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About BachuCharacter Sheet:
Size Medium Humanoid (Human) Init +?; Perception +? DEFENSE AC 33, touch 30, flat-footed 28 (+8 armor, +4 class, +5 deflection, +4 dex, +1 dodge, + insight, +luck, +5 NA, +6 Wis)
OFFENSE
Statistics Str 24, Dex 18, Con 16, Int 14, Wis 22, Cha 20
Skills
Favored Class: Monk +1 Skill Point Stat Increase:
Str: 16 (10) + 6 + 2(Race) = 24
Legendary Monk Abilities:
Weapon and Armor Proficiencies Legendary monks are proficient with all simple weapons and all weapons with the ‘legendary monk’ quality. Legendary monks are not proficient in any armor or shields and wearing these can interfere with their class features. Flurry of Blows
At 2nd level and every two levels thereafter, a legendary monk can select one legendary monk art. These powers allow the legendary monk to perform amazing feats of mystical power and acrobatic prowess, some of which allow them to do so by expending points from their qi pool. Once a legendary monk art is selected, it cannot be changed. Some legendary monk arts require the legendary monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a legendary monk cannot select an individual legendary monk art more than once. Legendary monk arts which have a qi point cost are qi techniques.
Fast Movement
Combat Qi (Ex)
Combo Strikes
Skill Unlock (Ex)
Flurrious Mobility (Ex)
Paladin Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Aura of Good (Ex):The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp):At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Champion of Irori Abilities:
Weapon and Armor Proficiency: A champion of Irori gains no additional weapon or armor proficiencies. Detect Chaos (Sp): This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil. Martial Artist (Ex): The class levels of a champion of Irori stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features. Smite Chaos (Su): At 1st level, a champion of Irori gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of Irori deals to targets of his smite. A champion of Irori cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect. At 8th level, a champion of Irori gains an additional use of his smite evil ability. Ki Pool (Su): At 2nd level, a champion of Irori gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities. Pursuit of Knowledge (Ex): At 2nd level, a champion of Irori adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained. Sweeping Smite (Ex): At 3rd level, as a standard action, a champion of Irori can make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil (whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos. At 6th level, a champion of Irori can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty. Valiant Stand (Su): At 4th level, a champion of Irori gains a sacred bonus on attack rolls and to AC equal to 1/2 his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally. Shield the Weak (Su): At 5th level, as an immediate action once per round, a champion of Irori can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The champion of Irori must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect. Skill Mastery: At 6th level, a champion of Irori becomes well practiced in a certain number of his skills. This ability functions exactly like the skill mastery advanced rogue talent. Perfect Opening (Ex): At 7th level, once per round a champion of Irori can make an attack of opportunity against an enemy he threatens when that enemy confirms a critical hit against the champion or an ally. The champion of Irori can make this attack of opportunity even if he would be killed or incapacitated by the critical hit, resolving the attack after the critical hit deals damage but before he falls unconscious or dies. If the champion of Irori’s attack of opportunity hits, it is automatically a critical threat. One Finger (Su): At 8th level, as a standard action, a champion of Irori can resolve a single unarmed attack as a melee touch attack. Perfect Strike (Su): At 9th level, a champion of Irori can expend 1 point from his ki pool as a swift action to perfect the next unarmed attack he makes before the end of his turn. Attack and damage rolls are rolled twice and the champion of Irori selects which result to use. Whirlwind Smite (Ex): At 10th level, as a full-round action, a champion of Irori can make one unarmed strike against every creature he threatens, as if he possessed the Whirlwind Attack feat (though he can use it only with unarmed strikes). He can also trigger either his smite evil or smite chaos ability while doing so, gaining its benefits against every creature he attacks for a number of rounds equal to his Wisdom bonus.
