Name: Feliks Oberon O'Neill
Hit Dice: 1d8
Eyes: Bright blue with a gold ring halfway between whites and pupil
Fortitude: +2 (2 class +0 con)
BAB: +0 CMB: +3 CMD: 19
Armor Class: 17 (10 +2 dex +4 wis +1 dodge)
Unarmed Attack: +2 Melee (Damage: 1d6+2, Critical: x2)
Stunning Fist: +2 Melee (Damage: 1d6+2, Critical: x2, Stunned for 1 Round, Fort DC 14 Negates)
Flurry of Blows: +1/+1 Melee (Damage: 1d6+2, Critical: x2)
+6 Acrobatics (1 ranks +2 dex +3 trained)
+6 Climb (1 ranks +2 str +3 trained)
+6 Escape Artist (1 ranks +2 dex +3 trained)
+6 Ride (1 ranks +2 dex +3 trained)
+8 Sense Motive (1 ranks +4 wis +3 trained) (Conditional: +2 Snake Style)
+8 Survival (0 ranks +4 wis +4 racial)
Magical Talent: You may cast Mage Hand at will as a spell-like ability. This spell-like ability is cast at Caster Level 1.
Reactionary: You gain a +2 trait bonus on Initiative checks.
Human Bonus: Dodge
Level 1: Crane Style (–2 penalty on attack rolls for fighting defensively. Gain an additional +1dodge bonus to your Armor Class.)
Monk Bonus Level 1: Snake Style (+2 bonus on Sense Motive checks, deal piercing damage with your unarmed strikes. Spend an immediate action for Sense Motive. Result can be AC or touch AC.)
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-Giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Senses: Low-Light vision
Fire-Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Monk Class Abilities:
Stunning Fist:At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning 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 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, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
AC Bonus: 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.
Unarmed Strike: 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.
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
Fuse Style: At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
Slightly Goth style clothes
Wallet with $40.00
Kept at home:
Feliks has never been a very motivated person. Having coasted through high school with barely a passing grade, he has not even looked at colleges and seems content to sit in his mother's basement and play video games and watch bad martial arts movies. He works part time at Gray's Papaya, a hot dog shop in the Village, and spends all of his free time logged in to World of Warcraft or sitting on the half broken couch in the basement watching movies, he is one of those annoying people who never seems to gain a pound. When he is particularly energetic, he prances around his basement pretending to be a martial arts master. Or, at least, he used to pretend.
For about the last week or so, it seems like he is actually getting the moves right. Most notably, two days ago, Feliks was jumped by a couple of gang-member-looking young men, and they seemed to move in slow motion, like he knew where they were going to try to hit him before they even swung. To Feliks it felt like he was the star of a movie and everyone was choreographed to miss him or let him block their attacks. He has been spending hours in his basement practicing, and even though he has not been able to do any of the nearly magical things that the monks in the movies can do, he feels like he wants to go walk the earth like David Carradine in Kung Fu.
Deep down he realizes that unless something really amazing changes, he will never get around to amounting to anything of note. The dreams give him hope though; dreams in which he towers over nearly everyone and is a master of kung fu.
Favored Class Bonus: Monk x 1(Skill Points)