Ishana

Ishana's page

15 posts. Alias of Joana.


Full Name

Bala Seafar

Race

HP: 60 / 60 | AC: 23 (T 23 FF 17) CMD: 28 | F: +7, R: +13, W: +8 (Evasion)

Classes/Levels

| Speed 40 / Swim 30 | Ki Pool 10 / 10 | Active conditions: None

Gender

Male LN Undine UnMonk 3 / Ninja 4

Size

M

Alignment

LN

Languages

Common, Aquan, Vudrani, Osiriani (Ancient & Modern), Tien, Azlanti

Strength 8
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 20
Charisma 7

About Bala Seafar

Attacks::

Unarmed Strike +11 / +6 (1d10+6 / x2)
Kama (Masterwork) +12 / +7 (1d6-1 / x2)
Siangham (Masterwork) +12 / +7 (1d6-1 / x2)
Underwater Light Crossbow +11 (1d8 / 19-20 / x2)
Sneak Attack +3d6
BAB:+6

Defense::

AC:23 (Dex +5, Monk +7, Dodge +1)
Touch: 23
Flat-Footed: 17
CMD: 28 (BAB +6, STR -1, DEX +5, Monk +7, Dodge +1)
Saves F: +7, R: +13, W: +8 (Evasion)
Cold Resistance 5

Skills::

Acrobatics +14
Climb +9
Diplomacy +2
Disable Device +17
Disguise +3
Escape Artist +10
Knowledge (History) +5
Knowledge (Nobility) +4
Knowledge (Planes) +5
Linguistics +7
Perception +15
Sense Motive +9
Sleight of Hand +9 (+13 to conceal his Thieves' Tools)
Stealth +14
Survival +6
Swim +11
Has a racial swim speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Feats & Class Abilities:

1) Weapon Finesse

M1 Bonus) Dodge

M1) Improved Unarmed Strike: With Monk’s Robes, unarmed strike damage is as a level 8 monk = 1d10

M1) Stunning Fist: 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 18 = 10 + 1/2 character level + 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. A monk may attempt a stunning attack a number of times per day equal to his monk level (5 = 3 + 1:4 other classes +1 monk’s robes). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

M1) Flurry of Blows (Unchained): 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 BAB. 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 BAB, from this ability, and from haste and similar effects)

M2 Bonus) Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

M2) Evasion: 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.

M3) Fast Movement: +10 feet to land speed, (but not to his swim speed.)

M3) Ki Pool (Unchained): The number of points in a monk’s ki pool is 8 (= 1/2 his monk+ninja* 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.
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. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. (*See Ninja class feature also)

3) Extra Ki: Your ki pool increases by 2.

N1) Poison use

N1) Sneak Attack +3d6 (N1, N3, Accomplished Sneak Attacker feat)

N2) Ki Pool (Ninja): At 2nd level, a ninja gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier.* As long as he has at least 1 point in his ki pool, he treats any Acrobatics skill check made to jump as if he had a running start.
By spending 1 point from his ki pool, he increase his speed by 20 feet for 1 round (land or swim). Also, a ninja can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.
*If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. (Chose Wisdom)

N2) Ninja Trick = Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

5) Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

N3) No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

N4) Ninja Trick = Pressure Points:  A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

N4 Uncanny Dodge: Starting at 4th level, a ninja 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 ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

7) Pummeling 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.

Traits, Languages::

Quain Martial Artist [Region]: You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Wisdom in the Flesh [Religion = Irori] Select any Strength-, Constitution-, or Dexterity-based skill. (Climb) You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.

Languages:: Common and Aquan / Vudrani, Osiriani (Ancient & Modern), Tien, Azlanti

Racial Traits and Abilities::

Senses: Darkvision 60 feet.

Type: Outsider (Native) and (Aquatic)

Cold Resistance 5

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Aquatic Subtype: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
Amphibious (Ex): Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Equipment::

Monk’s Outfit and Monk's Kit
Amulet of Mighty Fists (Agile)
Underwater Crossbow & 20 bolts (and 2 @ Adamantine & Alchemical Silver)
Jade Wayfinder
Masterwork Kama & Siangham
Cloak of Resistance +1
Headband of Inspired Wisdom +2
Belt of Incredible Dexterity +2
Monk’s Robes
Concealable Thieves Tools

Bandoleer with: Liquid Ice x2, Holy Water x2, Alchemists Fire x1, Alkili flask x1

Wand of Cure Light Wounds: 24 charges
Wand of Mage Armor: 38 charges

Botting::

He will try to get into flanking or use his vanishing trick or stunning fist to get sneak attack damage and set up a full round attack to flurry with sneak attack while debuffing with Pressure Point damage.

[dice=IUS]d20+11[/dice]
[dice=Damage]d10+6[/dice]
[dice=Sneak Attack]3d6[/dice]
Pressure Point: 1 STR or DEX damage per successful sneak attack hit