Living Weapon Legendary Fighter:
Weapon and Armor Proficiency:A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats:At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. Bonus Skills:[b]
[b]Sharp Reflexes (Ex):Training and battle hone a fighter’s reactions, he gains a +1 bonus on Reflex saves. At 5th level and every 6 levels thereafter this bonus increases by 1 (to a maximum of +4 at 17th level). Determination (Ex):At 2nd level, a fighter gains a +1 bonus on Will saves. This bonus increases to +2 at 10th level. Feat Expertise (Ex):At 2nd level, a fighter treats his ability scores as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to each of his ability scores for this purpose is equal to half his class level. Feat Aptitude (Ex):At 3rd level, a fighter treats his base attack bonus as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to his base attack bonus for this purpose is equal to one third his class level (to a maximum of +5 at 15th level). Advanced Armor Training (Ex):At 3rd level, and again at 7th, 11th, and 15th level, a fighter gains an advanced armor training option. A complete list of these options can be found above. Unless otherwise noted, an option can be selected only once. Armor Training (Ex):Starting at 3rd level a fighter becomes more adept at wearing armor. When a fighter dons half-plate or full plate armor without assistance, he can spend twice as long as normal donning this armor to don it properly rather than only being able to hastily don it. Additionally, the fighter gains an advanced armor training option. At 5th level, 9th level, and 13th level the fighter gains an additional advanced armor training option. Unless otherwise noted, an option can be selected only once. Weapon Training (Ex):At 3rd level, a fighter gains a +1 bonus on attack and damage rolls with all weapons he is proficient with. A fighter also adds this bonus to any combat maneuver checks that are made with weapons he is proficient with. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm, steal, and sunder attempts made against weapons he is wielding and proficient with. This bonus increases by +1 at 7th, 11th, and 15th level. Feat Retraining (Ex):At 4th level, and every 2 levels thereafter (6th, 8th, and so on), a fighter can choose to learn a new combat feat in place of either a fighter bonus feat or a combat feat gained from character advancement. The fighter can choose to either lose this feat in exchange for the new one or to convert the old feat into a latent feat (see below). If the old feat was a prerequisite for another feat, prestige class, or other ability that the fighter possesses then he must still meet these prerequisites after retraining. A fighter can gain any feat he qualifies for at the time he retrains. He isn’t limited to the feat choices he qualified for when he first gained the feat. For example, a fighter who chooses Cleave as his 1st level bonus feat can then retrain this bonus feat into the Vital Strike feat (which has a prerequisite of +6 BAB) at 6th level, even though he did not qualify for Vital Strike at 1st level. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains the new level. Latent Feats (Ex):At 4th level, when a fighter retrains a combat feat, he can choose to have that feat become a latent feat. The fighter still counts as having a latent feat for the purpose of prerequisites but cannot make use of that feat’s benefits. If a fighter later relearns a latent feat, he regains the feat’s benefits and the feat no longer counts as a latent feat. When retraining, a fighter can replace a latent feat with another feat that he wishes to turn into a latent feat, losing the first latent feat altogether, provided he still meets the feat retraining prerequisites after doing so. A fighter can retrain a latent feat into another latent feat, subject to the normal retraining rules. A fighter can have a maximum of one latent feat at 4th level plus an additional latent feat for every 4 levels beyond that (to a total of 5 latent feats maximum at 20th level.) Prowess (Ex):At 4th level, and again at 8th, 12th, and 16th level, a fighter gains a prowess option. Unless otherwise noted, an option can be selected only once. A complete list of prowess options can be found above. Abundant Tactics (Ex): The fighter adds his weapon training bonus to the number of times per day he can use any combat feat he possesses that allows a limited number of daily uses, such as the Stunning Fist feat. Style Mastery (Ex): A fighter can enter or switch the stance employed by a fighting style as a free action. If the fighter has an ability that allows him to have more than one style stance active simultaneously, he can enter or switch all of his allowed stances as a free action. At the start of a combat the fighter picks one of the style feats he knows. He starts the combat in that style, even in a surprise round or if he is otherwise unaware of his attackers. The fighter must have at least one style feat to select this option. Style Training (Ex): The fighter can blend style feats that he knows into a more flexible style. The fighter can have an additional style feat stance active simultaneously. He can enter all of his allowed stances as a move action or one stance as a swift action. A fighter can select this prowess option up to three times, each time increasing the number of additional stances he can have simultaneously active by one. The fighter must have at least two style feats to select this option. Advanced Weapon Training (Ex):At 5th level and every four levels thereafter, a fighter gains an advanced weapon training option. Unless otherwise noted, an option can be selected only once. Critical Specialist (Ex): When the fighter deals a critical hit with a weapon he has selected with