Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Pitamian "Pit" Kalal Played by Chris Roberts
9 Games Played, Created 05/14/2007
Male Human Character Level 12
CN Male Humanoid (Human) Classes Yang Monk 12
Hit Dice 12d8+48 Ability Total Mod Magic
  STR 15 14 base +0 race +0 age +0 inherent +1 level +2 +0
144 108 72 36 DEX 18 16 base +0 race +0 age +0 inherent +0 level +4 +2
Speed 70 ft.30 ft. base +40 ft. fast movement -0 ft. armor (14 squares)
Senses Listen +14; Search +1; Spot +14
CON 18 16 base +0 race +0 age +0 inherent +2 level +4 +0
INT 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
WIS 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
CHA 12 11 base +0 race +0 age +0 inherent +2 level +1 +0
LUCK 11 11 base +0 race +0 age +0 inherent +0 level +0 +0
Saves Total Ability Magic Special
Fortitude +12+8 base +0 misc +4 +0  
Reflex +12+8 base +0 misc +4 +0 improved evasion
Will +10+8 base +0 misc +2 +0 +2 against enchantment
Craft Points 5,8007,800 Earned -0 Used +0 Item Creation Feats -2,000 Hands as Weapons feat Initiative +4+4 Dex +0 Improved Initiative
BAB +9/+4 Grapple +11BAB +2 Str +0 Size
melee touch +11 Bull Rush +2
ranged touch +13 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Monk + Cha
24 17 20 +0 +4 +3+3 Iron Defense +4 +0 +0 +0 +0 +0 +0 +3
Immunenormal diseases, poison
Weapon Atk Full Atk Dmg Crit Type
+2 spell storing hands as weapons melee +14BAB +0 size +2 Str +2 enhancement bonus +1 Weapon Focus feat +14/+14/+14/+9 2d8+5weapon base +2 Str +2 enhancement bonus +1 natural striker 19-20/x2 B
Combat Options
  • Abundant Step (Su): (     ) 1/day—Standard action, as dimension door spell. Instantly relocate to any location within long range (400 ft. + 40 ft./caster level). Maximum weight cannot exceed your maximum load. You may take one Medium creature, or equivalent, per three caster levels. After using this ability, you may take no additional action until your next turn. Caster level 6thhalf yang monk class level (round down).
  • Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Firm Grip The character gains a +4 bonus to opposed rolls when someone attempts to disarm him. The character also gains a +4 bonus to grapple checks when attempting to pin an opponent. Finally, the character only falls from a climb if the Climb check is failed by 10 or more.
  • Follow Through When you drop an opponent in melee, such as by reducing a foe to 0 or fewer hit points, you may immediately make a five-foot step to occupy your enemy's position. This movement counts as a free action, allowing you to use Cleave or Great Cleave after making this movement. You must advance directly into the area occupied by your enemy. If this is physically impossible, such as if you dropped your foe with a reach weapon, you may not take this five-foot step.
  • Greater Flurry of Blows (Ex) When using unarmed strike or monk weapons (kama, nunchaku, quarterstaff, sai, shuriken and siangham), make two additional attacks on a full-attack action at highest attack bonus.
  • Ki Strike (Su) Unarmed strikes overcome damage reduction as if chaotic magic weapons.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • +1 racial attack bonus against undead
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +6 (+4 Dex, 0 ranks, +2 synergy Tumble), Bluff +1 (+1 Cha, 0 ranks), Climb +15 (+2 Str, 11 ranks, +2 Mashiro Mouko), Concentration +4 (+4 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +16 (+4 Dex, 12 ranks), Forgery +1 (+1 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate +1 (+1 Cha, 0 ranks), Jump +13 (+2 Str, 9 ranks, +2 synergy Tumble), Listen +14 (+2 Wis, 12 ranks), Ride +4 (+4 Dex, 0 ranks), Search +1 (+1 Int, 0 ranks), Sense Motive +2 (+2 Wis, 0 ranks), Sneak +13 (+4 Dex, 9 ranks), Spot +14 (+2 Wis, 12 ranks), Survival +2 (+2 Wis, 0 ranks), Swim +13 (+2 Str, 11 ranks), Tumble +20 (+4 Dex, 14 ranks, +2 synergy Jump), Use Rope +4 (+6 bindings) (+4 Dex, 0 ranks)

 Armor Check Penalty -0-0 armor -0 helm -0 shield; Swim Check Penalty -0; Permanent Class Skills Knowledge (dungeoneering)

 Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Firm Grip, Follow Through, Hands as Weapons, Improved Critical (unarmed strike), Improved Natural Attack (unarmed strike), Improved Unarmed Strike, Iron Defense, Natural Striker, Power Attack, Weapon Focus (unarmed strike)
Special Qualities
  • Improved Evasion (Ex) A monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
  • Monk Weapon Proficiency Mashiro Mouko monks are proficient with crossbow (light or heavy), dagger, javelin, jo staff, nandao, nunchaku, sa tjat koen, shuriken, sling, tiger hook, tiger fork, and tonfa.
  • Slow Fall (Ex) A monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 60 feet shorter than it actually is.
  • Wholeness of Body (Su) A monk can heal his own wounds. He can heal 24twice current yang monk class level hit points of damage each day, and he can spread this healing out among several uses.
Miscellaneous Information
 HistoryCharacter history details.; AdventuresAoW-005: The Champion's Belt (by Tito Leati), AoW-006: A Gathering of Winds (by Wolfgang Baur); Lives Remaining 90 Deaths; Last Played July 26, 2007

 Languages Common, Damaran, Draconic
 Patron Deity None; Homeland Damara; Heritage 100% Human; Background Damaran
 Height 6 ft. 2 in.; Weight 220 lb.; Age 28; Hair Bald; Eyes Yellow

Character Level Record
Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk
Yang Monk Yang Monk                

 Defeated Enemy Record 1 Froghemoth
Equipment & Possessions
 Magical Items +4 bracers of armor (16,000 gp), everburning coin (110 gp and 1 cp), everlasting rations (350 gp), +2 gloves of dexterity (4,000 gp), +2 spell storing hands as weapons (18,000 gp)

 Potions

  • Masterwork Potion Belt    —empowered potion of cure serious wounds (CL 9th; cures 4d8+9 hp) (2,250 gp),                    —flasks of chaotic-aligned snow (unknown) (unknown)

 Mounts bit and bridle (2 gp), heavy warhorse (400 gp), military saddle (20 gp), saddlebags (4 gp)

 Nonmagical Items masterwork potion belt (60 gp)

 pp 0, gp 1,094, sp 6, cp 9
 Other Wealth None