KYRAS SONATA | LEVEL 7 |
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Male half-elf monk 4/rogue 3
LG Medium humanoid (elf, human)
Init +3+1 Dex, +2 Reactionary trait; Senses low-light vision; Perception +13 (+14 locating traps)
DEFENSE |
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AC 18, touch 16, flat-footed 16 (+2 armor, +1 deflection, +1 Dex, +1 dodge, +1 monk, +2 Wis)
hp 67 (7d8+213d8 rogue, 4d8 monk, +7 Con, +7 Favored Class, +7 Toughness feat)
Fort +6+5.0 base, +1 Con, Ref +6+5.5 base, +1 Dex, Will +8+5.0 base, +2 Wis; +4 vs. enchantment
Defensive Abilities evasion, trap sense +1; Immune sleep
OFFENSE |
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Speed 40 ft.30 ft. base, +10 ft. fast movement, -0 ft. armor
Melee
unarmed strike +8BAB plus +3 Str (1d8+3+3 Str) or
flurry of blows +7/+72.25 rogue BAB plus 4 monk levels plus +3 Str plus -2 flurry (1d8+3+3 Str) or
mwk short sword +9BAB plus +3 Str plus +1 enhancement (1d6+3+3 Str/19-20) or
mwk alchemical silver dagger +9BAB plus +3 Str plus +1 enhancement (1d4+2+3 Str plus -1 silver/19-20)
Ranged
shuriken +6BAB plus +1 Dex (1d2+3+3 Str; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.) or
shuriken flurry of blows +5/+52.25 rogue BAB plus 3 monk levels plus +1 Dex plus -2 flurry (1d2+3+3 Str; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)
Special Attacks +2 confirm critical hits using unarmed strike or monk weapon, flurry of blows, sneak attack +2d6, stunning fist (4equal to monk levels plus 1 per 4 other class levels/day, DC 1510 base plus +1/2 character level plus Wis modifier)
STATISTICS |
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Str 1715 base, +0 race, +0 level, +2 belt of giant strength, Dex 1212 base, +0 race, +0 level, Con 1313 base, +0 race, +0 level, Int 1110 base, +0 race, +1 level, Wis 1414 base, +0 race, +0 level, Cha 108 base, +2 race, +0 level
Base Atk +5+2.25 rogue plus +3.00 monk; CMB +9+2.25 rogue BAB, +4 monk levels, +0 size, +3 Str; CMD 2310 +4 BAB, +0 size, +3 Str, +1 Dex, +2 Wis, +1 deflection, +1 dodge
Traits Martial Manuscript, Reactionary
Feats Armor Proficiency (light), Deflect Arrows, Dodge, Endurance, Exotic Weapon Proficiency (hand crossbow), Extra Ki, Improved Unarmed StrikeB, Martial Weapon Proficiency (rapier, sap, short sword, shortbow), Persuasive, Simple Weapon Proficiency (all), Skill Focus (Perception)B, Stunning FistB, Toughness
Skills +73 ranks, +1 Dex, +3 class skill, -0 armor (+11 when jumping), Appraise +00 ranks, +0 Int, Bluff +00 ranks, +0 Cha, Climb +113 ranks, +3 Str, +3 class skill, +2 climber's kit, -0 armor, Diplomacy +116 ranks, +0 Cha, +3 class skill, +2 Persuasive feat, Disable Device +103 ranks, +1 Dex, +3 class skill, -0 armor, +2 mwk thieves' tools, +1 trapfinding, Disguise +44 ranks, +0 Cha, Escape Artist +73 ranks, +1 Dex, +3 class skill, -0 armor, Fly +10 ranks, +1 Dex, -0 armor, Heal +73 ranks, +2 Wis, +2 healer's satchel (+9 treating poison or providing first aid), Intimidate +83 ranks, +0 Cha, +3 class skill, +2 Persuasive feat, Perception +133 ranks, +2 Wis, +3 class skill, +2 racial, +3 Skill Focus feat (+14 locating traps), Ride +10 ranks, +1 Dex, -0 armor, Sense Motive +20 ranks, +2 Wis, Stealth +62 ranks, +1 Dex, +3 class skill, -0 armor, Survival +75 ranks, +2 Wis, Swim +82 ranks, +3 Str, +3 class skill, -0 armor; Racial Modifiers +2 Perception
AcrobaticsLanguages Common, Elven
SQ elf blood, fast movement, ki pool (61/2 monk level plus +2 Wis modifier plus +2 Extra Ki feat; magic), maneuver training, rogue talents (quick disable), slow fall 20 ft., trapfinding +11/2 rogue level (minimum +1)
Combat Gear minor smelling salt solution admixture, oil of warp wood, potion of barkskin, potion of cure moderate wounds (2), potion of displacement, potion of enlarge person, potions of lesser restoration (2), acid (2), alchemist's fire (4), thunderstones (2), wyrm's breath bitter
Other Gear masterwork alchemical silver dagger, masterwork short sword, shuriken (18), belt of giant strength +2, healer's satchel, octopus bracers of armor +2, ring of protection +1, antiplague (3), antitoxin, backpack, bedroll, belt pouch, canteen, climber's kit, flint and steel, gear maintenance kit, iron pot, masterwork thieves' tools, medium tent, mess kit, monk's outfit, portable ram, soap (50 uses), torches (5), trail rations (7), 160 pp, 5 gp, 3 sp, 4 cp
SPECIAL ABILITIES |
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AC Bonus (Ex) When wearing no armor and unencumbered, add Wis bonus (if any) to AC (including touch) and CMD. Lose bonus while immobilized, helpless, wearing any armor, using a shield, or carrying a medium or heavy load.