the Weapon Focus feat or that belong to a weapon group he possesses, the save DCs of any effects caused by the critical hit increase by the fighter’s weapon training bonus. Defensive Weapon Training (Ex): While wielding a weapon with which he is proficient, the fighter gains a +1 shield bonus to his Armor Class and adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless. Focused Weapon (Ex): The fighter selects one weapon for which he has the Weapon Focus feat. The fighter can deal damage with this weapon based on his fighter level and not the weapon type. The fighter can decide to use the weapon’s base damage instead of the focused weapon damage—this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. The damage is listed in the table below: 3d8 The fighter must have Weapon Focus with the selected weapon in order to choose this option. A fighter can choose this option more than once, each time choosing a different weapon that he has Weapon Focus with. Greater Unarmed Attack (Ex): The damage for a living weapon’s unarmed strikes increases by one step as if the living weapon’s size had increased by one category. If the living weapon has the focused weapon advanced weapon training option with unarmed strikes then this focused weapon damage increases in the following manner instead. A Tiny living weapon uses the Small focused weapon table, a Small living weapon uses the Medium focused weapon table, and a Medium living weapon uses the Large focused weapon table. This has no effect on the focused weapon damage of living weapon fighters of other size categories. A living weapon is treated as being one size category larger for the purpose of which size category of opponent he can perform combat maneuvers on. For example, a Medium living weapon with this ability can bull rush Huge foes as opposed to being limited to only Large or smaller foes without this ability. The living weapon must be 7th level to select this option. Unarmed Attack (Ex): At 5th level, a fighter’s unarmed strikes can be with fist, elbows, knees, and feet. This means that a fighter may make unarmed strikes with his hands full. A fighter applies his full Strength modifier (not half ) on damage rolls for all his unarmed strikes. A fighter can choose to deal lethal or nonlethal damage with his unarmed strikes with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A fighter’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. Fighting Strikes (Ex):At 5th level, a fighter’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 13th level his unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction. This replaces weapon guard, tenacious grip, and weapon unity. Perseverance (Ex):At 6th level and every four levels thereafter, a fighter chooses and gains a perseverance option. A complete list of these options can be found above. Unless otherwise noted, an option can be selected only once. Focused Resolve (Ex): The fighter can use focused resolve three times per day. At 10th level and every 4 levels thereafter, this number increases by one (to a maximum of 6 times per day at 18th level). As an immediate action, before attempting a saving throw, the fighter can expend one daily use of focused resolve to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. At 10th level, as a standard action, the fighter can expend a daily use of this ability to focus his mind and will. Once during the next minute, he can choose to roll an attack roll, skill check, or saving throw three times and take the best result. He must decide to use this ability before the roll is made. The fighter cannot use both of these options on the same saving throw. Hard-Bitten (Ex): The fighter gains a +1 bonus on saving throws and to his CMD to resist effects triggered by a critical hit, including critical feats. These bonuses increase by +1 for every four levels beyond 6th. Whenever the fighter is struck by a critical hit, he only takes half of the extra damage caused by the critical hit. For example, an arrow trap (1d8+1/x3) deals a critical hit to a fighter with this ability. The damage rolls are 4 from the arrow’s regular damage and 5 + 7 from the additional dice rolled for the critical hit. The fighter only takes half of the 12 points of damage from the critical hit (6 damage), taking a total of 10 points of damage from the arrow.
Ascetic Discipline (Ex): At 7th level, a living weapon counts his fighter levels as monk levels for the purpose of qualifying for combat feats and for the purpose of feats, magic items, and other options that have different effects based on whether the character has levels in the monk class (such as Stunning Fist or a monk’s robe). This ability does not automatically grant feats normally given to monks based on class level, such as Stunning Fist.
Unarmed Specialist Training:
Greater Unarmed Attack (Ex): The damage for a living weapon’s unarmed strikes increases by one step as if the living weapon’s size had increased by one category. If the living weapon has the focused weapon advanced weapon training option with unarmed strikes then this focused weapon damage increases in the following manner instead. A Tiny living weapon uses the Small focused weapon table, a Small living weapon uses the Medium focused weapon table, and a Medium living weapon uses the Large focused weapon table. This has no effect on the focused weapon damage of living weapon fighters of other size categories. A living weapon is treated as being one size category larger for the purpose of which size category of opponent he can perform combat maneuvers on. For example, a Medium living weapon with this ability can bull rush Huge foes as opposed to being limited to only Large or smaller foes without this ability. The living weapon must be 7th level to select this option.
Penetrating Blow (Ex):At 11th level, as part of an unarmed strike attack, a fighter can deliver a penetrating blow as a swift action. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
Rapid Attack (Ex)[:/b]At 11th level when making a full attack, a fighter can move up to his speed either before or after his attacks. He can also combine a full attack with a charge as a full-round action, as long as he only moves a distance less than or equal to his speed. In either case, his movement provokes attacks of opportunity as normal. When attacking in this way, the fighter must forgo one attack of his choice (usually the one at his lowest bonus) and all attacks after the first take a –2 penalty on the attack roll. When using this ability, if the fighter also has the Spring Attack feat, he can make melee attacks before, after, and at any point during his movement and the fighter can designate one opponent that his movement this turn does not provoke attacks of opportunity from. When using this ability, if the fighter has the Shot on the Run feat, he can take make ranged attacks before, after, and at any point during his movement. [b]Combat Composure (Ex):At 15th level, a fighter can take 10 on skill checks during combat even if the situation or immediate danger wouldn’t normally allow him to do so, provided the skill is a class skill, he is trained in the skill, and he could take 10 on the check outside of combat. The fighter cannot use this ability if he currently has any of the following conditions: confused, cowering, dazed, disabled, exhausted, fascinated, fatigued, flat-footed, frightened, helpless, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. Flawless Technique (Ex):At 17th level a fighter doesn’t automatically miss an attack roll when he rolls a natural 1. Assured Strike (Ex):At 19th level, once per round before making an attack roll, a fighter can choose to treat the d20 result as a 10. Armor Mastery (Ex):At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield. A fighter who gains DR from armor or other fighter class features increases his armor mastery Damage Reduction by the DR values of these sources. If weapon damage from an attack ignores some or all of the fighter’s armor mastery DR then the fighter can redirect to his armor or shield the amount of weapon damage from the attack that bypassed his DR. The fighter takes any remaining damage. For example, if a fighter with armor mastery DR 10/— takes 18 points of piercing damage from a spear and this attack ignores 5 points of his armor mastery DR, then he can redirect that 5 points of damage to his armor or shield and only take the remaining 8 points of damage from the attack himself. If an attacker uses an ability that allows her to total the weapon damage from multiple attacks before applying damage reduction against a fighter with armor mastery, multiply the fighter’s armor mastery DR by the number of successful hits after the first. The fighter can have his armor or shield receive this amount of damage from the attack, or the total weapon damage from all hits after the first if this is a smaller amount. The fighter takes any remaining damage from the attacks. In either case, the fighter must decide whether to direct damage to his armor or to his shield before an opponent attacks him and the armor or shield’s hardness counts as normal against any damage it takes. If this damage destroys the armor or shield then any excess damage is applied to the fighter. Weapon Mastery (Ex):Attacks made by the fighter with weapons he has selected with the Weapon Focus feat, or that belong to a weapon group he possesses, automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example).
Feats and Traits:
