Monk

Camilla Devon's page

No posts. Alias of inxpitter.


Full Name

Camilla Devon

Race

Human

Classes/Levels

Unchained Monk 8

Gender

Female

Size

Medium

Age

23

Strength 16
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 18
Charisma 10

About Camilla Devon

Statistics:
Female Human Unchained Monk 8
LG Medium Humanoid (Human)
Init +4; Senses Perception +12, , Ki Pool [10]

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DEFENSE
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AC 21, touch 17, flat-footed 12 (+0 armor, +4 dex, +4 Wis, +2 Class, +1 Dodge)
hp ? (d10+ 1 CON)
Fort +7 (+6 base, +1 Con), Ref +10 (+6 base, +4 Dex), Will +7 (+3 base, +4 Wis)

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OFFENSE
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Speed 50 ft.

Melee
Unarmed +11/+6/+1(1d10+3, 20/x2)
Flurry of Blows +11/+11/+6/+1 (1d10+3, 20/x2)

Ranged

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STATISTICS
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Str 16, Dex 18, Con 14, Int 10, Wis 18, Cha 12
Base Atk +8/+3; CMB +11; CMD 25

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Feats
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Weapon Focus (unarmed): You gain a +1 bonus on all attack rolls you make using the selected weapon.

[b]Dirty Fighting:When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Dragon Style:While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity:While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
A monk with this feat can use Elemental Fist as if he were a monk of the four winds.
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. 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).

Extra Ki: +2 ki points
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Traits
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Restless Wayfarer
You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people.

You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Honored Fist of Society: You increase your ki pool by 1 point.

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Skills ( 4 points; 4 class, -1 INT, 1 racial, 2 bonus)
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Acrobatics +15 (rank 8, 4 DEX)
Climb +9 (rank 3, STR 3)
Escape Artist +6 (rank 1, 2 WIS)
Knowledge (local) +4 (rank 2, INT -1)
Knowledge (geography) +4 (rank 2, INT -1)
Stealth +11(rank 4, DEX 4)
Swim +8 (rank 2, STR 3)
Sense Motive +9 (rank 3, WIS 3)
Perception +12 (rank 6, 3 WIS)
-
Profession (sailor) +8 (rank 1, WIS 4)
Craft (ships) +3 (rank 1, INT -1)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Human
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Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Unchained Monk
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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.

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.

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.

==Feats Selected==
[1st level]Dodge: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.

2nd level]Combat Reflexes: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.

[6th level]Mobility: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.

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).

Stunning Fist
At 1st level, the monk 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 still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

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.

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.

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.
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.

==Ki Powers Selected==
[4th level]Qinggong Power (Su): Barkskin: toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Current bonus [+3]
[6th level]Elemental Fury: 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.
[8th level]Abundant Step: 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.

Still Mind (Ex)
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

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.

==Styles Selected==
[5th level]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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity

Current Load Carried

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Money

Ten-Minute Background:

Using Ten-Minute Background
Five Topics
1. Camilla left home at the age of 12 years and never looked back. Why would she? Turning back would mean a boring life of field work, arrogant farmhands, and an arranged marriage she had no interest in. Or course her parents would be furious, but it's been over ten years and she hasn't had to face that wrath.
2. After sneaking aboard a sea vessel, she was eventually discovered and give menial work to pay for her passage. She was....decent, her only merit was how fast she could scramble around the ship, and she's been disciplined more than once swinging from the ropes that tied the sails down.
3. After a year of service, she was abducted in the port town of Riddleport and was almost carted out of the city if not for the intervention by a traveling monk. Balta with his deft movements, broke iron and wood as if straw, and took young Camilla under his wing. He left the abductors frozen in place, imprisoned in their own bodies their pressure points sore and throbbing, for the local enforcement to clean up.
4. The pair traveled for many years together, sharing a bond that she would always reference as "The Man who was both my Father and my Guide." He taught her there was more to inner peace than obeying laws and not punching every guy who pinched her ass. Being lawful was to be true to your deepest joys and help others to express them without hurting others. But yes, sometimes some folks just need a good punch to the face.
5. After twelve winters had passed, Camilla and Balta returned to her home of origin at Balta's urging. They found that the recent winter storms had been very harsh on the land, and Camilla's parents were at the brink of collapse. Conflicted, Camilla decided to search out the cause of the worsening weather and Balta offered to care for her parents until she returned. She still doesn't know how to feel about her family, but Balta pushed onto this path, and he hasn't been wrong yet, the old geezer.

Two Goals
1. Camilla searches for a way to stop the storm, and hopes that in doing so she will repay whatever debt she had to her parents and settle this disturbance in her heart.
2. Camilla also works, travels, and fights to prove to herself that she made the right decision to walk out on her parents those many years ago. Failing to prove her worth to others and herself instills a crushing fear of inadequacy in her, and she will fight desperately to prove otherwise.

Two Secrets
1. Camilla never forgets the firs time she used her strength in rage. She was boastful and prideful having won a martial arts tournament at one of the many cities the pair visited. She was called out falsely on cheating, slandered, and spat at. In her rage she attacked. By the time her head cleared, her fists were bloody and she doubted the two men she attacked would never walk again. One had been an innocent bystander, and before news could reach Balta, she convinced him it was time to leave. She half-suspects he knows, but he hasn't said a word about it all these years. Every time she remembers, it hurts.
2. Unknown to anyone, Camilla has harbored a deep love for good drink. She' enjoys the floating feeling it gives her. Perhaps her love runs too deep.

Three Relations
1. Balta has been a surrogate father of sorts, leading her and guiding her in her youth and young adult life. She cares for him deeply and is very indebted to him. If he were to request something of her, she would find it extremely hard to refuse.
2. Tomney Fidderson is a traveling merchant who Balta and Camilla has the pleasure of sharing campgrounds with on multiple occasions, even trading services of protection for supplies. He's rather young for a merchant, a few years younger than Camilla, but he has a good head on his shoulders, and a quick wit to spot a good deal when he sees one.
3. Olvina Silvena is proud female Elf that has traveled the world to prove her superiority, and at one time challenged Balta and Camilla to battle. Balta refused flatly. She pressed continuously until Camilla stepped in her master's stead. Perhaps unfortunately, Camilla won by a fluke, and Olvina has held a grudge ever since claiming both Camilla and Balta were dishonorable fighters and meant to maim her.

Three Memories
1. There was that one time on the road, Balta had turned in for the night, and Camilla rested against the trunk of a tree high above in its branches. The wind was blowing softly, and she could see the light of the small village nearby. It was such a pleasant evening, and only recently had she met the man named Balta. She closed her eyes and it was the first time in a long while she had known peace.
2. At a small inn several years after she and Balta had met, Camilla snuck a quick spot of ale into her cup. She spent the rest of the night denying she had taken any of Balta's alcohol though would later learn her face lights up like soft flame when she's consumed alcohol.
3. Fleeing! Quickly! Khonnir was a sprinting marathoner, racing down the path in the woods as they fled the rampaging goblin horde. Camilla was an acrobat, and she leaped from branch to branch of the sturdy trees that lined the trail, ducking, diving, and swinging while keeping even pace with her master. The feeling of being chased was exhilarating, and the pair would later turn it into a game they would play to pass the time of travel.

Appearance:

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Appearance
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Not willing to completely shave her head, Camilla has copied a hairstyle from som eastern monks she met on the road. Her skin has been bronzed from many years of travel, and while she prefers to travel barefoot, she knows when its sensible to wear footwear. Still, she prefers clothing with freedom so she can feel the air rush past her skin.