About AlmendarAdvancement Choices:
1st: Monk (Tetori); AC Bonus, Stunning Fist, Unarmed Strike, Improved Grapple (Bonus), Graceful Grappler, Catch Off-Guard, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 2nd: Monk (Tetori); Evasion, Stunning Pin, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 3rd: Monk (Tetori); Fast movement, Maneuver Training, Still Mind, Snapping Turtle Style, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 4th: Monk (Tetori); Ki Pool (Magic), Counter Grapple, +1 Int, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 5th: Monk (Tetori); Break Free, Purity of Body, Snapping Turtle Clutch, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 6th: Monk (Tetori); Greater Grapple (Bonus), Favored Class (+1/3 to confirm critical threats with unarmed strikes) 7th: Monk (Tetori); Ki Pool (Cold iron/silver), Wholeness of Body, Jawbreaker, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 8th: Monk (Tetori); +1 Str, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 9th: Monk (Tetori); Inescapable Grasp, Bonebreaker, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 10th: Monk (Tetori); Pinning Knockout (Bonus), Ki Pool (Lawful), Favored Class (+1/3 to confirm critical threats with unarmed strikes) 11th: Monk (Tetori); Diamond Body, Rapid Grappler, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 12th: Monk (Tetori); +1 Str, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 13th: Monk (Tetori); Form Lock, Weapon Focus (Grapple), Favored Class (+1/3 to confirm critical threats with unarmed strikes) 14th: Monk (Tetori); Chokehold (Bonus), Favored Class (+1/3 to confirm critical threats with unarmed strikes) 15th: Monk (Tetori); Quivering Palm, Snapping Turtle Shell, Favored Class (+1/3 to confirm critical threats with unarmed strikes) 16th: Monk (Tetori); Ki Pool (Adamantine), +1 Dex, Favored Class (Skill) Almendar Mosevni
LN Medium Outsider (Native)
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AC 32, touch 24, flat-footed 28 (+4 dex, +5 Wis, +5 Monk, +8 Armor)
HP 144 (16d8+48) Fort +13, Ref +14, Will +15 (+2 vs enchantment spells and effects) --------------------
Speed 70 ft. Melee +2 Corrosive Burst Unarmed Strike +20/+15/+10 (2d10+8+1d6 Acid/x2 +1d10 Acid) (+5 to confirm critical hits) Ranged +16/11/6 Space 5 ft., Reach 5 ft. --------------------
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. Stunning Fist 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. 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 Graceful Grappler A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. This ability replaces flurry of blows. 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. Fast Movement 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. Manuever Training 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. Still Mind A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool 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 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. Counter Grapple At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach. This ability replaces slow fall. Break Free At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save. This ability replaces high jump. Purity of Body At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Wholeness of Body At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool. Inescapable Grasp At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents’ freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of dimensional anchor. At 17th level, the tetori’s unarmed strike gains the ghost touch special ability, and an incorporeal creature that he strikes gains the grappled condition (Reflex negates, DC 10 + 1/2 the wrestler’s level + his Wisdom modifier). Inescapable grasp is a swift action and lasts until the beginning of the wrestler’s next turn. This ability replaces abundant step, improved evasion, timeless body, and tongue of the sun and moon. Diamond Body At 11th level, a monk gains immunity to poisons of all kinds. Form Lock At 13th level, a tetori can negate a polymorph effect by touch with a Wisdom check, adding a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori’s ki pool, or an immediate action if a creature the tetori is grappling attempts to use a polymorph effect. This ability replaces diamond soul. Quivering Palm Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. --------------------
Str 22, Dex 18, Con 17, Int 16, Wis 20, Cha 8 Base Atk +12; CMB +20 (+29 to Grapple); CMD 42 (44 vs. Grapple) Traits:
Feats:
Skills (80 Points - 64 Monk, 16 Int, 1 Favored Class, 32 Headband):
Favored Class: Monk Racial Modifiers: +2 Str, +2 Wis, -2 Cha, Stone in the Blood, Ferrous Growth, Energy Resistance, Slow speed, Darkvision Languages: Common, Terran, Elven, Azlanti, Osiriani, Kelish, Varisian, Draconic, Dwarven, Gnome, Sylvan, Goblin, Giant, Halfling, Orc, Ignan, Auran, Celestial, Aquan, Undercommon, Polyglot --------------------
Money: 6,957 GP 4 SP Wrist: Bracers of Armor +8
Handy Haversack
Belt Pouch
Total Weight: 9.5 lbs. ===================================================
Background:
Description
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