Valeros

Cerberus Cain's page

142 posts. Alias of Benny Aren't.


Race

SkinWalker

Classes/Levels

Monk 4, Paladin 3, CotE 4 [HP:108/108] [AC:22 T:22 F:19] [Fort:+15 Ref:+13 Will:+18 (+2 vs. Enchant)] [Per:+15] [Init:+3] [CMD:37]

Active Spells:

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Irori

Strength 20
Dexterity 16
Constitution 16
Intelligence 11
Wisdom 22
Charisma 16

About Cerberus Cain

STATISTICS

Str: 20(22)
Dex: 16
Con: 16
Int: 11
Wis: 22
Cha: 16

SkinWalker

Lawful Good

HP: 108

Speed: 40 ft

Initiative: +3

BAB: +10/+5

Senses:
Perception +15
Low Light Vision
Darkvision 60ft (conditional)

-Per Days Used-
Ki: 0
Smite: 0
Stuns: 0

DEFENSE

AC: 22:
+10 Base, +3 Dex, +9 Monk, (conditional modifiers: +4 Mage Armor, +4 Shield, + 3 Smite, +1-3 Natural, +2 Valiant Stand. All are stackable to a total 38 AC)
(touch 22, flatfooted 19)
CMD: 37(38):
+10 Base, +10 BAB, +5(+6) Strength, +3 Dex, +9 Monk

Fort: +15
Ref: +13
Will: +18
(Conditional Modifiers: +2 to save vs. enchantment spells & effects)

Immunities: Fear. All diseases (includes magical and supernatural)

Lay on Hands: 3d6 healing 4/day

OFFENSE
CMB: +15(+16)
Melee: +14(+15)
Range: +12

Smite Evil or Chaos 2/day (or spend 1 ki point)
Stunning Fist 8/day
Stunning Fist/Scorpion Style/Gorgon's Fist DC: 21 vs. Fort save

UNARMED STRIKE ATTACK +17(+18):
+10 BAB, +5(+6) strength, +2 AoMF,

w/ Power Attack: att+14(+15)
w/ Smite Evil/Chaos: att+20(+21)
w/ Power Att & Smite: att+17(+18)

UNARMED STRIKE DAMAGE 2d6+7(+8):
2d6, +5(+6) strength, +2 AoMF,

w/ Power Attack: dmg 2d6+13(+14)
w/ Smite Evil/Chaos: dmg 2d6+13(+15)
w/ Power Att & Smite: dmg 2d6+21

FLURRY OF BLOWS: 2 Attacks at+15(+16) and 2 at +10(+11)
w/ Power Attack: 2 Attacks at +12(+13) and 2 at +7(+8)
w/ Smite Evil/Chaos: 2 Attacks at +18(+19) and 2 at+13(+14)
w/ Power Att & Smite: 2 Attacks at +15(+16) and 2 at+10(+11)

SPECIAL NOTES:
*Two succesful unarmed strikes vs. one opponent deals an extra 2d6 dmg,1d6 bleed, and a free action Demoralize attempt.
*Smite vs. Evil aligned Dragons, Outsiders, or Undead deals an extra +7 dmg on the 1st attack ONLY.
*Smite vs. Chaos aligned Abberrations, Outsiders, and Fey deals an extra +7 dmg on the 1st attack ONLY.

Wands:
Shield (-1, can't be used for 24hrs), Mage Armor (-1), Mage Armor, Longstrider (-1), Monkey Fish, Long Arm, Lead Blades (-1), Enlarge Person (-2)(50 charges each minus the ammount in parenthesis)

SPECIAL ABILITIES

MONK Features

AC:
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 CMDat 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.

Flurry of Blows:
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 monkspecial 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.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

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.

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.

Stunning Fist:
At 1st level, the monk gains Stunning Fistas 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 throwstill 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.

Evasion:
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throwagainst 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 (+10ft):
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.

Maneuver 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: 16 points:
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. 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.
KI ABILTIES By spending 1 point from his ki pool, a monk can do one of the following:

1) Make one additional attack at his highest attack bonus when making a flurry of blows attack.

2) Increase his speed by 20 feet for 1 round.

3) Give himself a +4 dodge bonus to AC for 1 round.

4) Activate Barkskin as a spell like ability granting a +2 enhancement bonus to his natural armor for 40min (NOTE: This replaces the standard Monk Slow Fall ability).

5) In addition to the normal uses of this ki pool, a champion of the enlightened 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.

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.

PALADIN Features

Aura of Good:
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil:
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:
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 Cha 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.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands:
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:
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 unconsciousor dead.

Divine Health:
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy:
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.
* Fatigued: The target is no longer fatigued.

CHAMPION OF THE ENLIGHTENED Features

Detect Chaos:
This ability functions like a paladin's detect evil ability, but detects chaos instead of evil.

Martial Artist:
The class levels of a champion of the enlightened stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.

Smite Chaos:
At 1st level, a champion of the enlightened 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 the enlightened deals to targets of his smite. A champion of the enlightened 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.

Pursuit of Knowledge:
At 2nd level, a champion of the enlightened adds 1/2 his class level on all Knowledgechecks and can make Knowledge skill checks untrained.

Sweeping Smite:

At 3rd level, as a standard action, a champion of the enlightened 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 the enlightened 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:
At 4th level, a champion of the enlightened 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.

Feats:

Improved Unarmed Strike:
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice

Boar Style:
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.

Boar Ferocity:
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.

Boar Shred:
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style

Stunning Fist:
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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.

Power Attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Scorpion Style:
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Gorgon's Fist:
Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.

Blind Fight:
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Racial Traits

Ability Name:
Ability description here

Change Shape:
A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:

1) 2 claw attacks that each deal 1d4 points of damage
2) Darkvision to a range of 60 feet.
3) +1 racial bonus to natural armor.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.

Animal Minded:
Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.

Speak with Animals:
Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.

Low Light Vision:
Skinwalkers can see twice as far as humans in conditions of dim light.

Traits:

Dangerously Curious
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Unnatural Presence
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.

SKILLS:

Acrobatics +7
Climb +9(+10)
Handle Animal +9
Intimidate +16 (+18 to Demoralize)
Knowledge Religion +8
Linguistics +5
Perception +15
Sense Motive +10
Stealth +7
Survival +10
Swim +9(+10)
Use Magic Device +18

Magic Items:
Muleback Chords, Featherstep Slippers, Handy Haversack, Ring of Sustenance, Belt of Giant Strength +2, Headband of Inspired Wisdom +2, Ring of Key Mastery, Monk's Robes, Quick Runner's Shirt, Gloves of Reconnaissance, Amulet of Mighty Fists +2

Background: