About Adrimohka AodaraQuick View Stats for Combat:
Initiative: +2 (+2 Dex)
Adrimohka Ela Aodara's Tale:
STATS:
20pt buy, on a 1 for 1 basis.
Ability Scores Score (modifier) (racial bonus) (level up) Str : 14 (+2) Dex: 14 (+2) Con: 14 (+2) Int: 10 (+0) Wis: 16 (+3) (+2 Human) Cha: 14 (+2) DEFENSE:
AC: 16 touch 16 flat-footed 14 (+0 armor, + 2 Dex, + 3 Wis, +0 shield, +0 size, +1 Cha) HP: 37 (Full monk x 2 = 16, Full paladin = 10, +6 Con, +2 Favored Class, +3 Toughness) Fort +7 (3 + 2 + 2), Ref +5 (3 + 0 + 2), Will +7 (3 + 2 + 2) OFFENSE:
Initiative: +2 (+2 Dex) Speed 30 ft. Base Atk: +0 CMB: +4 (+2 BAB, +2 str) CMD: 19 (10, +2 BAB, +2 str, +2 dex, +3 wis) Melee:
Flurry - Open Hand +4/+4, 1d6+3 [+ 2 BAB, +2 Str, +1 Weapon Focus, -1 Flurry] [+2 Str, +1 trait] Ranged: (***) Javelin +4, 1d6 +2 [+2 BAB, +2 Dex] [+2 Str] (***)
Favored Class Bonus Monk: Hit points (2) Feats:
[7: 1 1st level, 1 Human, 2 Monk, 2 Bonus Monk, 1 3rd level]
Monk: Stunning Fist: 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. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 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. Monk Bonus:
Human:
1st Level:
3rd Level: Traits:
Dirty Fighter When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Heavy Hitter You gain a +1 trait bonus on damage rolls made with unarmed attacks.
SKILLS:
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft(Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth(Dex), and Swim (Str). The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skills: (13 = 4 ranks x Monk 2 = (8), + 2 ranks x Paladin 1, +3 Human) Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) *****Acrobatics (Dex)/Yes, +3/1/+3 = +7 * # Appraise (Int)/No/0/+0 = +0 Bluff (Cha)/No/0/+2 = +1 Climb (Str)/Yes, +3/0/+2 = +3 * Craft (Int)/Yes, +3/0/+0 = +0 Diplomacy (Cha)/Yes, +3/0/+2 = +1 Disable Device (Dex)/No/0/+2 = +3 * # *****Disguise (Cha)/No/1/+2 = +2 *****Escape Artist (Dex)/Yes, +3/1/+2 = +7 * Fly (Dex)/No/0/+2 = +3 * Handle Animal (Cha)/Yes, +3/0/+2 = +1 # Heal (Wis)/Yes, +3/0/+3= +4 Intimidate (Cha)/Yes, +3/0/+2 = +1 Knowledge (arcana) (Int)/No/0/+0 = +0 # Knowledge (dungeoneering) (Int)/No/0/+0= +0 # Knowledge (engineering)(Int)/No/0/+0 = +0 # Knowledge (history)(Int)/Yes, +3/0/+0 = +0 # Knowledge (nature)(Int)/No/0/+0 = +0 # Knowledge (nobility)(Int)/Yes, +3/0/+0 = +0 # Knowledge (planes)(Int)/No/0/+0 = +0 # Knowledge (religion)(Int)/Yes, +3/0/+0 = +0 # Linguistics (Int)/No/0/+0 = +0 # Perception (Wis)/Yes, +3/0/+2 = +4 *****Perform (Cha) /Yes, +3/1/+2 = +5 Profession (Int) /Yes, +3/0/+0 = +0 # Ride (Dex)/Yes, +3/0/+2= +3 * Sense Motive (Wis)/Yes, +3/0/+3 = +4 Sleight of Hand (Dex)/No/0/+2= +3 * # Spellcraft (Int)/Yes, +3/0/+0 = +0 # *****Stealth (Dex)/Yes, +3/1/+2 = +7 * Survival (Wis)/No/0/+3 = + Swim (Str)/Yes, +3/0/+2 = +3 Use Magic Device (Cha)/No/0/+2 = +1 # Languages: Common HARROW WARDEN MONK CLASS ABILITIES
Harrow Warden Weapon and Armor Proficiency:
The harrow warden is proficient with all simple weapons, as well as with the klar, rapier, short sword, and starknife. Additionally, harrow wardens treat starknives as monkweapons. 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. 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, 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 utilize 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. 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. 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. Idiot Strike (Su):
At 1st level, the harrow warden can make an unarmed strike against a target and curse the creature with bad luck. Foes damaged by an idiot strike must succeed at a Will save (DC 10 + 1/2 the monk’s level + the monk’sWisdom modifier) or become jinxed. A jinxed creature must roll twice whenever it attempts an attack roll, a saving throw, a skill check, or a caster level check for 1 round, taking the lower result in each instance. The harrow warden can use idiot strike once per day per monk level. She must declare that she is using an idiot strike before making the attack roll; thus, a failed roll wastes the attempt. At 4th level and again at 12th level, the jinx effect lasts an additional round. At 16th level, a harrow warden can expend two uses of idiot strike to instead curse her target as the bestow curse spell. This ability replaces stunning fist. Bonus Feats:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. 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. CHOSEN ONE PALADIN CLASS ABILITIES
An Enlightened paladin gains Acrobatics, Climb, and Swim as class skills. Confident Defense (Ex):
At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields. Unarmed Strike:
At 1st level, an Enlightened paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage. Aura of Law (Su):
The power of an enlightened paladin’s aura of law is equal to his class level. This ability replaces aura of good. Sense Perfection (Su):
At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability. This ability replaces detect evil. Personal Trial:
Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day. This ability replaces smite evil. GEAR:
Weapons: Armor: Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous Total equipment cost:
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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