Pharast

Arona Akuma's page

33 posts. Alias of william Nightmoon.


Full Name

Arona Akuma

Race

Human

Classes/Levels

Monk(unchained, Black Asp) 9

Vitals:
HP:108/108 AC:18=(10+3dex+3wis+2class) CMB:+11 CMD:24(+2 disarm) BAB:+9/+4 Speed:60ft Ki-pool:8/9 Fort:+7 Refl:+9 Will:+6

Gender

Female

Size

Medium

Age

25

Alignment

Lawful Evil

Deity

Bantu

Languages

Common,

Strength 16
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 16
Charisma 10

About Arona Akuma

Vitals:

HP:108/108
AC:20=(10+3dex+3wis+2class+2Magic)
CMB:+11 CMD:24 BAB:+9/+4
Speed:60ft

Human Traits:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Sun
Source Advanced Race Guide pg. 1
Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Monk Traits:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

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.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Black Asp’s Path (Ex): A black asp is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon or when rolling a natural 1 on an attack roll with a poisoned weapon. At 3rd level, the black asp’s ability to use poison improves. He gains Adder StrikeUC as a bonus feat even if he does not meet the prerequisites.
This ability replaces stunning fist and still mind.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su): At 3rd 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 3rd 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.

Skills/Feats/Traits:

Skills(rank/ability/bonus)
Acrobatics (Dex),9/3/3
Climb (Str),9/3/3(+2 belt)
Craft (Int),
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (history) (Int),
Knowledge (religion) (Int),9/1/3
Perception (Wis),9/3/3
Perform (Cha),
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),9/3/3
Stealth (Dex),9/3/3
Swim (Str),

Feat
Fast Learner(Monk)
Deflect Arrows
Two weapon fighting
Snake Style
Combat Reflexes
Extra Ki
Improved Disarm
Snake Sidewind
Snake Fang

Traits
Focused Disciple
Source Ultimate Campaign pg. 55
When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Hard to Kill
Source Champions of Purity pg. 7
Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point tota

Ki powers:

Ki Metabolism (Su) (Pathfinder Unchained pg. 17 ): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

Elemental Fury(cold) (Su) (Pathfinder Unchained pg. 16 ): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Wholeness of Body (Su) (Pathfinder Unchained pg. 18 ): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

Style Strike:

Flying Kick (Pathfinder Unchained pg. 19): The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp (Pathfinder Unchained pg. 19): The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

Equipment:

gp: 211
Belt of Giant's Strength(+4), Gloves of feasting, Amethyst pyramid Iuon stone, +1 Cold Iron Nine-Section-Whip, Bracers of Armor(+2), a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), a waterskin, MW. whipwood Bo staff, Serpentine Tattoo

Attacks:

Unarmed: +14/+9 1d10+5 20/*2 type:B

MW. Bo Staff: +14/+9 1d6+5/1d6+2 20/*2 type:B ,Blocking, double, monk

+1 Nine-section-Staff: +14/+9 1d8+6 19-20/*2 Type:b ,Distracting, Block, Trip, Monk

Background/appearance:

Arona was raised by her master, a man who was found to be unworthy of the trials, but wanted to pass his knowledge down so that others might finish it themselves.

She was taught to anticipate her enemies and react with extreme prejudice. When she finished his training she staked out in her own, practicing on perfecting her body and mind. Her training led her to Develop a sensitivity to the energies of life around her.