AC 10 (Dex, Wis, Mania, Style)
Touch 10 (Dex, Wis, Style)
Flat Footed 10 (Wis, Mania, Style)
hp 18/18 (28(5d8)+Con*5)
Fort 5 (Con, +2 vs Divine)
Ref 5 (Dex, +2 vs Divine)
Will 6 (Wis, +2 vs Divine)
Modifiers (+2 vs Divine Spells and SLAs, +2 vs slipping and falling, +1 vs cold effects, +2/+0/+0 vs cold weather, +4/+0/+0 vs cold weather, +2/+0/+0 vs cold climates)
Other Defenses Deflect Arrows, cold climates are 1 less severe
BAB +2
CMB +2 (Dex, +2 Grapple)
CMD +12 (Str, Dex, Wis, Style, +2 Grapple, +2 Trip)
Languages Common, Lip Reading, Math, Punnish
Gear
Black shoulder satchel computer bag:
-Laptop computer (mwk tools for Coding, Metaknowledge)
-Ipad Pro with keyboard attachment (mwk tools for Coding, Metaknowledge)
-Bluetooth Noise Canceling Headphones
-TI83+ Calculator (mwk tools for Coding, Engineering, Mathematics)
-Wireless mouse
-Mousepad
-3 charging cables
-Apple plugin adapter (little white cube)
-headphone jack
-Permanent marker
-1 pen
-0.5 mechanical pencil with extra lead
-White eraser
-variety of multi-colored sticky notes
-Scotch tape
-Mask
Books
-Bible (always carried with me) (mwk tools for K: Religion)
-The Complete Idiot's Guide to Statistics (Second Edition, 395 pages) (Spellbook, mwk tools for Spellcraft)
-The Personality Puzzle (Eighth Edition, 1,890 pages) (mwk tools for Sense Motive)
-Black folder with:
--stacks of paper: blank, lined and grid
--APA Guide to Formatting a Paper (Winter 2020) (mwk tools for P: Tutoring)
--APA Guide to Referencing (Winter 2020) (mwk tools for P: Tutoring)
$4.75
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Special Abilities
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AC Bonus Add (Wis) to AC and CMD as long as you are not immobilized, helpless, wearing armor, carrying a shield, carring a medium load or encumbered.
Alchemy +1 (lvl) Competence bonus to Craft (Alchemy). Can use Craft (Alchemy) to identify potions as if using Detect Magic by holding the potion for 1 round. Extracts last 1 day and mixing an Extract takes 1 minute. The DC of Extracts is 10+Extract lvl+Int.
Bombs 3/day (1/2lvl+Int) as a Standard, deal 1d6 (Int) fire damage (DC 11 (Int) for halve). Provokes an AoO.
Combat Advice As a Move action, one of your allies gets a +2 to hit for the next attack against an enemy you designate. You must be able to see both the ally and enemy and your ally must be able to see you.
Deflect Arrows 1/round you take no damage from a ranged attack as long as you have one hand free. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons or ranged attacks generated by natural attacks or spell effects cannot be deflected.
Dilettante +2 to all Knowledge checks with 1-5 ranks. Can make untrained Knowledge checks with DCs up to 15.
Divine Defiance +2 to saves vs spells and SLAs from a Divine casting Class.
FCB Your Mania lasts 10 minutes longer.
Flurry of Blows As a full-attack action with a -2 to hit, gain an additional attack as if using the Two-Weapon Fighting Feat. These attacks use your Monk level as your BAB and must be done with unarmed strikes or Monk weapons. You may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.
Heart of the Snows +2 Fort vs cold climates, +2 to checks and saves vs slipping and falling, +2 to Acrobatics and Climb checks in slippery conditions, +2 CMD vs Trip, cold climates are 1 category less severe.
Improved Grapple +2/+2 to Grapple checks and grappling does not provoke an AoO.
Light Sleeper You only need to sleep 4 hours to gain a full night's rest.
Mania As a Standard action, for 20 min (20 min/lvl) you gain +6/+4 to two physical scores, -2 to their corrisponding Mental scores and +4 NA. Alternatively you may gain +8/6/4 to your physical scores, take 2 Ability damage to your mental scores and gain +6 NA. A potential Mania takes 1 hour to build up.
Primal Regants 3/day (1/2lvl+Int) improve a Bomb, Extract, Mania or Potion. You may restock Primal Regants after recovering your Extracts in the morning by spending 10 min collecting them.
-Bomb: Damage becomes 1d8 or roll 1d4 to change the damage type ([1] Acid, [2] Cold, [3] Electricity, [4] Fire).
-Extract or Potion: +1 cl.
-Mania: Roll 1d4 to gain: ([1] Mania is 1/2 effective, [2] heal 1d4 Ability damage or 2d8+1hp, [3] gain Preserve Organs or Spontaneous Healing Discovery, [4]: gain Feral Mutagen, Tentacle or Vestigial Arm Discovery.
Mantis Style Swift action to enter, +2 to DC for Stunning Fists. +1/day Stunning Fist uses.
Snapping Turtle Style Swift action to enter, +1 Shield bonus to AC as long as you have one hand free.
Snowbound +1 trait bonus to saves vs cold effects, +2 Fort vs cold weather.
Stunning Fist 3/day, 1/round, force a DC 12 (Wis, Style) Fort save (10+2+1/2 lvl+Wis) or be stunned with an Unarmed Strike.
Throw Anything Add (Int) to damage with splash weapons. No penalties for using an Improvised Ranged weapon. +1 to hit with splash weapons.
Unarmed Strike Gain Improved Unarmed Strike as a bonus feat, unarmed strikes deal full Str to damage, have no off-hand and deal 1d6 damage.
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Elephant Tax
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Agile Maneuvers Use your Dex instead of Str for CM when you use a Finesse Weapon.
Combat Expertise -1 to hit and to CM, +1 Dodge.
Deadly Aim -1 to hit with ranged weapons, +2 damage.
Finesse Weapons You can use either Str or Dex on attack rolls with Light Weapons.
Power Attack -1 to hit and CM, +2 damage.
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Encumbrance -lb
Str 10: Light 33lb, Medium 66lb, Heavy 100lb
Str 14: Light 58lb, Medium 116lb, Heavy 175lb Str 16: Light 76lb, Medium 153lb, Heavy 230lb Str 18: Light 100lb, Medium 200lb, Heavy 300lb
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