Monk

Kymani Vettel's page

201 posts. Alias of Nickadeamous.


Classes/Levels

HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

About Kymani Vettel

Kymani Vettel
unChained Monk (Scaled Fist) 1/ Cleric (evangelist) 2
Sorcerer (Wildblood {Sylvan}) 3
N Medium Female Aasimar; humanoid (human), outsider (native)
Init +3; Senses Darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 17, flat-footed 15
(+2 Dex, +5 Cha)
Hp 23 (1d10+2d8+3)
Fort +6 Ref +5, Will +9 [+2 vs. sleep, paralysis, and stunning]
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Offense
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Speed 40 ft. (base 30 + Travel domain)
Melee unarmed strike +7 (1d6+6/x2) [bludgeoning] and +7 (1d6+4/x2) [bludgeoning]
Melee mw boarding pike +8 (1d8+6/x3) [piercing] {brace, reach}
Ranged kunai +5 (1d4+4/x2) [bludgeoning or piercing] {10 ft.}
Ranged acid splash +5 (1d3/x3) {25 ft.}
Combat Options combat reflexes 3/round; stunning fist [DC 14] 1-1/day; bardic performance 11 rounds/day;
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Statistics
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Str 18, Dex 15, Con 13, Int 14, Wis 17 Cha 20
Base Atk +3; CMB +7; CMD 24
Feats Simple Weapon Proficiency, Light Armor Proficiency, Combat Reflexes, Stunning Fist, Improved Unarmed Strike, Dragon Style, Eschew Materials, Boon Companion,
Skills [ACP: -1]
[+6] Acrobatics (1 rank, 3 class, 2 dex)
[+0] Appraise
[+0] Bluff
[+0] Climb
[+0] Craft
[+9] Diplomacy (1 rank, 3 class, 5 cha)
[+0] Escape Artist
[+0] Fly
[+6] Handle Animal (1 bg, 5 cha)
[+0] Heal
[+0] Intimidate
[+0] Knowledge {arcana}
[+0] Knowledge {history}
[+0] Knowledge {nature}
[+0] Knowledge {nobility}
[+8] Knowledge {planes} (1 ranks, 3 class, 2 int, 2 race) {5 ranks}
[+6] Knowledge {religion} (1 rank, 3 class, 2 int)
[+0] Linguistics
[+8] Perception (2 ranks, 3 class, 3 wis)
[+10] Perform {oratory} (2 bg, 3 class, 5 cha)
[+7] Profession {sailor} (1 bg, 3 class, 3 wis)
[+0] Ride
[+0] Sense Motive
[+6] Spellcraft (1 ranks, 3 class, 2 int) {5 ranks}
[+6] Stealth (1 rank, 3 class, 2 dex)
[+8] Survival (1 rank, 3 class, 3 wis, 1 trait)
[+0] Swim
[+9] Use Magic Device (1 rank, 3 class, 5 cha)
Languages Common, Draconic, Sylvan
Traits Jenivere Crew (survival) {Campaign}, Fate’s Favored {Faith}, Enlightened Warrior {Race}, Abendego Spellpiercer {Regional}
Drawback Oppressive Expectations
Favored Class Bonus Cleric (human) Add +1 on caster level checks made to overcome the spell resistance of outsiders.
Domain Travel
Bloodline Sylvan
Combat Gear boarding pike (9 lbs), kunai x20 (40 lbs), snake venom x1, dimorphodon poison x3, silver dagger (1 lbs),
Other Gear 21 gp; mw backpack (4 lbs), explorer's outfit (8 lbs), bandolier x2, folding ladder (16 lbs), block and tackle (5 lbs),
Encumbrance 0 – 116 lbs; 117 – 233; 234 – 350; [Current Weight: 83 / Light Load]
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Cleric Spells Prepared [CL: 2nd; concentration +9; spell resistance +3 (+5 vs. outsiders)]
1st - cure light wounds x2, divine favor, longstrider (D)
Orisons - create water, detect poison, light, purify food and drink

Sorcerer Spells Known [CL: 3rd; concentration +12; spell resistance +4 (+6 vs. outsiders)]
1st - 7-1/day - entangle, mage armor, shield
Cantrips - acid splash, detect magic, disrupt undead, mending, prestidigitation
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Special Abilities
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AC Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Agile Feet (Su) - As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex) - At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.

Bonus Languages - A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Celestial Resistance - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Crusading Magic - Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

Darkvision - Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.).

Draconic Might - Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

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.

Oppressive Expectations (Drawback) - When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Public Speaker - An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Scion of Humanity - Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Sermonic Performance - An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Bardic Performances:

Countersong (Su) - At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Fascinate (Su) - At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) - A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Single Minded - An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Spontaneous Casting - An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed below by sacrificing a prepared spell of the noted level or above.

Spontaneous Spells:

1st - command
2nd - enthrall
3rd - tongues
4th - suggestion
5th - greater command
6th - geas/quest
7th - mass suggestion
8th - sympathy
9th - demand

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.

Woodland Stride (Ex) - At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Aurora:

Aurora
N small female fey-touched animal
5 years old, 0’0”; 000 lbs
Init +2; Senses Low-Light Vision.; Perception +8
Languages Common
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AC 17, touch 14, flat-footed 14
(+3 Dex, +1 Size, +3 Natural)
Hp 17 (3d8+3)
DR 1/cold iron
Fort +4 , Ref +6, Will +3
Resistances
Weakness
Immune
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Speed 10 ft.; fly 80 ft. (average maneuverability)
Melee bite +2 (1d4x2) [bludgeoning, piercing, slashing] AND
Melee 2 talons +2 (1d4/x2) [piercing, slashing]
Ranged
Space 5 ft.; Reach 5 ft.
Base Attack +2; CMB +1; CMD 14
Combat Options dirty trick +5
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Abilities Str 10, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Feats Dirty Fighting, Agile Maneuvers,
Skills {2 class, -4 int}
[+6] Perception (1 rank, 3 class, 2 dex)
[+10] Stealth (1 rank, 3 class, 2 dex, 4 size)
[+6] Survival (1 rank, 3 class, 2 wis)
Tricks Attack, Attack, Deliver, Flank, Hunt, Maneuver, Seek, Watch,
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Fey Magic (Sp) - A feytouched companion can cast dancing lights at will as a spell-like ability as a full-round action. At 3rd level, a feytouched companion can ready an action for its master’s spellcasting while adjacent to its master, to allow its master to spontaneously cast one of the following spells by sacrificing a spell slot of equal or higher level: faerie fire (1st), glitterdust (2nd), deep slumber (3rd), major image (4th), confusion (5th), feeblemind (7th), mislead (8th). A feytouched companion’s master can cast each of the spells on the list only once each day in this way. This replaces share spells and Multiattack.

Iron Bane (Ex) - At 3rd level, a feytouched companion gains damage reduction 1/cold iron. This damage reduction increases by 1 for every 3 levels beyond 3rd. Any creature holding or wearing an item made out of cold iron takes a –10 penalty on Handle Animal checks to handle the feytouched companion. This replaces evasion, devotion, and improved evasion.

Link (Ex) - A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.