speed. A monk 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.

Flurry of Blows +3/+3 (Ex)

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

Unarmed strike
Crit: x2 Light, B, Nonlethal

Total Weight Carried: 50.4/175lbs, Light Load (Light: 58lbs, Medium: 116lbs, Heavy: 175lbs)
Assorted Gems (worth 600 gp) Backpack (empty) Belt pouch (empty) Brass knuckles 2 lbs 0.5 lbs 1 lb

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.

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 High Jump (+5/+25 with Ki point) Fighting feat (even if the monk does not meet(Ex) the prerequisites for the feat). At 5th level, a monk addsattacks, his level to all Acrobatics checks made to jump, For the purpose of these the monk's base attack bonus from his both for vertical jumps and horizontal jumps. In addition, always counts as monk class levels is equal to his monk level. For all otherhe purposes, such as having a running start when making jump checks using Acrobatics. By qualifying for a feat or a prestige class, the monk uses his normal base attack spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus Kibonus. Defense (Su) made to jump for 1 round. on Acrobatics checks A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus At 8th level, the monk can make two additional attacks when he uses flurry of to AC for 1 round. blows, as if using Improved Two-Weapon Fighting (even if the monk does not Kimeet Pool the(Su) prerequisites for the feat). At 4th level, a monk gains a pool of ki points, supernatural energy he can use At accomplish to 15th level, the amazing monk feats. can make The three number additional of points attacks in a monk's using ki flurry pool of is blows,to equal as 1/2 if using his monk Greater level Two-Weapon + his Wisdom Fighting modifier. (even if the monk does not meet the prerequisites for the feat). KiAStrike, Magic (Su) monk gains additional powers that consume points from his ki pool as he At 4th levels. level, ki strike allows a monk's unarmed attacksrolls to be treated as magic A monk gains applies his full Strength bonus to his damage for all successful weapons for the purpose of overcoming damage reduction. attacks made with flurry of blows, whether the attacks are made with an offhand The ki or pool with isTraining areplenished weapon wielded each in morning both hands. after 8 Ahours monkof may rest substitute or meditation; disarm, Maneuver (Ex) sunder, these hours and do tripnot combat needmaneuvers to be CMB, consecutive. for unarmed attacks as part of a flurrythan of For the purpose of calculating you add your full monk levels, rather blows. A monk cannot use any weapon other than an unarmed strike or a 3/4 of your monk levels. special For a Ninja, monk the weapon Ki Pool as ispart based of a on flurry Charisma, of blows. rather A monk thanwith Wisdom. natural Purity of cannot Body (Ex) weapons use such weapons as part of a flurry of blows, nor can he At 5th natural level, aattacks monk gains immunity to flurry all diseases, including make in addition to his of blows attacks. supernatural and magical diseases. 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.

Special Abilities
Slow Fall 20' (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 Stunning Fist Fatigue) (Ex) level until at 20th (Stun, level he can use a nearby wall to slow his descent and fall any At 1st level, the monk distance without harm.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 saving throw Unarmed (1d8) still negatesStrike the effect. At 4th level, he can choose to make the target fatigued. At monk gains the Improved Unarmedfor Strike as a bonus feat. A monk's At 1st 8th level, level, a he can make target sickened 1 minute. At 12th level, he can attacks may be with fist, elbows, knees, and feet. This means monk may make the target staggered for 1d6+1 rounds. At 16th level, he that can a permanently makeor unarmed strikes with his hands full. There is no such thing asfor an1d6+1 off-hand blind deafen the target. At 20th level, he can paralyze the target attack for a monk unarmed. A monk maywill thus apply his full Strength rounds. The monkstriking must choose which condition apply before the attack roll bonus onThese damage rolls do for not all his unarmed strikes. (a creature sickened by is made. effects stack with themselves Stunning Fist cannot become nauseated if hit by Stunning Fist again), but Usually a monk's unarmed the strikes deal lethal damage, but he can choose to deal additional hits do increase duration. Crossbow bolts 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 Ki Pool unarmed (Su) strike is treated as both a manufactured weapon and a either manufactured weapons or natural weapons. Potion of bear's endurance A monk also deals more damage with his unarmed strikes than a normal person Potion of bull's strength 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 Potion of cure light wounds amount given there with his unarmed attacks, while a Large monk deals more damage. Potion of endure elements

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.

Tracked Resources

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

Rope dart Shuriken


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

Stunning Fist (5/day) (DC 16) Torch Trail rations

Languages
Common

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.