Seoni

Adrianna Na'lin's page

378 posts. Organized Play character for Rhanloi Ehlyss.


Full Name

Adrianna Na'lin

Race

Human

Classes/Levels

Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

Gender

Female

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 11

About Adrianna Na'lin

"Greetings and peace to you, fellow Pathfinders," a human female says to the group, bringing her closed right fist to her open left hand and bowing from her waist. She wears light brown and white monk robes - loose fitting to allow maximum movement and yet covering almost all of her young body. She carries several javelins in a large sheath on her back, and two pair of wooden rods connected by a thin cord but no other weapons. She is a young human female - barely into adulthood. And yet there is a sense of purpose, or perhaps destiny, about her, in her serious manner and formal language. "I am Adrianna Na'lin, a student of the art of combat. I am honored to join this expedition."

PFS#: 83583-4

Adrianna
Female Human Monk 5
LG Medium Humanoid
Init +3; Perception +13
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Defense
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AC 19, touch 18, flat-footed 15 (+3 Dex, +1 dodge, +1 monk, +1 natural, +3 Wis) (+4 vs AoO Mobility)
hp 38 (d8 +1 Con +1 favored class per level)
Fort +6, Ref +7, Will +7 (+2 vs. enchantments)
Defensive Abilities: evasion
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Offense
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Speed 40 ft.
b]Base Atk [/b]+3; CMB +6 (+8 grapple); CMD 23 (25 vs. grapple)
Melee unarmed strike +6 (1d8+3) (crit: x2)
. . unarmed strike flurry of blows +6/+6 (1d8+2) (crit: x2)
. . nunchaku +5 (1d6+2) (crit: x2)
. . nunchaku flurry of blows +5/+5 (1d6+2) (crit: x2)
Ranged: Javelin (x5): +6 (1d6+2) (x2) (30’ range)
Special Attacks: flurry of blows, stunning fist (5/day, DC 15)
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Statistics
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Str 14, Dex 16, Con 12, Int 12, Wis 17, Cha 11
Skills: 6 ranks per level
Acrobatics* (+10) (+13 to jump) {+3 ability -0 AC +4 ranks +3 class}
Appraise (+1) {+1 ability}
Bluff (+0) {+0 ability}
Climb* (+6) {+2 ability -0 AC +1 rank +3 class}
Diplomacy (+0) {+0 ability}
Disguise (+0) {+0 ability}
Escape Artist* (+10) {+3 ability -0 AC +4 ranks +3 class }
Fly (+3) {+3 ability -0 AC}
Heal (+3) {+3 ability}
Intimidate* (+0) {+0 ability +0 ranks +0 class}
Knowledge (history)* (+6) {+1 ability +2 ranks +3 class}
Knowledge (religion)* (+5) {+1 ability +1 ranks +3 class}
Perception* (+13) {+3 ability +2 trait +5 ranks +3 class}
Perform* (+0) {+0 ability +0 ranks +0 class}
Profession (herbalist)* (+10) {+3 ability +4 ranks +3 class}
Ride* (+3) {+3 ability -0 AC +0 ranks +0 class}
Sense Motive* (+12) { +3 ability +2 trait +4 ranks +3 class }
Stealth* (+8) {+3 ability -0 AC +2 ranks +3 class}
Survival* (+10) { +3 ability +1 trait +3 ranks +3 class }
Swim* (+2) {+2 ability -0 AC +0 ranks +0 class}
Languages: Common, Ancient Osiriani

Special:

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Traits
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Poverty-Stricken: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Resilient: You gain a +1 trait bonus on Fortitude saves.
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Feats
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Alertness: You get a +2 bonus on Perception and Sense Motive skill checks.
Deflect Arrows: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it.
Dodge: 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 Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike: 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.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Stunning Fist (Ex): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. A 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, 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.
Weapon Focus (unarmed strike): You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Special Abilities
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Slippers of venomous webs: When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use). Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10’ with a maximum range of 50’. If the attack hits, the target is entangled until he frees himself with a DC16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a DC12 Strength check. Once per day, as part of an unarmed strike, the wearer can cause fangs to emerge from the slippers and deliver a dose of medium spider venom. (DC14 Fort save or 1d2 Str damage once per round for four rounds)

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.
Evasion (Ex): 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.
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 on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). 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. 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. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. 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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to 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.
- The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
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.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
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.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.


Gear:

Magic Items: Everburning torch; amulet of natural armor; belt of incredible dexterity +2; potion of cure serious wounds (3d8+3); potion of cure moderate wounds (2d8+2) (x2); slippers of venomous webs
Other Gear: Backpack, belt pouch, blanket, rope, soap, trail rations (5 days), waterskin
Treasure: 306 gp; 4 sp