Forwell Hog

Kasan Foxglove's page

No posts. Alias of Tin Foil Yamakah.


Full Name

Kasan Foxglove

Race

Druid(Cave Druid) 7, Monk(Unchained) 3,

Classes/Levels

HP: 84| AC: 18 | T: 18 | FF: 18 | Fort: 11| Ref: 5(Evasion)| Will: 13|Init: 0

Size

FCB: HP

Strength 24
Dexterity 10
Constitution 16
Intelligence 7
Wisdom 24
Charisma 7

About Kasan Foxglove

Backstory:
Lets say Vorel Foxgloves wife, Kasanda, was an elf. Plus she was also a powerful mage. When the necromantic storm from Vorels failed Lich-transformation came over the manor, Kasanda tried to teleport her child away. Because of the magical residue still in the air, the spell slightly malfunctioned, teleporting her child to Magnimar a hundred years in the future. Plus, it ripped away most of her memory.

Feats:
1.(Druid) Toughness
1. Weapon Focus(Slam)
1. Additional Traits(Flaw)
1. Arcane Strike
3.(Druid) Power Attack
5.(Druid 4/ Monk 1) Improved Unarmed Strike(Monk Bonus)
5. Dodge(Monk Bonus)
5. Feral Combat Training
7.(Druid 6/Monk 1) Natural Spell
9.(Druid 7/Monk 2) Deflect Arrows(Monk)
9. Shaping Focus
11.(Druid 7/Monk 4) Vital Strike
13.(Druid 7/Monk 6) Improved Critical
15.(Druid 7/Monk 8) Improved Vital Strike

Skills 2/Level:
Acrobatics: 3
Appraise: -2
Bluff: -2
Climb: 10
Craft: 1
Diplomacy: -2
Disable Device:
Disguise: -2
Escape Artist: 3
Fly: 3
Handle Animal: 1
Heal: 10
Intimidate: -1
Knowledge (Arcana):
(Dungeoneering): 3
(Engineering):
(Geography):
(History): 1
(Local):
(Nature): 6
(Nobility):
(Planes):
(Religion): 1
Linguistics:
Perception: 15
Perform: 1
Profession: 10
Ride: 3
Sense Motive: 10
Sleight of Hand:
Spellcraft(Str. Craft): 11
Stealth: 3
Survival: 10
Swim: 10
UMD: -2

Cave Druid:
Cavesense (Ex): A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.

Nature Bond: A cave druid may select the Darkness domain in addition to the choices normally allowed, but may not select the Air or Weather domains.

Wild Empathy (Ex): A cave druid can influence oozes, rather than magical beasts, with a –4 penalty on her wild empathy check.

Tunnelrunner (Ex): At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.

Lightfoot (Ex): At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.

Resist Subterranean Corruption (Ex): At 4th level, a cave druid gains a +2 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes and aberrations. This ability replaces resist nature’s lure.

Wild Shape (Su): A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.

Cave Domain:

Cavesight (Sp): You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tremorsense (Ex): At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.

Domain Spells: 1st—detect aberration, 2nd—stone call, 3rd—deeper darkness, 4th—echolocation, 5th—wall of stone, 6th—conjure black pudding, 7th—statue (looking like a stalagmite or stalactite), 8th—earthquake, 9th—imprisonment.

Monk:
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.

Level Damage (Small Monk) Damage (Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

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(9) (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.

Offense:
Flurry Crystal Mode +19/+19 (7d8+7)18-20 x2

Gold:
18.125k

Magic Items:
Belt: Str/Con +4
Body: Druid's Vestment
Chest:
Eyes:
Feet:
Hands:
Head:
Headband: Wisdom +6
Ring 1:
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders: Amulet of Mighty Fist +3
Weapons:
Armor:
Wrist: Wand CLW(50)(50), Wand Lesser Restoration(50)
None: Pearl of Power 4th(2),Pale Green Ioun Stone(+1 Saves), Handy Haversack