![]() About Felicity VanderstrixAdvancement Choices:
1st:Axiomite/Monk (Hungry Ghost Monk); Combat Reflexes (Bonus), flurry of blows, punishing kick, unarmed strike, Weapon Focus (Falchion) 2nd:Axiomite/Monk (Hungry Ghost Monk); Improved Grapple (Bonus), evasion 3rd:Axiomite/Monk (Hungry Ghost Monk); Fast movement, maneuver training, still mind, Power Attack 4th:Axiomite/Monk (Hungry Ghost Monk); Ki pool (magic), slow fall 20 ft., +1 str 5th:Axiomite/Monk (Hungry Ghost Monk); High jump, Steal Ki, Furious Focus 6th:Axiomite/Monk (Hungry Ghost Monk); Improved Trip (Bonus), slow fall 30 ft. 7th:Axiomite/Monk (Hungry Ghost Monk); Ki pool (cold iron/silver), Life Funnel, Vital Strike 8th:Axiomite/Monk (Hungry Ghost Monk); Slow fall 40 ft., +1 dex 9th:Cleric of Reymenda/Fighter; Aura, channel energy 1d6, domains (destruction/healing), orisons, spontaneous casting, Crusader’s Flurry, Spring Attack (Bonus) 10th:Monk (Hungry Ghost Monk)/Fighter; Improved evasion, Cornugon Smash (Bonus) Felicity Vanderstrix
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AC 31, touch 23, flat-footed 18 (+2 armor, +5 Dex, +1 dodge, +6 natural, +2 monk, +5 wisdom) HP 104 (10d10+30+10 favored class); regeneration 5 (chaotic or magic) Fort +10, Ref +12, Will +14 DR 10/chaotic; Immune disease, electricity, mind-affecting effects; Resist cold 10, fire 10; SR 19 --------------------
Melee +1 keen falchion (vital strike, power attack) +18 (4d4+19 15-20x2) OR Flurry (power attack) +16/+13/+8/+8 (2d4+16 15-20x2) (optional +18 trip) Ranged shuriken flurry +13/+13/+8/+8 (1d2+6) 10’ range increments Space 5 ft., Reach 5 ft. --------------------
1/day--summon inevitable (level 6, 1 zelekhut, see below), true seeing --------------------
Summon Inevitable (Sp):Once per day, four axiomites may join hands to summon a single zelekhut inevitable as a full-round action. Flurry of Blows (Ex):
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, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
Punishing Kick (Ex): At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
Unarmed Strike (Ex):
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, 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 amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. Evasion (Ex):At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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 (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex):A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool (Su) (10 points):
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. Steal Ki (Ex):At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw. This ability replaces purity of body. Slow Fall (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 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. Life Funnel (Su):At 7th level, a hungry ghost monk can steal a creature’s life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time. This ability replaces wholeness of body. Channel Energy (Su) (1d6, 8/Day):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. --------------------
1st - cure light wounds x2, cure light wounds (D) --------------------
Str 22, Dex 20, Con 16, Int 21, Wis 20, Cha 20 Base Atk +10; CMB +16 (+18 trip/grapple); CMD 31 (33 trip/grapple) Traits:
Blessed Touch - Felicity’s connection to Reymendra is strong, and so is her healing. Feats:
Skills (90 points; 40 monk, 50 int):
Languages:Abyssal, Celestial, Common, Draconic, Infernal --------------------
Location: On Persons Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs. Money:385 GP 0 SP 0 CP Hat of Disguise 0 lbs. - 1,800 GP
Total Weight:7 lbs.
Background:
Felicity was born amongst the upper crust of Absalom's nobility. She knew from a young age that she would marry a rich nobleman. She hoped from a young age that he would be handsome and charming. She wanted nothing more than for a dashing young nobleman to sweep her off her feet and for them to fall in love and have many children. Just like the in the storybooks her mother read to her. As she grew older some of the other noble girls weren't satisfied with their lot, they ran off to become Pathfinders or sailors. Not Felicity, she looked forward to her marriage with increasing fervor. Luckily for her, her father had a soft spot for her. Rather than taking the richest suitor he allowed Felicity to reject men she didn't like. Her father was rich, and their name held weight so the suitors were many. The more men she rejected, the more tales of her allure and beauty spread through the eligible nobility in the city. Finally she met the second son of a Taldan duke whose chivalry and good looks won her heart. His name was Fabracio. Fabracio offered a substantial dowry, and all parties were satisfied. The wedding was set for the soonest date possible, as the two young love birds burned with anticipation. When the day finally arrived it was like something out of a storybook. Two hundred guests filled the chapel of one of the wealthiest temples to Shelyn in the city. The reception was held by a brother to one of the Grand Council members in his estate's great hall. Within a month of the wedding Felicity was pregnant and happier than ever. All her dreams were coming true. Fabricio was independently wealthy and he was growing bored of Absalom as he had of Oppara before it. With tales of the adventurous new city of Kelorav flooding Absalom, Fabricio decided to move the young family there. He would import Taldan goods through Absalom for sale in Kelorav. The move went smoothly thanks to the family's money and soon they were set up in Kelorav. It was during Felicitiy's eighth month of pregnancy that the ball of blue light appeared and covered the city. The couple thought nothing of it, as they were caught up in their preparations for the new baby and their social obligations. A few days later, they were riding in their carriage through one of the richer neighborhoods when some kind of monster exploded up out of the street. It was like a cross between a man, a beetle and a shark (a bulette-human Corrupted). The thing broke one horse's neck with a single blow while it bit the other's head off. The carriage veered off the road and crashed into a building at high speed. The driver died in the crash and Fabricio was impaled by a wooden piece of the carriage. The same piece stabbed Felicity in the stomach. She watched Fabricio choke on his last breaths before succumbing to her own blood loss. While unconscious, Felicity had a vision. She was approached by a twin of herself, ragged, torn-open belly and all. Though the woman looked exactly like her, Felicity knew it wasn't supposed to be her. The woman smiled and approached her. "Fear not. I am Raymenda. This may seem like the end, but it is only the beginning. Your husband and your child have died, but that does not mean you are worthless. When you awaken, your life as a bearer of children will be over. You will have power beyond your wildest dreams. You must use it in service to all the other innocent mothers and children of this city. A great evil is stirring here, only you and those like you can prevent it from spreading." Felicity woke up minutes later outside the carriage, laying on the street. She had a huge scar over where her womb used to be, shaped like a brand of a golden flame. The guardsmen showed up and took her home. Everything valuable in the carriage had been taken. Felicity was in full on grief. The guardsmen saw the golden brand on her and made sure to get her address, but then released her to go home. She spent nearly the next fortnight secluded in grief. She permanently dismissed all the servants. Towards the end of the fortnight she began to realize the new powers she had. She was improved physically in every way, to levels far beyond what most humans dream of. She slipped with a knife while cooking and watched in amazement as the blade bounced off her flesh rather than cutting her. She found that she knew things she had never learned before, lots of things. Eventually she discovered that she could turn into a cloud of golden dust and work powerful spells. While in this form she could pass through solid objects and fly. Felicity was totally terrified by her new powers, but she hadn't forgotten the vision of Raymenda she'd had while unconscious. Some guardsmen came to check on her at the end of the fortnight. She revealed her new powers to them, and they asked her to come down to the station and talk with the sergeant about joining the guard. She wasn't the only one who'd gotten new powers, and Kelorav needed the assistance of good hearted people to combat those evil minded Corruptions which had arisen. Feeling like she needed a purpose, and wanting to make sure no one else had to go through what she had, Felicity agreed to join the guard and use her powers to combat evil. She sold her old house (it was too big now anyway) and used the profits to buy some magical gear to help her in her new job. While she's still grieving her loss, she's ready to lose herself in work and make a difference in the city.
Personality:
Sunny; Felicity tries to put a good face on everything. Nice; Felicity tries not to be mean to anyone. Accepting; She tries not to judge other people, unless their actions are hurting others. Naive; Felicity is still somewhat naive due to her noble upbringing. Despite her brush with true evil, she hasn't realized how nasty a lot of people are yet. Nurturing; Felicity tries to take care of the people around her. Confident; A noble upbringing combined with her new found "invincibility" and wide reaching skill set have combined to make Felicity supremely self confident.
Description
Ever since she became a super powered crime fighter, Felicity has taken to using her hat of disguise to create a bright pink armored look for herself, it resembles a suit of plate armor with a low cut neckline to distract her foes. She’s very tall for a woman, and she holds herself with confidence born of beauty and competence. Under the illusion, she wears simple woolen robes and her magical gear. |