About Brother AbleCharacter Name: Brother Able
Current Moderator: Liliyashanina
Known Languages
Special Armor Class Notes:
Special Save Notes:
Special Combat Notes:
----------------------------------------------------------------------
Acrobatics: = +9 (Dex 3) 3 Ranks +3 [Class Skill]
Background Skills
----------------------------------------------------------------------
1st Level Monk Bonus: Dodge 2nd Level Monk Bonus: Deflect Arrows 3rd Level: Extra Hex Traits:
----------------------------------------------------------------------
**** Alternate Racial Traits ****
Mostly Human
Whispering Wind
----------------------------------------------------------------------
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).
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. 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.
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 +10' 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.
Class Skills: A perfect scholar adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform. ***********************************
Hexes: Will Save DC: 10 + 1/2 level + INT(3) Level 1: Protective Luck (Su) (Heroes of the High Court pg. 9): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck. Level 1 Feat: Soothsayer (Su) (The Harrow Handbook pg. 15): The witch’s predictions become self-fulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours. Level 3 Feat: Cackle (Su) (Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. The creature must be able to hear the witch to be affected by the cackle. Patron Spells:
Protecting Veil: An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered. Favored Class Bonus: Add 1 spell to Familiar, 1 below max usable.
Backpack: 2 GP, 2 lbs: Total Weight 16 lbs
Adventurer's Sash: 20GP, 3 lbs: Total Weight 4 lbs
Total weight carried:
Carrying capacity : Light -> 50 lbs, Medium -> 100 lbs Starting Gold: 3000 GP
Remaining Gold:
Level 1: 8
Level 2: 2
Level 0:
Save DC: 10 + Spell Level + INT(3)
Well, for me it is a distant memory. I was born to two perfectly normal humans in Chu Ye. That means that they were slaves, but actually well kept slaves. They were healthy, slightly educated, and hard working. I don't look a thing like either of them. I also didn't tolerate the idea of being a slave like they did. As soon as I was old enough to be curious I met with other like minded 'humans' and learned how to escape. Weapons and most other equipment needed for escape was strictly forbidden, meaning that it was well hidden and we learned to fight using our bodies as weapons. I was 17 years old when I made my run north. There were eight of us with various skills. I wish I could say that I was a trained hunter, but that fell to two of the other men. We only had one trained linguist/diplomat, but she wasn't needed until several months into the journey. Two of the kids disappeared in the first week, sneaking away to run home when they got hungry. The rest of us continued on. I won't say that the journey was easy, but all six of the rest of us made it. We also learned to count on each other, and learned what each was capable of. I was the strongest fighter. Li Yung was our 'mystic'. She was also our linguist and as I found out, a witch. When I showed interest she tried training me and found that I was able to connect with a patron just like she could, and learn spells just like she did. That helped later when several of us were hurt, including our cleric. Nobody died, but without magical healing we could have. Having the ability to cast magic to make the freezing temperatures survivable also helped! I did mention that I was born to two perfectly normal humans, right? Well, that meant that I thought I was human. I mean, I look like a human, talk like a human, can see in the dark and have a constant breeze flowing around me.... In other words, I'm a Sylph. Li Yung was the first to notice it and explained it while teaching me a little about the other planes and people that lived there. How's that for an interesting birthday present? Hey Mom and Dad, did you know? Making it over the 'top of the world' to new lands was hard. We all struggled to learn the new languages and start new lives. Our group broke up over time, dropping one member, then a couple, and finally Li Yung and I were the only remaining. We made our way to Mendev, traveling with caravans or military groups. At first we hid our witch abilities. We didn't have living familiars and didn't have to wear our veils in public. I was accepted as a Monk of Irori and Li Yung as a trained medic with minor clerical magic. She even created a holy symbol to disguise her casting. The battles haven't gone well. Something happened and it has gotten really dangerous now. The Paladins of the last crusade have been mostly defeated and now they seem fine accepting anyone that is willing to try and fight demons.... |