Monk

Khatin Kuron Xinivane's page

104 posts. Alias of mittean.


Race

Human (Mwangi)

Classes/Levels

Monk (flowing monk, wildcat, master of many styles) | AC 21/21/17 | hp 9/9 | FRW 3/5/5 | Init +3 | Perc +7 | SM +7

Gender

female

About Khatin Kuron Xinivane

CHANGE TO GOBLIN HUNTER (PRIMAL HUNTER)/VIGILANTE(WARLOCK, WILDSOUL)

Khatín Kurón Xinivane
(Khah-theen Koo-ron Shin-i-vah-nay)
Female human (Mwangi) monk (flowing monk, master of many styles, wildcat) 1
LN Medium humanoid (human)
Init +3; Senses Perception +7
XP 0
Action points 6

Portrait

"I am not perfect."

"Practice doesn’t make perfect. Practice reduces the imperfection."

Motivation I want to be respected and have notoriety, because perhaps then I will feel like I'm worth it.

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Defense
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AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +5

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Offense
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Speed 30 ft.
Melee unarmed strike +3 (1d6+1)

  • fighting defensively AC 19 unarmed strike +1 (1d6+1)
  • fighting defensively & Crane style AC 20 unarmed strike +1 (1d6+1)
  • fighting defensively, Combat Expertise & Crane style AC 21 unarmed strike +1 (1d6+1)

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    Statistics
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    Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 11
    Bab +0; CMB +3 (+5 grapple); CMD 18 (20 vs. grapple)
    Feats

  • Agile Maneuvers
  • Crane Style[UC]
  • Dodge
  • Panther Style[UC]
  • Unarmed Combatant

    Traits

  • Haunted by Destiny - All your life has been plagued by coincidences, quirks of fate, amazing things happening around you and to you—and not always good ones. You are destined for great things whether you like it or not. You get +1 Action Point above normal for your level.
  • Threatening Defender - When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

    Skills

  • Acrobatics +7
  • Appraise +3
  • Climb +5
  • Intimidate +4
  • Knowledge (history) +6
  • Knowledge (religion) +6
  • Perception +7
  • Sense Motive +7
  • Stealth +7

    Languages

  • Common
  • Elven
  • Gnome
  • Polyglot

    SQ

  • finesse weapon attack attribute
  • fuse style
  • redirection

    Gear
    Backpack

  • Bedroll
  • Flint & steel
  • Ink, black
  • Inkpen
  • Mess kit
  • Pot
  • Rope
  • Soap
  • Sunrods (x3)
  • Tindertwigs (x4)
  • Torch (x9)
  • Trail rations (x5)
  • Waterskin
    Belt pouch
  • 60 gp
    Spell component pouch

    Height 5'5"/165 cm
    Weight 137 lbs./62 kg

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    Special Abilities
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    Agile Maneuvers Use DEX instead of STR for CMB.
    Crane Style Fight defensive penalty reduced to -2. When in Crane style, your dodge bonus increases by 1.
    Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
    Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
    Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you.
    Redirection (1/day, Reflex DC 13) (Ex) 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 her. If the combat maneuver is successful, the attacker is sickened for 1 round.
    Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

    Action points:
    Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands.
    Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared.
    Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent).

    Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system.

    Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive.

    Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.

    Character ideas:

    SPEECH
    Speaks in a medium pitch from the middle of the mouth (neutral).
    Speaks very quickly.
    Often emphasizes the words at the end of a sentence.

    BODY LANGUAGE
    Paces back and forth.

    TEMPERAMENT
    Acts secretive when calm and daring when stressed.

    What is Khatíns motivation? "I will gain notoriety and respect."

    Had an elven sister growing up.