m/p/m/p/m/m/c*10/p/m/p/m/p FEATS 1- Weapon Focus: Monk Weapons (Fighter Class) 1- (Race bonus) 1- Dodge 1- Unarmed Combatant (Monk class) 1- Combat Stamina (Fighter Bonus) 2- Stunning Fist (Monk class) 2- Combat Reflexes (Fighter Bonus) 2- Dragon Style (Monk bonus) 3- 4- Weapon Specialization: Monk Weapons (Fighter Bonus) 5- 6- (Fighter Bonus) 6- Dragon’s Ferocity (Monk bonus) 7- Toughness 8- Greater Weapon Focus: Monk Weapons (Fighter Bonus) 9- Improved Critical: Unarmed Strike 10- (Fighter Bonus) 11- Blind-Fight 12- Greater Weapon Specialization: Monk Weapons (Fighter Bonus) 13- Improved Blind-Fight 14- (Fighter Bonus) 15- Critical Focus 16- (Fighter Bonus) 17- Counterpunch 18- (Fighter Bonus) 19- Blinding Critical 20- (Fighter Bonus) Human Racial Traits +4 to One Ability Score: Human characters get a +4 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have 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. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). TRAITS
Gear:
60 Arrows 3gp, 50' Silk Rope 10 gp (5#), Tent 10 gp (20#), Bedroll .1 gp (5#), Cheap Holy Text 1 gp (1#), Flint and Steel 1 gp , Mwk. Cooking Kit 53 gp (16#), Mess Kit .2 gp (1#), Soap .5 gp (1#), 10 Trail Rations 5 gp (10#), Belt Pouch 1 gp (.5#), Waterskin 1 gp (4#), Wooden Holy Symbol of Irori 1 gp, Monk’s Outfit (2#) +2 Adaptive Composite Longbow 9,400 gp (3#)
2 Potion of Cure Light Wounds 100 gp
18.5# Total 400#/800#/1,200# 3,268 gp, 2 sp
Daily Resources:
Stunning Fist DC 27: 17 Used: 0 Ki Pool: 15 Used: 0 Smite Evil: 7 Used: 0 Lay on Hands: 14 Used: 0 Divine Bond: 1 Used: 0 Backstory:
Bachu was left at the Irorian monastery of Tar Kuata as a newborn. He was cared for and tutored in the monastery. He developed a love of knowledge and assisted in the library there. When he came of age he traveled to Sothis and boarded a boat bound for Vudra to learn more of his heritage as it was believed his mother was Vudrani. His love of learning and experiencing new things kept him moving and learning. He next travelled to Tien Xia as his mentor was from there and wanted to experience that land for himself. While he spent time in the libraries and monasteries to pick up more knowledge Bachu knew some of the best knowledge came from experience, and made sure to venture out of the cities and into the dungeons and ruins wherever he travelled by joining adventurers. His travels had shown the injustice of slavery and the treatment of lower classes prevent those in them from achieving perfection. He realized that he had seen places that were only rumors where he grew up but not the vast lands just to the north of his homeland. In Goka he boarded a ship to Absalom. In Absalom he trained to become a paladin. Upon completion of his training he headed north into Andoran and hearing of the plight of halflings and the citizens headed west into Chelix. He was in Kintargo when martial law was declared and that was the last straw. Thrune’s actions and decrees made a mockery of the virtues of hard work, discipline, and devotion to the causes of justice, truth, and the pursuit of perfection. Bachu had to stay and bring the ability to find perfection back to the people of Kntargo. Dice:
[dice=Unarmed Strike]1d20+12[/dice] [dice=Damage]1d8+4[/dice] [dice=Unarmed Strike Flurry 1]1d20+12[/dice] [dice=Damage]1d8+7[/dice] [dice=Unarmed Strike Flurry 2]1d20+12[/dice] [dice=Damage]1d8+5[/dice] [dice=Unarmed Strike Flurry 3]1d20+7[/dice] [dice=Damage]1d8+5[/dice] [dice=Unarmed Strike Flurry 1 PA]1d20+12-2[/dice] [dice=Damage]1d8+7+6[/dice] [dice=Unarmed Strike Flurry 2 PA]1d20+12-2[/dice] [dice=Damage]1d8+5+6[/dice] [dice=Unarmed Strike Flurry 3 PA]1d20+7-2[/dice] [dice=Damage]1d8+5+6[/dice] [dice=Mwk. Cold Iron Kama ]1d20+11[/dice] [dice=Damage]1d6+3[/dice] [dice=Shuriken]1d20+9[/dice] [dice=Damage]1d2+3[/dice] [dice=Perception]1d20+12[/dice] [dice=Acrobatics]1d20+12[/dice] [dice=Climb]1d20+7[/dice] [dice=Heal]1d20+9[/dice] [dice=Kn: Arcana]1d20+5[/dice] [dice=Kn: Dungeoneering]1d20+5[/dice] [dice=Kn: Geography]1d20+5[/dice] [dice=Kn: History]1d20+9[/dice] [dice=Kn: Local]1d20+6[/dice] [dice=Kn: Nature]1d20+5[/dice] [dice=Kn: Nobility]1d20+5[/dice] [dice=Kn: Planes]1d20+5[/dice] [dice=Kn: Religion]1d20+9[/dice] [dice=Pro: Cook]1d20+12[/dice] [dice=Sense Motive]1d20+10[/dice] [dice=Stealth]1d20+12[/dice] [dice=Swim]1d20+7[/dice] [dice=Fort Save]1d20+14[/dice] [dice=Reflex Save]1d20+11[/dice] [dice=Will Save]1d20+11[/dice] |