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About Zendross Zil'DorenMale drow noble Qinggong Hungry Ghost Monk 7
Melee Unarmed Strike +10/+10/+5 1d8+6 20/x2 (B or P)
Melee Masterwork Cold Iron Kama +11 1d6+5 20/x2 (; +2 attack & damage from concealment) (S)
Ranged Shuriken +9 1d2+5 20/x2 (10 ft) (; +2 attack & damage from concealment) (P)
SA Punishing Kick, Combat Expertise Spell-Like Abilities (CL 7th)
==STATISTICS==
Skill Ranks:
Monk: 35 (4 class +1 INT per level)
Acrobatics 7, Bluff 3, Climb 1, Craft (alchemy) 1, Intimidate 1, Linguistics 1, Perception 6, Sense Motive 7, Stealth 7, Swim 1 Languages Common, Drow Sign Language, Elven, Undercommon SQ Poison use Equipment:
Combat Gear Javelin (3) {3 gp, 3 lbs} Masterwork Alchemical Silver Kama {322 gp, 2 lbs} Masterwork Cold Iron Kama {304 gp, 2 lbs} Masterwork Heavy Crossbow {350 gp, 8 lbs} Bolts (20) {2 gp, 2 lbs} Shuriken (40) {8 gp, 4 lbs} Other Gear
Potion: Lesser Restoration Wovril Insignia Handy Haversack {5 lbs} Bedroll {1 sp, Haversack:5 lbs}
Encumbrance Light Load (24 of 133 lbs)
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. • BARKSKIN (Sp) (self only, 1 ki point, replaces Slow Fall) : Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. • 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. • 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 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. 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). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. • 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. • 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. 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. A monk gains additional powers that consume points from his ki pool as he gains levels. 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. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. • 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. • 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. • 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. • STEAL KI (Su): 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. • STILL MIND (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Feats:
• ALERTNESS (General) : You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. • BLIND FIGHT (Combat) (1st): In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. • COMBAT EXPERTISE (Combat) (3rd): You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. • COMBAT REFLEXES (Combat) (Monk 1st): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. • DODGE (Combat) (Monk 2nd): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. • IMPROVED TRIP (Combat): You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. • IMPROVED UNARMED STRIKE (Combat) (Monk): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. • MOONLIGHT STALKER (Combat) (5th): While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent. • PUNISHING KICK (Combat) (Hungry Ghost 1) : 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 a number of times per day equal to your monk level, plus one more time per day for every four levels you have in classes other than monk, and no more than once per round. • SNAKE STYLE (Combat, Style) (7th): You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed. Traits:
• BULLIED (Combat): You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. • MIZU KI HIKARI REBEL (Regional: Chu Ye): You gain a +1 trait bonus on damage rolls made with unarmed attacks. • SUSPICIOUS (Social): You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Background:
Zendross was born the least son of a small house. He was given that designation since his father, one of the matron's many lovers, was having a relationship with matrons of other houses, a sign of disloyalty. As the least son, he was the object of ridicule from nearly all of his cousins. It got to the point he would start a fight with one of them at the slightest comment. Of course, this would get him into trouble with the matron and so it became a game for the others to taunt him into rash action. There was one cousin who did not participate. She was his sister really, as they had the same father, the least daughter of the house. They became close, and Zendross would go to her for refuge from the others on the occasions the bullying was too much for him. He had no idea that she was actually setting him up for a fall that would vault her over the other daughters. The incident was a blur to Zendross and, even now, does not recollect what exactly happened. His sister must have drugged him somehow. When he came back to reality, he was lying bound, his sister standing over him with a blade to his throat. He had apparently gone on a drug induced rampage and had beaten many of his cousins down, some had even died, and it was his sister who had saved the others, capturing him. The matron was furious, throwing Zendross into her dungeons until she could think of a suitable punishment, while his sister was raised to First Daughter. His sisters machinations would not last, however, as, while Zendross awaited his fate in the dungeons, their house was soon attacked by a stronger house. Their spies had discovered that they now had fewer nobles and had potentially become easy pickings. The fighting was fierce, but there was no way for the invaders to lose. Zendross' house was decimated, the matron, his sister, and the other nobles, now being prepared for the flesh gardens. Zendross was found in the prison and freed. Given the option to join the new household, he instead left to fend for himself. Travelling through the Darklands, he found a band of rebellious low drow that honed their bodies and minds in the hopes of taking down the houses. Zendross thought this goal would align with his desires, but eventually found the group to be foolish. Should they succeed, the Drow would be overrun by the slave races. Should they fail, they could still do enough damage that the result could be the same. Zendross betrayed them to the matrons, watching from a clifftop as they were destroyed down to the last. The road to anarchy did not appeal to him. Neither did the path of the matrons. It was among the Wovirl that seemed to be the place where he would thrive. |
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