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Monk

Lani Santors's page

24 posts. Alias of Cuàn.


Full Name

Lani Santors

Race

Halfling LN

Classes/Levels

Monk (MM/UA) 1 |AC:16 FF:13 T:16 | HP 9/9 | F:+3 R:+6 W:+4 | Init: +4 | Perc: +8

Gender

F

Size

Small

Alignment

Lawful Neutral

Deity

Ghenshau

Languages

Common, Elven, Halfling

Strength 11
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 15
Charisma 9

About Lani Santors

Base Stats:

HP: 9
Initiative: +4
Speed: 30 ft
Experience: 0
XP for next level:

Attack
BAB: +0
Melee: +1
Ranged: +5
CMB: -1

Defenses
AC: 16 FF: 13 T: 16
CMD: 13
Fort: +3
Ref: +6
Will: +4

Attacks:

Unarmed: +4, 1d4, x2, B

Skills:

[C] Acrobatics +9 (trained)
[ ] Appraise +1
[ ] Bluff +1
[C] Climb +4 (trained)
[C] Craft [Carpentry] +6 (trained)
[ ] Diplomacy -1
[ ] Disable Device +4
[ ] Disguise -1
[C] Escape Artist +4
[ ] Fly +4
[ ] Handle Animal -1
[C] Heal +7 (trained)
[C] Intimidate -1
[ ] Knowledge [Geography]+1
[ ] Knowledge [Planes] +1
[ ] Linguistics +1
[C] Perception +8 (trained)
[C] Perform [ ] -1
[C] Profession [] +2
[C] Ride +4
[C] Sense Motive +2
[ ] Sleight of Hand +4
[ ] Spellcraft +1
[C] Stealth +4
[ ] Survival +2
[C] Swim +0
[ ] Use Magic Device -1

Traits & Feats:

Traits
Ship's Surgeon:
You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Acrobat:
Having trained from a young age, you're capable of amazing feats of daring. You gain a +I bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal - 5 penalty when using the Climb skill to attempt an accelerated climb.

Feats
Level 1: Weapon Finesse
Class 1: Improved Trip

Racial Abilities:

Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Fearless:
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck:
Halflings receive a +1 racial bonus on all saving throws.

Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Class Abilities:

Proficiencies: 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.
Favoured Class: Monk Bonus: +1/2 CMD vs Grapple & +1/2 Stunning Fists/day

Underfoot Grace (Ex):
At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty.

Underfoot Trip (Ex):
At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver.

Flurry of Maneuvers (Ex):
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

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.

Unarmed Strike: 1d6
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.

Equipment:

Weapon:
Kama (1 lbs)
Spoiler:

DMG: 1d4
Crit: x2
Type: S
Properties: Monk, Trip

Other Equipment:
Monk's Outfit (0.5 lbs)

Hip Flask (1), (filled with cherry brandy)
Clay Pipe (-)
Monk's Kit (16.5 lbs)

Spoiler:
This kit includes a backpack, a belt pouch, a blanket, rope,
soap, torches (10), trail rations (5 days), and a waterskin.

22 G


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