Kyra

Danica Quinn's page

1,663 posts. Alias of martico.


Full Name

Danica Quinn

Race

Aasimar

Classes/Levels

Sensei-Four Winds Monk 2/Inquisitor 9

Stats:
HP 105/105 AC 25 (29 w/ Mage Armor) touch 23 (27), flat 20 (24), CMD 19, F+13 R+11 W+18, Temple Sw +16/+10 (1d8+4 19-20/x2), Lg Bow +8/+3, CMB +12, Init +9, Perc +21

Gender

Female

Deity

Sarenrea

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 24
Charisma 10

About Danica Quinn

Current HP: 102
Hit points: 102
Features: Lightly tanned skin, slightly almond eyes, lean with short black hair.

Appearance: Height: 5'8'
Weight:145
Age: 25
Eyes Color: Green
Hair Color: black (if allowed to grow)
Skin Color: Lt tan
Danica wears a monk's robe along with deer hide boots.

DEFENSE
-------------
AC: 25(29 w/ Mage Armor) , Touch 24 (28), Flat Footed 22 (26)
(+7 Wis, +2 Dex, +1 Dodge, +2 Ring of Prot, +1 Snappng Turtle,
+2 Amulet Nat Armor)
HP: (Monk 2d8+4), (Inq 9d8+12)
Fort +13, Ref +11, Will +18 (Attr: +2, +2, +7), (Monk/2: +3,+3,+3), (Inquisitor/8: +6,+3,+6), Cloak of Resistance (+2, +2, +2)

Favored Class: Inquisitor, +1 hp per level

OFFENSE
-------------
Initiative: +9 (+2 Dex, +7 Wis)
Speed: 30ft

Base Attack: +7/+1 (+6 Inq/+1 Monk)
Total to Hit with monk weapons: +14/+8 (+7/+1 BAB), (+7 Wis)
+16/+10 Temple Sword(+2) 1d8+4, 19,20/x2
+14/+8 MW Nunchaku 1d6+2, x2
Total to Hit with non monk weapons: +9/+3 (+7/+1 BAB), (+2 Str/Dex)
+8/+3 Long Bow 1d8, x3
+8 +1 Heavy Mace 1d8+2

Initial 25 Point Buy Stats:
Str:14 5 pts
Dex:14 5 pts
Con:14 5 pts
Int:11 1 pts --- Modified Int is 12 (+1 level 8)
Wis:17 13 pts --- Modified Wisdom is 24 (+2 from Racial Trait, +1 level 4, +4 Headband) (Abil Mod: +7, Extra spells 2 1 1 1 1)
Chr:7 -4 pts --- Modified Charisma is 9 (+2 from Racial Trait, +1 from boon enhancement)

Aasimar Racial Traits:
    •Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
    •Type: Aasimars are outsiders with the native subtype.
    •Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
    •Base Speed: Aasimars have a base speed of 30 feet.
    •Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
    •Languages: Aasimars begin play speaking Common and Celestial. Also speaks Elven.

Character Traits:
    •Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
    •Celestial Crusader Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.

Character Level Feats:
  • Level 1 - Dodge - +1 to AC.
  • Level 3 - Combat Reflexes - Make additional attacks of opportunity (2 AoO)
  • Level 5 - Snapping Turtle Style While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
  • level 7 - Monkey Style - You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
  • Level 9 - Mobility - +4 AC against attacks of opportunity from movement.

Sensei/Four Winds Monk Abilities:
  • Level 1 - Elemental Fist, Unarmed Strike, Advice (Inspire Courage)
    Advice(Ex) - Inspire Courage- +1 moral bonus Times per day: 2+Wis mod.
    Elemental Fist - When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). Monks of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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. Current 3 attempts. 0 used
  • Level 2 - Insightful Strike
    At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

Inquisitor Abilities:
  • Level 1 - Monster Lore (Ex)
    The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
  • Level 1 - Stern Gaze (Ex)
    Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
  • Level 1 - Judgment (Su)
    An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. Ability can be used once per day.
  • Inquisition - Banishment
    --> Righteous Awe (Su): Whenever you make an unarmed touch attack against an evil creature, it must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or become shaken for 1d4 rounds. If the creature touched is an evil outsider, it becomes frightened instead of shaken. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Total 9, used 0
  • Level 2 - Cunning Initiative (Ex) Adds Wisdom modifier on initiative checks, in addition to her Dexterity modifier. +9 to Initiative
  • Level 2 - Detect Alignment (Sp) At will can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
  • Level 2 - Track (Ex) - Adds half her level on Survival skill checks made to follow or identify tracks. +2 to tracking
  • Level 3 - Solo Tactics (Ex) - all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats.
  • Level 3 Teamwork Feat (Ex) - Outflank - +4 bonus to hit when flanking.
  • Level 5 Bane - imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. +2 enchantment; 2d6 damage.
  • level 5 Discern Lies - inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
  • level 6 Teamwork Feat (Ex) - Precise Strike - Deal +1d6 points of precision damage with melee attacks.
  • level 7 Judgment 3/day
  • level 8 Second Judgment - Whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
  • level 9 Teamwork Feat (Ex) -
  • Spells Level 0 - Knows 6 - Detect Magic, Light, Read Magic, Sift, Stablize, Guidance
  • Spells Level 1 - knows 5 cast 6 -(Bonus +2) Cure Light Wounds, Ear-Piercing Scream, Protection from Chaos/Evil/Good/Law, Shield of Faith, Bless Casted 0 of 6
  • Spells Level 2 - Knows 4 cast 6 -(Bonus +2) Flames of the Faithful, Cure Moderate Wounds, Hunter's Lore, Fear the Sun. Casted 0 of 4
  • Spells Level 3 - Knows 3 cast 3 -(Bonus +1) Searing Light, Dispel Magic, Dimensional Anchor

Skills:

Skill Name Ability Tot Mod Abil Mod Ranks Class Skill Note
------------ ------- ------- -------- ----- ----------- -----------------------------
Acrobatics DEX +15 +6 +6 Yes +3 Class Skill
Appraise INT +1 +1 0 No
Bluff CHA 0 0 0 No
Climb STR +11 +2 +6 Yes +3 Class Skill
Craft INT +1 +1 0 No
Diplomacy CHA 0 0 0 Yes
Disguise CHA 0 0 0 No
Escape Artist DEX +6 +2 +1 Yes +3 class
Fly DEX +2 +2 0 No
Heal WIS +11 +7 +1 Yes
Intimidate CHA +4 0 +4 Yes
Know (Arcana) INT +6(+16) +0 +3 Yes
+3 Class Skill
Know (Geograph) INT +6(+16) +0 +3 Yes
+3 Class Skill
Know (Nature) INT +7(+17) +0 +4 Yes
+3 Class Skill
Know (Planes) INT +7(+17) +0 +4 Yes
+3 Class Skill
Know (Religion) INT +8(+17) +0 +5 Yes +3 Class Skill
Perception WIS +20 +7 +8 Yes +3 Class Skill, +2 racial
Perform CHA 0 0 0 No
Prof (Soldier) WIS +11 +7 +1 Yes +3 Class Skill
Ride DEX +7 +2 +2 Yes +3
Sense Motive WIS +13 +7 +3 Yes +3 Class Skill
Stealth DEX +8 +2 +3 Yes +3 Class Skill
Survival WIS +14 +7 +4 Yes
+3 Class Skill
Swim STR +7 +2 +2 Yes +3 Class Skill

Misc Items:
[list]

  • Cloak of Resistance +2 - 4500 gp ACTIVE
  • Ring of Protection +1 - 2000 gp Not active; in a pouch(loot from the well)
  • Ring of Protection +2 - 4000 gp ACTIVE (loot from mushroom cave)
  • Ring of Feather Falling ACTIVE
  • Ring of Swimming Not Active; in a pouch.
  • +2 Amulet of Nature Armor
  • Silversheen Temple Sword +2 - Cost 8780 gp
  • 3 Pearl of Power (lvl 1) - Mage Armor - 1000 each
  • Headband of Inspired Wisdom +4 - 8000 gp
  • Metamagic Rod, Extend (wielder can cast up to three spells per day that are extended as though using the Extend Spell feat)
  • Heavy Load Belt (The belt’s wearer is affected as though subject to a permanent ant haul spell.)
  • Ivory Goats Figurines of Wondrous Power
  • Scrolls - Flames of the Faithful x 2,
  • Masterwork Nunchaku, silver - Cost 600 gp
  • Holy Symbol, Silver - Cost 25 gp
  • 12 Masterwork Shuriken - Found at Prison
  • Longbow with Quiver (17 Arrows)
  • Handy Haversack - Cost 2000 gp
    - Rations, trail - 4 days
    - Bedroll
    - Blanket, Common
    - Compass
    - Bag, waterproof
    - Rope, Silk - Cost 10 gp
    - Fishing Hook
    - Flask of Oil (x2)
    - Torch
    - 2 alchemical acid - 20 gold
    - 2 alchemical fire - 40 gold
    - 1 nushadir 10 gold
    - 1 tanglefoot bag - 50 gold
    - 3 antitoxin - 100 gold
    - 1 liquid Ice - 40 gold
    - 1 smoke stick - 25 gold
    - 1 bladeguard - 40 gold
  • Waterskin
  • Belt Pouch - Compass - Cost 10 gp,
  • Flask of Holy Water
  • restorative ointment
  • Potion of Cure Moderate Wounds (x3)
  • Potion of Cure Serious Wounds
  • Potion of Cure Light Wounds (x5)
  • Potion of lesser restoration (x1) - Found in Prison
  • Potion of Remove Disease (x1)
  • Potion of Heroism
  • Mage Armor scrolls (x1/3) - Cost 25 gp each.
  • Gold 6482