Miyaro

Kuro Sora's page

No posts. Alias of Bandw2.


Full Name

Kuro Sora

Race

Kitsune(voidkin)

Classes/Levels

HP 36/36 | AC 18 T 18 FF 13 | CMB +6 | CMD 20 | F +5 R +8 W +6 | Init +6 | Perc +11 (low-light)

Gender

Female

Homepage URL

http://www.myth-weavers.com/sheet.html#id=913860

About Kuro Sora

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Kuro
Kitsune(voidkin) unchained monk/incanter (monastic tradition), Level 3, Init 6, HP 36/36, Speed 40ft.
AC 18, Touch 18, Flat-footed 13, CMB +6, CMD 20, Fort 5, Ref 8, Will 6, Base Attack Bonus 3

Unarmed Strike +6 (1d6+3, x2)
(+4 Dex, +3 Misc)
Abilities Str 16(+3), Dex 18(+4), Con 14(+2), Int 12(+1), Wis 16(+3), Cha 10

Racial:

Low-light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Heritage Focus: A voidkin kitsune gains Skill Focus as a bonus feat at 1st level. He must choose Disguise, Knowledge (nature), or Stealth as his chosen skill with this feat. In addition, the chosen skill is always a class skill for the voidkin. This racial trait replaces kitsune magic.

traits:

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

Level 1: Deflect Arrows
Level 3: Stunning Fist Adept
Monk 1: Dodge
Monk 2: Combat Reflexes
Theme 2: Alertness
Heritage Focus: Skill focus (stealth)
Unarmed Strike/Monk: Improved Unarmed Strike

Spheres of power:

Class: Incanter
Specialization points: 2
Specialization: enhancement
Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you rest to regain spell points. At 20th level, this bonus applies to two physical ability scores of your choice.

Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five incanter levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your incanter level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your casting ability modifier.

Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your incanter level (maximum +10) for one round. You may use this ability for a number of times per day equal to your incanter level.

Tradition: Monastic
General Drawbacks: Somatic 2 (cannot cast while wearing armor without incurring spell failure)
Sphere DrawBacks: Lycanthropic (Alteration), Meld into Dark (Dark), Deathful Touch (Death), Destructive Touch (Destruction), Bodily Enhancement (Enhancement), Personal Magics (Enhancement), Personal Fate (Fate), Personal Illusion (Illusion), Touch of Light (Light), Regenerate (Life), Nature Spirit (Nature), Limited Protection (Protection), Personal Time (Time), Solo Combatant (War), Personal Warp (Warp)

Sphere's and Talents:
Protection(Casting 1): Spell Ward(Incanter 1), Resistance(Incanter 1), Energy Resistance(drawback)
Destruction(Casting 2): Energy Blade(Drawback), Force Blast(Incanter 2)
Dark(Incanter 3): Hide in Darkness(Drawback)
Warp(incanter 3): Quick Teleport(Drawback)

Class Abilities:

Flurry of Blows: 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: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: 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: Monk Unchained. The damage listed is for Medium monks.

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.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool: 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.