Mutasafen

Akime Hinamura's page

4 posts. Alias of JAF0.


Full Name

Akime Hinamura

Race

oni-spawn Tiefling monk/10

Classes/Levels

skills:
acrobatics 20, climb 7, diplo 7, escape 12, heal 6, know all 5, perception 20, sense motive 7, stealth 12, swim 7

Gender

hp 83/83 AC 27 T25, FF27, fort +10 refl +10, will +17, bab 7/2 melee 12/7, ranged 12/7, cmb 19 cmd 28, init +4, perc +18, 10/10 chgs elem fist (+3d6), 12/12 ki pts, 17/17 inspire; SR 15

Size

M 5'9, 148 lbs

Age

123

Alignment

LN

Location

wbl for 10th is 62k

Languages

Common, Infernal, draconic

Occupation

hp: 11+8x9=83

Homepage URL

+1 wis lvl 4, +1 wis lvl 8

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 24
Charisma 9

About Akime Hinamura

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
prehensile tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
fiendish resistance cold 5, elec 5, fire 5
60' darkvision
spell resistance = 10 + 1/2 hit dice

traits:

Reactionary(combat) +2 init
Wisdom in the Flesh (religion) Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. - Acrobatics

feats:

Improved Unarmed Strike (bonus feat)

Elemental Fist (3d6 elemental dmg, lvl x/day (bonus feat)

Improved Grapple (1st lvl bonus monk feat)

fiendish heritage (1st lvl feat]

Armor of the Pit (gain +2 natural armor bonus, 3rd lvl feat)

Power Attack (-1 to hit, +2 to dmg on all attacks - chgs with bab, 5th lvl feat)

jabbing style Benefit: When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target. (7th lvl feat)

Improved Critical Benefit: When using the weapon you selected, your threat range is doubled. (unarmed strike) (9th lvl feat)

saving for 11th lvl featJabbing Master Benefit: While using Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6.

monk class features:

Weapon Proficiency Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: 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.

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.

improved unarmed strike You are skilled at fighting while unarmed. (Currently 1d10 dmg with unarmed strike)
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.
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 (see table)

Maneuver Training (Ex) 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.

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 do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex) (50') 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.

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.

Wholeness of Body (Su) At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Monk of the Four Winds abilities:

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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.
At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

Drunken Master Abilities:

Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. A drunken master has the following class features.

Drunken Ki (Su) At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity.

This ability replaces still mind.

Drunken Strength (Su) At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability.

This ability replaces purity of body.

Qinggong Monk:

The qinggong monk is a master of her ki, using it to perform superhuman stunts or even blast opponents with supernatural energy. Some achieve their power over ki through extreme discipline, while others attain this power by intentionally or accidentally ingesting rare herbs or strange mystical fruits, and a few are gifted these abilities by a dying qinggong master.

Ki Power

A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

Ki powers are abilities that draw on the power of a monk’s ki. The standard monk has several abilities that count as ki powers, such as wholeness of body, abundant step, and empty body. A qinggong monk can learn additional ki powers, which often replaces a non-ki monk ability such as purity of body. Ki powers are divided into three categories: feats, monk abilities, and spells.

Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.

Monk Abilities: Some ki powers are standard monk abilities. Even if a qinggong monk selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her ki powers.

Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A qinggong monk’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.

Requirements: All ki powers have a minimum monk level requirement to select them. A monk who does not meet this requirement cannot select that ki power.

Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.

The saving throw against a monk’s ki power, if any, is equal to 10 + 1/2 the monk’s level + the monk’s Wisdom bonus.

4th-Level Ki Powers

Acrobatic Steps (1 ki point)
Augury (1 ki point)
Barkskin (self only, 1 ki point)
Deny Death, † (0 ki points)
Feather step (self only, 1 ki point)
Hydraulic push (1 ki point)
Ki arrow (1 ki point)
Ki Stand, † (0 ki points)
Message (1 ki point)
Power Attack (1 ki point)
Quick Draw (1 ki point)
Scorching ray (2 ki points)
Slow fall (monk ability, 0 ki points)
Throw Anything (1 ki point)
True strike (self only, 1 ki point)

6th-Level Ki Powers

Cloak of winds (self only, 2 ki points)
Gaseous form (self only, 1 ki point)
Heroic Recovery, † (1 ki point)
High jump (monk ability, 1 ki point)
Hydraulic torrent (2 ki points)
Remove disease (2 ki points)
Sidestep, † (1 ki point)
Snatch Arrows† (1 ki point)
Spring Attack (1 ki point)

8th-Level Ki Powers

Dragon’s breath (2 ki points)
Gliding Steps, † (1 ki point)
Neutralize poison (3 ki points)
Poison (2 ki points)
Restoration (self only, 2 ki points)
Share memory (0 ki points)
Silk to steel (1 ki point)
Spider Step (1 ki point)
Whirlwind Attack (2 ki points)
Wholeness of body (monk ability, level 7, 2 ki points)

10th-Level Ki Powers

Discordant blast (2 ki points)
Greater Bull Rush (2 ki points)
Greater Disarm (2 ki points)
Greater Feint (2 ki points)
Greater Sunder (2 ki points)
Improved Blind-Fight, † (1 ki point)
Ki leech (0 ki points)
Lunge (1 ki point)
Shadow step (1 ki point)
Spit venom (2 ki points)
Step Up and Strike, † (2 ki points)
Wind Stance (2 ki points)

Dragon’s Breath 2 ki pts: You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:

Black dragon: 60-foot line of acid.

Blue or bronze dragon: 60-foot line of electricity.

Green dragon: 30-foot cone of acid.

Gold or red dragon: 30-foot cone of fire.

Silver or white dragon: 30-foot cone of cold.

Brass dragon: 60-foot line of fire.

Copper dragon: 60-foot line of acid.

Shadow Step 1 ki point: To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.

Sensei abilities:

The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Skills A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex) A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.

Mystic Wisdom (Su) At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.

At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.

At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.

This ability replaces the bonus feats gained at 6th, 10th, and 14th level.

equipment:

clothing
handy haversack 2k
rations x5
waterskin
bedroll
100' spidersilk rope
flint/steel/tinderbox
alchemist fire x4
thieves' tools
adamantine kama
CLW wand 50 chgs 750
wand mage armor 50 chgs 750
cloak of resistance +1 1k
ring of prot +1 2k
potion CMW x2
potion invis
sling 20 bullets
20 cold iron bullets
20 silver bullets
rope of climbing
headband of inspired wisdom +4 16k
amulet of might fists +1 ghost touch 16k
monk's robe 13k