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
Special:
-------------------- Traits -------------------- 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. -------------------- Feats -------------------- 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. -------------------- Special Abilities -------------------- 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.
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 |