Kutholiam Vuere

Duke Dixon's page

132 posts. Alias of PJP.


Full Name

Duke Dixon

Race

Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 84/88 AC:25 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20) Active: Mage armor

Strength 13
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 14
Charisma 12

About Duke Dixon

Duke Dixon
Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 88/88 AC:22 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20)

LN Male Chelaxian Human UC Monk 4 / UC Rogue 4
Languages: Common, Chelaxian, Infernal, Halfling, Tien

Appearance & Personality:

Relatively average looking man with closed cropped, dark hair and similar beard. He is constantly looking around, as if paranoid that some unknown trouble will be leaping out at him at any moment. He doesn’t seem to carry much in terms of weapons, and while he often appears like he slept in his clothes, the clothes themselves are otherwise fairly nice. He could easily fit in with riff-raff in the back alleyways, or straighten up a tad to mix in with more upper class.

Until you get to know him, he seems rather gruff, and is quick to answer insults with his fists. Those he calls friends, however, will note a dry, sarcastic humor and find that he is quite loyal. While his skill set indicates a ruffian, his morale code is quite aligned with the straight and narrow.

Background:

Westcrown is a tough place to start your life. Tougher still if your parents are circus performers.

Duke Dizon was born in Westcrown while the circus was in town. His parents, natives of the city, had both joined a travelling circus when they were young, happy to get out of this life and into one that promised excitement and travel. If only the circus train had simply been a circus.

Duke’s parents were a high-wire act, and when he was old enough, Duke became part of the act. He excelled at the acrobatics part of the job, but he always hated the limelight. Performing just wasn’t something he wanted to do. He did like seeing the happy, dirty faces of the children who were lucky enough to come see their act. He also liked working with a group of acrobats from Tien, many of whom were part of an order of monks that promoted inner peace and strength of body and mind. While he learned to handle many interesting, exotic weapons under their guidance, most of his training focused on use of his own body for protection - hands, feet, even an occasional head butt. He very much appreciated their serenity and structure - it finally made the circus feel like home.

When Duke was just a teen, the circus passed through Westcrown again. Duke was introduced to some of his extended family at that time, but only briefly. Shortly after the circus put down stakes, it was raided by the Order of the Rack, Hellknights who cared little for the families and artists of the circus, claiming that they were transporting spies and secrets across political boundaries. Whether or not it was true, the circus folk scattered - many were arrested, some tortured, and even some were killed. Duke’s parents begged him to run for his cousins and stay low… and then he never heard from them again. He never did find out their fate.

Duke found refuge with a family he didn’t really know, and while grateful to them for taking him in, found that this was not the home he sought. Many of his cousins ran afoul of the law, and while he picked up a few tricks, his moral compass kept pointing a different way. He often participated in work as an enforcer, thug, or even a lookout, but he refused to be drawn in to the darker, more illegal areas of the family business. Once he had saved up enough money, he found his own place and separated himself from that life.

Duke didn’t like what he saw on the streets. The poor and downtrodden were plenty, and the rich and privileged barely seemed to notice. Families were often torn apart, with little or no representation, and most had no were to turn for hope. Duke survived by hiring out as muscle for hire, and often as an investigator. Many of his customers could afford little, so often he would trade work for future favors or just a hot meal. Occasionally a job would take him out of Westcrown, but this was his home and he always returned. Now he sits in the dark, watching the streets and waiting for his next gig.

Combat and Crunch:

HP 88 4*(10+2 Con) + 4*(8+2)

DEFENSE
AC 22, touch 21, flat-footed N/A (10 +6 Dex +3 Wis +1 Monk +1 Ring +1 armor/tunic )

CMD 23 (10 +7 BAB +1 Str +5 Dex)
Fort +7 (+4 Monk +1 Rogue +2 Con)
Ref +14/+15 (+4 Monk +4 Rogue +6 Dex, +1 vs traps)
Will +7/+9 (+1 Monk +1 Rogue +3 Wis +2 Iron Will)

Defensive Abilities
Cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
Danger Sense: +1 AC vs traps, +1 Perception vs surprise
Evasion: Avoid damage if make Reflex save rather than ½.
+2 save vs enchantment spells and effects
+2 save vs Poison

OFFENSE
Initiative +9 (+6 Dex +2 trait +1 prism)
Speed 40 ft
CMB +8 / +10 (+7 BAB +1 Dex / +2 vs grapple)
Base Attack +7; Melee Touch +8 (+7 BAB +1 Str); Ranged Touch +13 (+7 BAB +6 Dex)

Melee
Unarmed +14/+9 ; Att 1d8+7 Dmg (+7 BAB +6 Dex +1 AoMF; +6 Dex +1 AoMF)

Ranged
Shuriken +13/+8 Att ; 1d2+1 dmg (+7 BAB +6 Dex; +6 Dex)

Flurry of Blows: +1 attack at highest bonus if all are unarmed or using monk weapons
Power Attack: -2 att for +4 dmg
Ki Attack - use 1 pt ki to make an extra attack with flurry (swift action)
Sneak attack +2d6 dmg + Debilitating Injury (Bewildered: –2 AC + –2 vs the rogue. Disoriented: –2 attack + –2 vs the rogue. Hampered: ½ speeds (min 5 feet), cannot take a 5-foot step.)
Stunning Fist - can make target fatigue or stunned for 1 round
Ki Strike (if at least 1 Ki pt remains) - Unarmed count as magic vs DR
Ignore 20% miss chance on attack rolls for being in the poorly lit area

Ki
Points: 4 of 4 remaining (2 monk + 2 Wis)
Powers (1): Etherealness or Speed

STATISTICS
Abilities Str 13 (+1), Dex 22* (+6), Con 14 (+2), Int 14 (+2), Wis 16* (+3), Cha 12 (+1)
* Boosted by belt/headband/tunic

SKILLS:

Skill ranks: 72 (4*4 + 4*8 + 8*1 Human Bonus +8*2 Int)
Acrobatics* +18 (8 rank +5 Dex +3 Class +2 Boots)
Can re-roll one failed check per day due to boots
Bluff* +5 (1 rank +1 Cha +3 Class)
Climb* +7 (1 rank +1 Str +3 Class +2 boots)
Diplomacy* +5 (1 rank +1 Cha +3 Class)
Disable Device* +18/+20 (8 rank +5 Dex +3 Class +2 Rogue / +2 tools)
Disguise* +5 (1 rank +1 Cha +3 class)
Escape Artist* +12 (4 rank +5 Dex +3 Class)
Fly +5 (+5 Dex)
Heal +3 (+3 Wis)
Intimidate* +12 (8 rank +1 Cha +3 class) Use it!
Knowledge
-- Dungeoneering* +6 (1 rank +2 Int +3 Class)
-- Local* +10 (5 rank +2 Int +3 Class)
-- Religion* +6 (1 rank +2 Int +3 Class)
Perception* +19/+21 (8 rank+3 Wis +3 class +5 eyes/ +2 Rogue trapfinding)
Ride* +5 (1 rank +1 Dex +3 Class)
Sense Motive* +14 (8 rank+3 Wis +3 class)
Stealth* +18 (8 rank +5 Dex +3 Class +2 boots)
Survival +4 (+1 ranks +3 Wis)
Swim* +5 (1 rank+1 Str +3 class)
Use Magic Device* +12 (8 rank +1 Cha +3 class)

Background Skills 16 (2 per level)
Appraise* +9 (4 rank +2 Int +3 Class)
Craft*, Alchemy +6 (1 rank +2 Int +3 class)
Handle Animal +5 (2 rank +3 Wis)
Knowledge, History* +6 (1 rank +2 Int +3 class)
Linguistics* +7 (2 rank +2 Int +3 Class)
Profession*, Detective +8 (2 rank +3 Wis +3 Class)
Sleight of Hand* +12 (4 rank +5 Dex +3 Class)

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

EQUIPMENT:

10 Shurikens
Amulet of Mighty Fists (4,000) +1 Att/Dmg with unarmed attacks (neck)
Ring of Protection +1 (2,000) +1 AC deflection
Cat Burglar Boots (2,000) +2 competence on Acro, Climb & Stealth, (feet) holds:
MW Thieve’s Tools (100 gp)
Eyes of the Eagle (2,500) - +5 competence Perception (eyes)
Snakeskin Tunic (8,000) +1 armor AC, +2 Dex, +2 Save vs Poison (chest)
Belt of Incredible Dexterity +2 (4,000)
Headband of Inspired Wisdom +2 (4,000)
Cloak of Resistance +1 (1,000)

Ioun Gauntlet - enhances Ioun Stone (1,600) Prism: +1 enhancement Perception
Dusty Rose, Cracked Prism (500) +1 competence on initiative

Backpack, masterwork (50 gp)
Bedroll (1 sp)
Waterskin (1 gp)
2 flask of Acid (2 x 10 gp)
2 flask of Alchemist Fire (2 x 20 gp)
50 ft Silk Rope (10 gp)
Grappling hook (1 gp)
Wand of Mage Armor (750) +4 AC, but +3 with tunic, UMD 20 to activate
Potion of Invisibility (300 gp)
Potion of Spider Climb (300 gp)
Potion of Lesser Restoration (300 gp)

COINS
PP 0
GP 1,527
SP 9
CP 0

Feats and Traits:

FEATS
Iron Will (Human bonus) +2 Will save
Combat Reflexes (1st Level) Take more AoO
Weapon Finesse (Rogue 1) Use Dex for light weapons, rapier, whip, unarmed
Dodge (Monk 1 Bonus) +1 AC
Stunning Fist (Monk 1)
Power Attack (3rd level) -2 att for +4 dmg
Improved Grapple (Monk 2 Bonus)
Enforcer (5th level) Free intimidate with NL hit
Weapon Finesse Training: Unarmed (Rogue 3) Add Dex to damage
Pummeling Style (7th Level) (Combat, Style) Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

ROGUE TALENTS (2)
Trap Spotter (2nd lvl) auto-perception roll when 10’ from a trap
Follow clues (4th lvl) use Perception to follow tracks as per the Survival skill.

TRAITS
Reactionary - +2 Initiative

Shadow Child: Westcrown has long suffered under a peculiar curse, a blight that rises every night, bringing with it fell beasts that hunt the shadows. No one can say from whence these night-horrors come—though some blame the mysterious wizards of Nidal, other claim that it’s some curse laid by fallen Aroden, while still others suggest some shadowy mastermind manipulates an ebon brood from the depths of Westcrown’s northern ruins. Whatever the case, the people of Westcrown have long feared the night, but not you. You’re goal is to reclaim the darkness from the beasts that hide within. You’ve acclimated yourself to the dark, and thus act with greater precision in the shadow than most. When attacking targets in areas of dim light,
you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.

SPECIAL ABILITIES:

Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Rogue Abilities
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
Camouflage (Ex): A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is effective for the rest of the day or until the rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Certainty (Ex): The rogue chooses one of the skills she selected with rogue's edge (see page 23). Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue's edge class feature before selecting this talent.
Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents' attitude toward the rogue returns to its previous level, rather than dropping one level.
Combat Swipe: A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
Combat Trick: A rogue who selects this talent gains a bonus combat feat.
Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
Expert Leaper (Ex): When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Hold Breath (Ex): A rogue with this talent doubles the amount of time she can hold her breath.
Lasting Poison (Ex): A rogue with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the rogue has the swift poison rogue talent.
Ledge Walker (Ex): This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
Multitalented (Ex): The rogue can use her rogue talents more often. Once per day, she can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.
Nimble Climber (Ex): Whenever the rogue fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.
Powerful Sneak* (Ex): Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can't reroll any individual die more than once per attack.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling, and she reduces her attack roll and AC penalties for being prone by 2.
Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Surprise Attack (Ex): During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.
Terrain Mastery (Ex): A rogue with this talent gains a favored terrain, as the ranger class feature of the same name (Core Rulebook 65), but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Monk Abilities
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.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against 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 (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd 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.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.
High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.
Slow Fall (Su): A monk within arm's reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.
Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Misc/Planning:

Human +2 any - apply to Dex
S 3 13 13 +1
D +2 7 15 17 +3
C 5 14 14 +2
I 5 14 14 +2
W 3 13 13 +2
Ch 2 12 12 +1
+1 Dex at 4th, +1 Wis at 8th

Maybe take Monk 6 bonus as Improved Trip, then Disorienting Maneuver (If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.)

Jabbing Style (Combat, Style) - When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.