Monk

Chloe Santini's page

29 posts. Alias of rdknight.


Full Name

Chloe Santini

Race

Aasimar (Azata)

Classes/Levels

Monk (Scaled Fist) 1

Gender

Female

Size

Medium

Age

24

Alignment

LG

Deity

West Coast Buddhist

Location

Bodega Bay, CA

Languages

English

Occupation

CrossFit and Yoga Instructor

Homepage URL

Chloe Pic 1 Chloe Pic 2

Strength 14
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 15

About Chloe Santini

Statistics:
Female Aasimar (Azata) Monk (Scaled Fist) 1
LG Medium Humanoid/Native Outsider

Init +4; Senses Perception +4
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DEFENSE
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AC 16, touch 16, flat-footed 12 (+2 cha +3 dex +1 dodge)
hp 13
Fort +4, Ref +5, Will +0 (+2 vs Charms & Compulsions)
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OFFENSE
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Speed 30 ft.

Melee +4

Ranged +4
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STATISTICS
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Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD +17
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Traits

Mixed Martial Artist:
You were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess. You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Irrepressible:
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.

Feats

Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Dodge (Monk Bonus):
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Stunning Fist:
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
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.

Improved Unarmed Strike:
You are skilled at fighting while unarmed.
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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
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.

Combat Expertise:
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Deadly Aim:
You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.

Skills (7 points; 4 class, 3 Background)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +0 = INT 0+0+0
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Bluff +2 = CHA 2+0+0
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Climb* +2 = STR 2+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +4 = CHA 2+0+0+2 (+2 Azata Blooded) (+2 Gather Info-Affable)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Drive (Wheeled Vehicle): +7 = Dex 3+1+3 (+1 Background)
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +0 = INT 0+0+0
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K (History)† +4 = INT 0+1+3 (+1 Background)
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K (Local)† +4 = INT 0+1+3
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K (Nature)† +0 = INT 0+0+0
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +0 = INT 0+0+0
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K (Religion)† +0 = INT 0+0+0
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K Technology† +0 = INT 0+0+0
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Linguistics† +0 = INT 0+0+0
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Perception +4 = WIS 0+1+3
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Perform +4 = CHA 2+0+0+2 (+2 Azata Blooded)
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Profession† (Instructor) +4 = WIS 0+1+3 (+1 Background)
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +7 = DEX 3+1+3
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Survival +0 = WIS 0+0+0
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Swim* +6 = STR 2+1+3
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Use Magic Device† +2 = CHA 2+0+0
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ACP -0
*ACP applies to these skills

Languages English

Special Abilities:

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SPECIAL ABILITIES
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Aasimar (Azata Blooded):
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+2 Dexterity, +2 Charisma

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability: Aasimars can use Glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Monk (Scaled Fist):
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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.

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.
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.

Gear/Possessions:

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GEAR/POSSESSIONS

Sansetsukon
Waveblade
Handwraps

Ranger Kit:
-Backpack
-Messenger Bag
-Rope, Nylon 50'
-Lighter
-Flashlight
-Batteries x2
-Sleeping bag
-Pot
-Mess Kit
-Water Bottle
Notebook
Pen & Ink
Grooming Kit
Liquid Soap
Signal Whistle

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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 19 lb.

Money 35 GP 9 SP 0 CP

Background:

Chloe's family has a long history in Bodega Bay on both sides. Her father's family arrived from Italy in the 1910's and her mother's side arrived from Hawaii in the 1950's. Her family has always been involved in fishing, and their fortunes have declined along with the industry in recent decades.

Chloe was always notably athletic as a child, playing soccer, basketball, and volleyball during high school. She skipped softball, finding it too sedentary for her liking. Chloe has long been an avid surfer as well. She started taking Taekwondo at the age of eight.

After high school Chloe left Bodega Bay to attend Merritt Community College in Oakland, and managed to graduate, but failed to move on to any four year college afterward. Her interests turned hard toward martial arts in college. She left Taekwondo behind for Kyokushin Karate and Muay Thai first, and then later trained in Krav Maga and Keysi. After a couple of years working service jobs while she trained, Chloe found the cost of living intolerable and returned to Bodega Bay.

Despite her experience in martial arts, Chloe teaches yoga and CrossFit classes for a living. The number of spas, vinyards, and retreats offering such classes to their customers makes jobs easy to find, and they are far more lucrative.

Bodega Bay isn't a big place. Since she was born and raised there, Chloe knows plenty of the town's residents.

Notable Contacts:

Sarah Santini: Chloe's mother, now in her early fifties and a grocery store cashier.

Laura Santini: Chloe's sister. Laura owns a boat which she charters for fishing trips and whale watching excursions. Chloe and Laura don't tend to get along well, the reasons for which are long, tangled, and complicated. The most recent explicit reason is Chloe's decision to work in health and fitness rather than partner with Laura in her business.

Aimee Davis: While most of Chloe's friends from high school and earlier have last town for greener pastures, Aimee is still around. She is now a case worker for Sonoma County Child Protective Services.

Beth Nakamura: One of Chloe's closest friends from college and a former roommate, Beth is now a RN at Providence Hospital in Oakland.

Chris Aguinaldo: Chloe's Krav Maga teacher when she lived in Oakland. They dated for a while and are still on good terms.

Appearance and Personality:

Height: 5'8" | Weight: 130 | Hair: Dark Brown | Eyes: Dark Brown

Appearance

Chloe is a bit taller than the average woman. Her eyes and hair are dark, and her complexion is a warm olive. She is extremely fit, it is her principle interest in life. Although Chloe is almost always in casual clothing, she takes great care to look good. This isn't just about personal preference or vanity; it's a critical professional requirement. Very few of the people she works with as an instructor are as toned and good good looking as she is, and she must walk a thin line between using her appearance to inspire and motivate them while at the same time remaining approachable and relatable. She is an expert at downplaying her beauty just enough, while also disguising her efforts always look well put together.

Personality

Chloe is a positive, well balanced person who finds purpose in helping others. At present that means helping them be healthier and more active. She is also competitive, and in her worst moments can push people too hard to do what she thinks is best for them. Chloe is certainly and optimist, and expects things tried to work out, also expecting some effort will be involved. She has good discipline.

In keeping with her general perspective on the world, Chloe is outgoing and sociable. She enjoys meetings new people and will seek out opportunities to do so.

Chloe is casually a Buddhist, meaning she doesn't really read the texts or know the philosophy in a deep way, but she does know general principles and maintains a meditative practice. She adheres to some of the more popular principles (or purported principles) of Buddhism including lacto-vegetarianism.