Sajan Gadadvara

Kavaki Gossamar's page

240 posts. Organized Play character for gossamar4.


Full Name

Kavaki Gossamar

Race

Human (Tian)

Classes/Levels

Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6

Gender

Male

Size

5'5"

Age

21

Alignment

Lawful Neutral

Deity

Irori

Languages

Common, Tian, Draconic

Occupation

Adventurer

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 15
Charisma 8

About Kavaki Gossamar

Background:
.

Offense:
Initiative = +4

Melee
Unarmed = +7 (1d8+4/x2)
--Trip (Improved) +10

Knuckle Axe (cold iron) +7 (1d6+4/x2)
Knuckle Axe (silver) +7 (1d6+4/x2)

Flurry of Blows = (+2/+2) to base attacks

Ranged

Defense:
HP = 41

AC(touch) = 18(18)

Fortitude = +6
Reflex = +8
Will = +8

CMD = 19

Skills:
Acrobatics = +9 (4+2+3)
Climb = +4 (0+1+3)
Escape Artist = +8 (4+1+3)
Fly = 0 (4+0+3)
Heal = +6 (2+1+3)
Intimidate = 0 (-1+0+3)
Knowledge (arcana) = +5 (1+1+3)
Knowledge (history) = +5 (1+1+3)
Knowledge (nature) = +5 (1+1+3)
Knowledge (planes) = +5 (1+1+3)
Knowledge (religion) = +7 (1+2+3)
Linguistics = +2 (1+1+0)
Perception = +9 (2+4+3)
Profession (Farming) = +6 (2+1+3)
Ride = +8 (4+1+3)
Sense Motive = +9 (2+4+3)
Stealth = +8 (4+1+3)
Spellcraft = +5 (1+1+3)
Swim = +4 (0+1+3)
Use Magic Device = +7 (-1+4+3)

Feats/Class Abilities:
Weapon Finesse (Human Bonus): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Combat Reflexes (1st level): Benefit: 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.

Improved Trip(monk bonus: 1st): Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Normal: You provoke an attack of opportunity when performing a trip combat maneuver

Redirection(flowing monk): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

Unbalancing Counter (Ex) (flowing monk 2nd level): a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Flowing Dodge (Ex): At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.

Vicious Stomp(3rd lvl): Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): 4 At 4th 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 4th 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, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. 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.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Hex Strike (5th lvl): Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity. Evil Eye

Hex (witch): Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. DC:13 Will = 4 rounds (fail), 1 round (success)

Spells:
[b]Cantrips
Detect Magic
Read Magic
Touch of Fatigue

1st Level 2/day
*Comprehend Languages
Cure Light Wounds
Mage Armor
Mount
*Unseen Servant

Equipment:
Armor = none
Weapon = Knuckle Axe (cold iron)
Weapon = Knuckle Axe (silver)
Weapon = 20 x Shruiken (masterwork)

Magic Item = Sleeves of Many Garments
Magic Item = Handy Haversack
Magic Item = Agile Amulet of Mighty Fists
Magic Item = Wand of Long Arm (50 charges)
Magic Item = Wand of Cure Light Wounds (41 charges)
Magic Item = Wand of Mage Armor (42 charges)

Bandolier
--Potion Enlarge Person x2
--Potion Cat's Grace x2
--Potion Magic Fang x2
--Potion Cure Moderate Wounds x2

Bandolier
--Potion Shield x2
--Potion True Strike x2
--Pellet Grenade x2
--Pellet Grenade (silver)
--Pellet Grenade (cold iron)

Bandolier

--Potion Lead Blades x2
--Potion Enlarge Person x2
--Potion Fly
--Potion Invisibility
--Potion Endure Elements x2

Backpack (Handy Haversack)
--Bedroll
--Case (map/scroll)
--Dungeoneering kit(deluxe)
----Candle x2
----Chalk
----Hammer
----Pitons x4
----Rope, Silk (50')
----Sack x2
----Sunrod x3
----Tinderwigs x4
----Torch (everburning)
--Flint & Steel
--Ink Pen & Ink
--Magnifying glass
--Paper
--Pouch (belt)
--Rations (trail)
--Water skin

Traits:
PFS
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Witch