Bloodless Vessel

Fauhra Opal's page

102 posts. Alias of Ivonne Nieuwenhuizen.


Full Name

Fauhra Opal

Gender

Female

Size

Medium

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 16
Charisma 8

About Fauhra Opal

Fauhra Opal
Female Strix monk 2
LN Medium humanoid (strix)
Init +4, Senses darkvision (60 ft.), low-light vision; Perception +10
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DEFENSE
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AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, )
hp 17 ((2d10)+2)
Fort +4, Ref +7, Will +3

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OFFENSE
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Speed 30 ft. Fly 60 ft. (Average)

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TACTICS
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STATISTICS
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Str 10, Dex 18, Con 12, Int 13, Wis 16, Cha 8,
Base Atk +2; CMB +2; CMD 20
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Fly +9, Intimidate +4, Knowledge (Geography) +3, Knowledge (Local) +2, Linguistics(Drow) +2, Perception +10, Profession (Scribe) +8, Stealth +9,
Traits Honored Fist of the Society (Pathfinder Society),
Languages Common, Drow, Strix
SQ ac bonus, bonus feat, bonus monk ki pool (2x), cautious brawler, darkvision, evasion, flurry of blows, frightening, stunning fist, unarmed strike, weapon and armor proficiency, ,
Combat Gear
Other Gear 0.0 gp
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SPECIAL ABILITIES
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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.

Background Skill (Knowledge (Geography), Knowledge (Geography), Profession (Scribe), Profession (Scribe))

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.

Bonus Monk Ki Pool (2x) Monk: Add +1/4 point to the monk's ki pool.

Cautious Brawler (Ex) +1 racial bonus on damage rolls when dealing nonlethal damage and take no attack penalty when dealing nonlethal damage with a lethal weapon.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Strix can see in the dark up to 60 feet.

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.

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.

Frightening You gain a +2 racial bonus on Intimidate checks.

Honored Fist of the Society (Pathfinder Society) You increase your ki pool by 1 point.

Low-Light Vision Strix can see twice as far as humans in conditions of dim light.

Quain Martial Artist Having grown up in Quain, 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.

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.

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.