Deflect Arrows 1/roundWhen you have at least one free hand (holding nothing), are not flat-footed, and would be hit by a ranged attack of which you are aware, deflect attack so as to take no damage. Does not count as an action. Massive ranged weapons (such as boulders and ballista bolts) and ranged attacks from natural attacks or spell effects cannot be deflected.
Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Equipment Descriptions
acid Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 acid damage; every creature within 5 ft. of point of impact takes 1 hp acid damage from splash.
alchemist's fire Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 fire damage; every creature within 5 ft. of point of impact takes 1 hp fire damage from splash. On round following direct hit, target takes additional 1d6 fire damage. Can spend full-round action to attempt to extinguish before taking this additional damage (DC 15 Reflex). Rolling on ground provides +2 bonus on save. Leaping into large body of water or magically extinguishing flames automatically smothers the fire.
antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
medium tent Assemble in 30 minutes; holds 2 Medium creatures.
portable ram Gain +2 circumstance bonus on Str checks to break open door; allows second person to help, granting additional +2 bonus.
thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.
wyrm's breath bitter Consume and become sickened for 1d6 minutes (DC 12 Fort negates; dwarves receive +5 racial bonus). After drinking, as move action, belch in either 5-ft.-radius spread or 10-ft. cone that deafens and sickens others for 1 round (DC 12 Fort negates). Must wait 1d4 rounds between belches but can belch as often as desired for 10 minutes.
Evasion (Ex) If subjected to an attack that normally allows a Reflex save for half damage, take no damage if saving throw is successful.
Fast Movement (Ex) A monk wearing armor or carrying a medium or heavy load loses his extra speed.
Flurry of Blows (Ex) As full-attack action, make one additional attack, taking -2 penalty on all attack rolls as if using Two-Weapon Fighting feat, using any combination of unarmed strikes or monk special weapons with either hand applying full Str bonus to damage. For purposes of these attacks, base attack bonus is equal to monk class level. May substitute disarm, sunder, and trip for unarmed attacks as part of flurry of blows. Cannot include natural weapons as part of flurry and cannot make natural attacks in addition to flurry of blows.
Improved Unarmed Strike 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.
Ki Pool (Su) As long as you have at least 1 point in your ki pool, you can make a ki strike allowing your unarmed attacks to overcome specific kinds of damage reduction. As swift action, spend 1 ki pool point to make additional attack at highest attack bonus when using flurry of blows, or increase speed by 20 ft. for 1 round, or give self +4 dodge bonus to AC for 1 round. Ki pool replenished each morning following 8 hours of rest or meditation and do not have to be consecutive.
Magic Item Descriptions
healer's satchel Item can act has healer's kit up to 10 uses in any 24-hour period. When wielder expends 2 uses to treat deadly wounds with Heal skill, add Wis bonus to amount hp restored; if DC exceeded by 5 or more, add 2x Wis bonus to amount. Gain +4 circumstance bonus on Heal checks to treat poisons and provide first aid (overlaps, does not stack with normal bonus for using healer's kit).
minor smelling salt solution Consume as standard action provoking attacks of opportunity to cure 1d8+3 hp and gain +4 enhancement Con for 3 minutes.
octopus bracers As immediate action, transform arms into tentacles and extend reach by 5 ft. for up to 10 rounds per day. As natural weapons, deal 1d3 damage plus gain grab ability; monks substitute unarmed strike damage. Weapons wielded considered improvised (-4 attack, critical on 20 for x2). Rounds of use need not be consecutive.
Rogue Talents Only one talent that adds effects to sneak attack (marked with *) can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Slow Fall (Ex) When within arm's reach of a wall, reduce damage taken by fall as if the distance fallen were shorter.
Quick Disable (Ex) Take half the normal amount of time to disable a trap using Disable Device skill (minimum 1 round).
Sneak Attack (Ex) Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.
Stunning Fist (Ex) Once per round, declare you are using this feat before you make your attack roll (a failed attack roll ruins the attempt). Foe damaged by your unarmed attack must make Fortitude saving throw, in addition to taking 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 Dex bonus to AC, and takes a -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Trap Sense (Ex) Gain bonus on Reflex saving throws to avoid traps and dodge bonus to AC against attacks by traps.
Trapfinding Add bonus to Perception skill checks to locate traps and to Disable Device checks (factored into Skills section above). Can use Disable Device to disarm magical traps.
Height 6'1"; Weight 210 lbs.; Hair Black; Eyes Blue; Skin Caucasian; Age 32; Religion Iomedae; Homeland Taldor; Favored Class Monk, Rogue; XP Earned 30,361 of 34,000
Defeated Enemies Giant Skunk, Pegataur, Sawdust Slough, Undead Pharaoh of Numbers, Wolf