Cleric of Pharasma

Setsuna Zola's page

80 posts. Organized Play character for Mr. Bonkers.


Full Name

Setsuna

Race

Vishkanya

Classes/Levels

Monk (Scaled Fist / Hungry Ghost Monk / Qinggong Monk) lvl 3 | HP 27/27 | AC 22, T 18, FF 17 | Saves: F +5; R +7; W +1 (Evasion / +2 vs Fear/Paralysis/Sleep / +3 vs Poison)| Init +4 | Perception +6 | Low Light Vision |

Gender

Female

Size

M

Age

23

Alignment

LN

Deity

Yaezhing

Languages

Common, Vishkanya, Tien

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 6
Charisma 16

About Setsuna Zola

Setsuna Zola
Female Vishkanya Monk (Scaled Fist / Hungry Ghost Monk / Qinggong Monk) 3
LN Humanoid (Vishkanya)
Init +4; Senses Low Light Vision; Perception +6
Languages: Common, Vishkanya, Tien

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Defence
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AC 18 (22), Touch 18, Flat-Footed 13 (17) (+4 Dexterity, +1 Dodge, +3 Charisma (+4 Mage Armor)) - Deflect Arrows
HP 27 (3d8 +6(Con) +3(FCB))
Fort +5, Ref +7, Will +1 (Evasion / +2 vs Fear/Paralysis/Sleep / +3 vs Poison)

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Offence
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Speed 40 ft.
Melee Unarmed Strike +7 (1d6)
or Melee Unarmed Flurry +6/+6 (1d6)
Melee Cold Iron Kama +6 (1d6)
or Melee Cold Iron Kama Flurry +5/+5 (1d6)

Ranged Shuriken +6 (1d2)
Ranged Light Crossbow +6 (1d8 / 19-20)

Special Attacks:Toxic (Poison): DC13, 1d2 Dex damage, 6 rounds, 1 save.
Punishing Kick 3/d: 5ft Push or DC14 Fort or Prone
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Statistics
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Str 10, Dex 18, Con 14, Int12, Wis 6, Cha 16
Base Atk+2; CMB +2; CMD 20
SQ: Keen Senses, Limber, Poison Resistance +3, Poison Use, Weapon Familiarity (Kukri,Blowgun,Shuriken), Toxic 2/d (Apply as Swift / DC13 / 1d2 Dex Damage), AC Bonus (Cha), Flurry of Blows, Ecasion, Draconic Might, Draconic Mettle, Draconic Fury (Acid).

Feats: Weapon Finesse, Improved Unarmed Strike (B), Dodge (B), Punishing Kick (B), Deflect Arrows (B), Weapon Focus (Unarmed Strike)

Traits:Dangerously Curious + Forbidden Knowledge

Skills
Acrobatics +8 = 1r +3c +4a
Appraise +1 = 1a
Bluff +3 = 3a
Climb 0 = 0a
Diplomacy +3 = 3a
Disguise +3 = 3a
Escape Artist +6 = 4a +2t
Heal -2 = -2a
Intimidate +9 = 3r +3c +3a
Know Planes +7 = Know Religion
Know Religion +7 = 3r +3c +1a
Perception +6 = 3r +3c -2a +2m
Perform Dance +9 = 1r +3c +3a +2com +2cir
Ride +4 = 4a
Sense Motive -2 = -2a
Stealth +10 = 1r +3c +4a +2t
Survival -2 = -2a
Swim +0 = 0a
UMD +10 = 3r +3c +3a +1t

Carrying Capacity: Light 38 Medium 76 Heavy 115
Current Weight Carried: 35.5 lbs

Inventory:
Combat Gear: Cold Iron Skuriken x10, Tangleshot Shuriken x2, Raining Shuriken x2, Light Crossbow (10 Bolts, 1 Durable Grappling Bolt), Acid Flask (x2), Cold Iron Kama
Other Gear: Pickpocket's Outfit, Masterwork Backpack, Hip Flask, Springloaded Wrist Sheath (x2), Bandolier (x2), Belt Pouch, Sunrod (x2), Masterwork Instrument (Flowing Garbs), Tindertwig (x2), Iron Vial, Silk Rope, Chalk (x10), Charcoal (x2), Ball of Twine, Bell, Paper (5), Soap, Bed Roll, Blanket, Hypnotic Tattoo, Wand of Cure Light Wounds (36 Charges), Wand of Mage Armor (39 Charges) 1663gp, 1sp, 8cp, Wand of Endure Elements (32 Charges), Pathfinder Chronicle (Religion), -15gp for Camel

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Draconic Might:
Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

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.


Punishing Kick:
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick 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.


Flurry of Blows:
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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). 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.

Evasion:
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.

Draconic Mettle:
At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

Draconic Fury:
At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.

Toxic:
A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Racial Trait: Poison Use:
Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Racial Trait: Poison Resistance:
A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice

Racial Trait: Limber:
Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Racial Trait: Keen Senses:
Vishkanyas receive a +2 racial bonus on Perception checks.

Trait: Dangerously Curious (Magic):
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Trait: Forbidden Knowledge (Region):
Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead.