Sargogen, Lord of Coils

The Drunken Snake's page

32 posts. Alias of Tenro.


Full Name

Nis'sk

Race

Vishkanya

Classes/Levels

Drunken Master of Many Styles 5

Gender

RETIRED

stats:
HP 57/57; AC 19 (T 19, FF 11) +Snake Style (Sense Motive +16); CMD 24; Fort +6, Reflex +10, Will +5 ; Perception +9; Init +6; Face/Backstabber; Reputation 15

Strength 11
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About The Drunken Snake

    HP: 57
    AC: 19 =10 + 6 DEX + 1 WIS + 1 Monk AC + 1 Defl
    When missed, Can make AoO. If AoO hits, can attack once more as immediate action. Can use Sense Motive Check for AC or Touch AC.
    Init: +6
    Resist: Evasion

    SAVES
    F: +6 =|+4 +2 CON|
    R: +10 =|+4 +6 DEX|
    W: +5 =|+4 +1 WIS|
    +HD vs poison

    COMBAT
    Unarmed Strike (magic), +9 melee, 1d8, crit x2, B/P/S

    If hit an enemy twice in one turn, deal 2d6 bleed
    Backstabber +DEX ATK or DMG vs helpless/flatfooted/away-facing opponents

    Signature Move: Sidewinder:

    Move acrobatics +10, Stunning Fist DC 13, Sever CMB +5, Decapitate CMB +5?

    BAB +3 (Full BAB for CMB/CMD)
    CMB +5 (BAB + STR + Size)
    CMD 24 (10 + BAB + STR + DEX + WIS + Size + Defl/Dodge + Monk)

    +1 all non-damaging Combat Maneuvers
    DC 17 perform = Add CHA to CMB
    In addition, the gladiator may make a Bluff roll against their opponent as a standard action. The Bluff is opposed by the opponents Sense Motive. If successful, the Bluff provokes an immediate attack of opportunity from the opponent, which must be taken and which counts towards the number of attacks of opportunity the opponent gets in a round.

    Specials:

    Poison 2/day see: Racial
    Stunning Fist 5/day see: Class
    Ki: 3 see: Class
    Healing Belt: 3 charges see: Equipment
    Healing Kit: 10 uses see: Equipment

    Racial Abilities:

  • Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
  • Type: Vishkanyas are humanoids with the vishkanya subtype.
  • Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Vishkanyas have a base speed of 30 feet. Monk Fast Movement +10ft
  • Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
  • Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
  • Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
  • Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
  • Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
  • 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.
  • Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
  • Sensual: You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
  • Class Abilities:

  • 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.

  • Fuse Style (Ex): 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.
    This ability replaces flurry of blows.

  • 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.
    This ability replaces a monk’s standard bonus feats.

  • Stunning Fist (Ex) (DC 13, 5/day): 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.

  • 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.

  • Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

  • Drunken Ki (Su): At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.

  • Ki Pool (Su): 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. Ki strike improves with the character's monk level.
    - 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.

  • 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.

  • Drunken Strength (Su): At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. This ability replaces purity of body.
  • Feats and Traits:

    Weapon Finesse
    Snake Style
    Snake Fang
    Boar Style
    Combat Reflexes

    Face: A face is a hero in the arena. A face never backstabs or cheats, and plays the role of the “good guy” for the crowd. The crowd loves a face and cheer for him to win time and time again. The face trait gives a gladiator a +2 bonus to Charisma. The face also receives a +2 bonus to his reputation score.
    Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator.

    Skills:

    (HD)4+int+5 favored

    Acrobatics (Dex) +10* = +3 +1 +6 *+Monk High Jump
    Bluff (Cha+Dex) +11 = +CC +5 +6
    Climb (Str) +0 = + +0
    Craft (Int) +0 = + +0
    Escape Artist (Dex) +12 = +3 +1 +6 +2 racial
    Heal (Wis) +4 = CC +1 +1 +2 kit
    Intimidate (Cha+Dex) +10 = +3 +1 +6
    Know history (Int) +0 = + +0
    Know religion (Int) +0 = + +0
    Perception (Wis) +9 = +3 +5 +1
    Perform (Act) (Cha+Dex) +16 = +3 +5 +6 +2 racial
    Profession (Wis) +1 = + +1
    Ride (Dex) +6 = + +6
    Sense Motive (Wis) +16 = +3 +5 +1 +2, +5 competence
    Stealth (Dex) +8 = + +6 +2 racial
    Swim (Str) +0 = + +0

    Equipment:

    4000gp Belt of Incredible Dexterity +2
    2500gp Goggles of Prescience (+5 competence to Sense Motive)
    2000gp Ring of Protection +1 (+1 deflection to AC / CMB)
    750gp Healing Belt (3 charges/day, 1=2d8, 2=3d8, 3=4d8)
    50gp Healer Kit [10]
    2gp Waterskin, 1/2 gallon, 2x
    2gp Barrel, 75 gallon
    15gp Ale, 75 gallons
    1181gp spending money