Monk

Keila Free's page

69 posts. Alias of Yokaiboy.


Full Name

Keila Free

Race

Human

Classes/Levels

Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

Gender

Female

Size

Medium

Age

19

Alignment

CN

Deity

Bastet

Location

Somewhere

Languages

Common

Occupation

Drifter

Homepage URL

http://paizo.com/people/KeilaFree

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 14
Charisma 9

About Keila Free

KEILA FREE

Race Human
Gender Female
Age 19
Class Brawler 1
Init +4; Senses Perception +8, Survival +2
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BUFFS AND CONSUMABLES
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DEFENSE
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AC +15, touch +13, flat-footed +12
(+2 Armor, +2 Dex)
Hp12 Temp hp []
Fort +4, Ref +4, Will +2
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OFFENSE
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Speed 30 ft
Melee
Unarmed Strike +5 (1d6+4)
Ranged
Ranged sling +3 (1d4+4)
Ranged Dan bong +3 (1d3+4)
Special Attacks
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STATISTICS
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Str 19 , Dex14 , Con 14, Int8 , Wis14 , Cha9
Base Atk+3; CMB+7 ; CMD18
Feats Power attack, Dirty Fighting
Traits Reactionary, Indominable faith

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SKILLS
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Skills
Acrobatics +6 , Climb +4 , Escape Artist +2 , Fly +2 , Perception +6 , Ride +2 , Sense Motive +6 , Swim +4

Languages
Common
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SPECIAL QUALITIES

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SQ
Brawler's Cunning, Martial Flexibility, Martial Training, Unarmed Strike,
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EQUIPMENT AND GOLD
Will figure it out if selected
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Load
Gear
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APPEARANCE
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Height 160,5 cm
Weight 60 Kg
Eye Color Green
Hair Color Red
Scar at base of nose
Region of Origin
Deity Bastet(casula worship)
Theme Song It's my life - Bon Jovi

fluff:

Keila was born as Keila Miller, third child of a merchant family. She was a wild and unruly child, which didn't get any better as she grew up.
Unable to cope with her disregard of rules her parents send her to a monstery to lern discipline.
Monastery live hat to many rules, but the fighting was neat. she was somewhat able to cope with all the rules till somewhen after her 18th birthday, not that she wasn't disciplined quite regularly before. After being caught drunk and/or in bed with other disciples(of both genders) mulitple times, she was finaly thrown out of the Monastery.
Finaly free of her Family and the Monastery she whent where her feet would cary her.
After some adventures (and tavernbrawls) she found herself back ...


Look:

Age 19
Keila is a tall girl(still shorter than most man), her body is well muscled, but not overly so. she has short red hair, that is a bit longer on the back.
at the base of hter nose she has a small scar, that underlines the mischievous glint in her green eyes and her even more mischievous grin


personality:

lives and breathes Chaotic Neutral
loves a good fight
has enough clever (and common sense) to get out of the trouble she causes ;)
good at thinking on her feet
'when in doubt, do it'
doesn't care what others think of her
ignores social rules
Goal: to live the most fun live possible, fight worthy oponents

secrets:

her secret
her time as a masked vigilant (and how it ended)
Spoiler:
new gang moved into power vacum, leader layed trap that killed/cripled most of the vigilants, Keila took vengance, killed him and most of his men(breaking the code) and left

secret she doesn't know
her nose scar is realy cursed ( scar is from a table made from a powerfull hangman tree)

people:

Siblings: Nicolle and Mervin Miller (hasn't seen them in years)
Enemy: Borak (Half Orc Price Fighter she defeated easily (multiple times) that is looking all over the place for her to fight her again
Other: the woman with the iron fingers(name unknown) a traveling middle aged monk, master of Hamatulatsu (they travled together, talking philosopy and martial arts)

things she has done(unsorted,incomplete(:

Homeless traveler
Bouncer
Bandit
Babarian(honorary)
Hunter
Ferral girl in the wild
Caravan guard
Tavern Champion
Masked Vigiland
Acrobat(with the traveling people)

key memorys:

* Arival at he monastery: it was a cold and windy day, like most days at the monastery were, when Keila's parents left her with the monks of the Monastery of the Seven Forms. That day, with tear filled eyes, was the last time Keila saw her parents.

*Leaving the Monastery: it was cold and windy, just like the day so many years ago, when she first set foot into the Monastery of the Seven Forms, wenn the head monk, that had welcomed her back then, lead her out of the gates for the final time. he didn't say a word when he gave her the bag with the things she was given for her travels, all things that matered had been say before. Keila knew that she would not be alowed to return as she walked down the mountain with nothing but her pupil robes and the memorys of the night she was caught in bed with that boy, that had so much trouble with the snake styles basic kata, and his brother, to keep her warm.

* return to civilisation: it has been more than half a year since she last heard a human voice beside her own. Even if they were saying things she had hoped to not hear for a while more, a man barking demands and a man begging for mercy. as she looked down the tree she had been sleeping on she saw the man making demands, a big and ugly fellow with a large axe and a few man as ugly and unwashed as he was, srounding what looked like a small caravan, with women and children, but barely any guards. As those bandids did't look like the kind to leave survivors, Keila decided that living in the wild had been penance enough and that she should do something. the bandit leader never had a chance to learn, that what hit his head was a spinning axe-kick done by a girl juming down from the tree above him. The surprise gave her and the few guards and armed men enough of an advantage to overwhelm the leaderlsess bandits. the very thankfulll caravan leader mentioned that Kassen would be their next stop going to Skelt. As Kassen was as good as anywhere else at the moment, she decided to travle with them.

[spoiler=fear]
curses make her uneasy

crunch Precious campaign:

KEILA FREE
female human brawler(Winding Path Renegade) 3
LG Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 Armor )
hp 30 (3d10+6)
Fort +5, Ref +6, Will +2
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee unarmed strike +5 (1d6+2)
Ranged sling +6 (1d4+2)
Ranged shuriken +2 (1d2)
Special Attacks
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5(+6 Dirty trick); CMD 18 (19 Dirty trick,trip,feint)
Feats Dodge, Improved Unarmed Strike, Combat expertise, power attack, deflect arrows
Skills Acrobatics +8 , Climb +3 , Craft (Carpentry) +4 , Disable Device +5 , Escape Artist +5 , Fly +0 , Knowledge (Local) +4 , Knowledge (Dungeonering) +4 , Perception +5 , Profession (Sailor) +3 , Ride +0 , Sense Motive +5 , Swim +3
Languages Common
SQ bonus feat, skilled, weapon and armor proficiency
Combat Gear potion of cure light wounds, potion of cure moderate wounds, shuriken (3), torch (10), rations (trail/per day) (5); Other Gear leather +1, sling, shuriken (3), daredevil boots, explorer's outfit, sling bullets (10) (2), coin (gold piece) (9), coin (platinum piece) (4), coin (silver piece) (6), pouch (belt), backpack, bedroll, flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), waterskin
SPECIAL ABILITIES
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Mystery of Unfolding Wind (Su) At 2nd level, the winding path renegade adds 10 to the range increment of ranged weapons she wields and gains Deflect Arrows as a bonus feat.

Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
Maneuver Training (Ex) Dirty trick: At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)