Fiddler (alertness, empathic link, improved evasion, share spells, store spells)
King Crab
N Tiny vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft., swim 20 ft.
Melee 2 claws +0 (1d2–2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2–2).
STATISTICS
Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency
The master of a king crab familiar gains a +2 bonus on CMB checks to start and maintain a grapple.
Water dependency (Ex)
Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.
SPECIAL ABILITIES:
AC Bonus (Ex): 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.
Bonus Feat: 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.
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Claws: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Devoted Guardian (Ex): At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20.
This ability replaces Stunning Fist.
Fiendish Language (Ex): Tieflings speak either Abyssal or Infernal.
Flurry of Blows (Ex): 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.
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.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Resistance to Fire (Ex): You may ignore 5 points of Fire damage each time you take fire damage.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance
Skilled (Ex): Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Skills: A sohei gains Handle Animal as a class skill.
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.
Strength Patron: You have selected the Strength Patron.
Witch's Familiar: You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Witch Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature.
In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:
Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.
Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.
Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.
Weapon and Armor Proficiency: A sohei is proficient with all simple and martial weapons and with light armor, instead of a monk’s usual weapon and armor proficiencies.
This ability alters the monk’s weapon and armor proficiencies.
BACKGROUND:
A particularly demonic-looking tiefling sizes up the others. Though her features are unsettling, perhaps the worst is that her hair seems to have a life of its own. Strands of her hair move and writhe of their own accord, as if she were a medusa with a head full of snakes.
"Greetings, fellow travelers. I'm Calypso, the resident beauty queen. I'll handle any required seduction, if that's okay."
It appears she is quite serious. A hermit crab emerges from her hair and bobbles about, wearing a shell and clacking its pincers, happy in its home.
PFS:
Boons and Vanities: Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon of the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon of your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Confirmed Field Agent: You may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
PFS# 132076-30
XP 10
Prestige/Fame 10/16
Faction Scarab Sages
-Faction Card/Rewards [0 goals]
Scenarios Completed
*The Consortium Compact [1 XP, 2 PP, 470 gp]
-Bought wand of cure light wounds [-2 PP]
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of mage armor [-2 PP]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
*The Snows of Summer [3 XP, 4 PP, 1398 gp]
*The Emerald Spire Superdungeon: The Cellars [3 XP, 4 PP, 1536 gp]
-Bought +1 amulet of mighty fists [-4000 gp]
*From the Tome of Righteous Repose [1 XP, 2 PP, 2265 gp]
-Bought armbands of the brawler [-500 gp], wand of long arm [-2 PP]
Level Progression:
Level 1: Class Taken: Monk
Class Feature Gained: bonus feat, devoted guardian, flurry of blows, unarmed strike
Hit Points Gained: 1d8, +2 Con
Skill Points (4+4): acrobatics (1), climb (1), intimidate (1), knowledge (religion)(1), perception (1), stealth (1), swim (1), use magic device (1)
Feats: weapon finesse
Level 2: Class Taken: Witch
Class Feature Gained: cantrips, white hair, patron spells, witch's familiar
Hit Points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4): intimidate (1), knowledge (arcana)(1), knowledge (nature)(1), perception (1), spellcraft (1), use magic device (1)
Level 3: Class Taken: Witch
Class Feature Gained: constrict
Hit Points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4): intimidate (1), heal (1), knowledge (arcana)(1), knowledge (nature)(1), perception (1), use magic device (1)
Feat: weapon focus (hair)
Level 4: Class Taken: Witch
Class Feature Gained: Hit Points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4): intimidate (1), fly(1), knowledge (religion)(1), spellcraft (1), perception (1), use magic device (1)
Ability Score Increase: Int
Dice:
[dice=ranged touch attack]1d20+4[/dice]
[dice=Hair attack plus grab]1d20+6;1d4+5[/dice] [ooc]If hits, free grapple attempt that does not provoke AoO or leave me with grappled condition. When hair successfully grapples, begin constricting as swift action, dealing damage equal to that of its attack.[/ooc
[dice=grapple attempt]1d20+17[/dice]
[dice=Constrict]1d4+5[/dice]
[dice=Claw attack1]1d20+5;1d4+2[/dice]
[dice=Claw attack2]1d20+5;1d4+2[/dice]
[ooc]Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.[/ooc
start/maintain grapple
+1 BAB
+1 enhancement
+1 weapon focus (hair)
+4 int modifier (in place of str)
+2 improved grapple
+1 serpentine squeeze
+2 familiar
+4 The grab part of the white hair (ability) functions like the monster ability
+1 armbands of the brawler