Geisha

Lady Cimbalain Li-Rolisa's page

13 posts. Alias of Johnny_Panic.


Full Name

Lady Cimbalain Li-Rolisa

Race

Elf

Classes/Levels

Monk/Cleric L15

Gender

Female

Size

5'6"

Age

137

Alignment

LN

Strength 18
Dexterity 26
Constitution 12
Intelligence 20
Wisdom 30
Charisma 18

About Lady Cimbalain Li-Rolisa

Lady Cimbalain Li-Rolisa IMAGE HERE

LN Elf Monk Qinggong [15] / Cleric Ascetic [15]

Appearance and Personality:

Sex - Female
Race - High Elf
Age - 137
Hight 5'6" (Size Mid)
Wight - 65kg
Eyes - Amber
Hair - Brown
Ears: Pointed, Elf
Build - Unnaturally light
Body: Tattooed
Skin - Light Brown

Looks
Standing some 6'2" Light brown skin and hair, Amber eyes. She moves with grace and class. This well dressed Elf Noble lady seems to be any thing but dangerous. How ever the Animated Tattoos over her body, and poster, commanding voice all point to the fact she is a graduate of the Imperial Courtesan Academy. Someone not to be lightly trifled with. Sh has not arms or Armor.

Personaolity
Quiet well spoke, keen mind and deadly in combat. She is smart, shroud and clever. Extremely disciplined, having trained to years to come the perfect companion and body guard for nobles and princes.

Statistics:

LN Elf Classes/Levels Monk Qinggong [15] / Cleric Ascetic [15]

Init +12; Senses Dark Vision 60', Detect Thoughts 60' Perception +32 Sense Motive +30
-------------------------------=DEFENSE=-------------------------------

AC[44] TAC[38] FF[33] [10 +6Armor +8Dex +1Dodge +4Defection +NA +Luck +Divine +Moral +15 Monk (Wis10+Level5) +other
Spells
Iron Body
Transformation

[smaller]*Deflection bonus
**Enhancement bonus
^Spells

Resistance:
Immunity to poison; Sleep Effects, all diseases, including supernatural and magical diseases, poisons of all kinds.
SR equal to creature's CR + 11 = SR25

HP: 114/114 6x{8+1Con]9(4+1Con)(+15Toughness)

Fort: +19, {+9Base,+1Con+2feat+5enchantment+2Luck}
Reflex: +26, {+9Base,+8Dex+2feat+5enchantment+2Luck}
Will: +28,{+9Base,+10Wis+2feat+5enchantment+2Luck}

+2 trait bonus on all saving throws against charm and compulsion effects. [Faith Trait]
+2 racial saving throw bonus against enchantment spells and effects.[race]

CMD 42 {+20Base +4Str +8Dex +0size +10misc}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +18; {+15Base +3Str +0size +0misc}
Base Atk: +11/+6/+1;
Melee:+11/+6/+1{+11/+6/+1Base,+3Str}
Ranged:+19/+14/+9{+11/+6/+1Base,+8Dex}
FoB-BAB: +13/+13/+8/+8/+3/+3
FoB: +26/+26/+21/+21/+16/+16[Ki+26]

--Melee:+1
Unarmed attack TH+24/+19/+14 DMG[2d10+4+5] 19/20x2 (L)
Counts as/ Cold Iron, Lawful, Magic, and silver for the purpose of overcoming damage reduction.

--Ranged:+3
Spark, 30'

Reach 5' 5'
Reach 10' 10' [-2AC][Feat]
-------------------------------=STATISTICS=-------------------------------
18/08 + 16 point buy

Str 18 [+4][10][0p][+4Tattoo][+4Class*]
Dex 26 [+8][10][6p][+2Race][+4Tattoo][+4Class*]
Con 12 [+1][08][0p][-2Race][+4Tattoo][+2Class*]
Int 20 [+3][10][4p][+2Race][+4Tattoo]
Wis 30 [+10][18][4p][+3Levels][+4Tattoo][+1Book]
Cha 18 [+4][10][4p][+4Tattoo]

NOTE:*
The ascetic can grant a total number of enhancement bonuses to any of her physical abilities (Strength, Dexterity, or Constitution) equal to her Wisdom modifier.She may divide the bonuses in any way between these three ability scores. She can change the distribution of these bonuses when she prepares spells.

Traits and Feats:

1: Birthmark (Faith)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

2:Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

3:Fate's Favored +1 to any Luck based Bonus.
----------------=Drawbacks=-----------------
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
2:Light sensitivity.
Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
----------------=Race Traits=-------------------

Race: Elf - Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

--------------=Feats=-----------------
Level Feats:
1:Weapon Finesse
2:Extra Channel +2Channel's /Day
3:Inscribe Magical Tattoo
4:Ki Channel
5:Master Tattoo Artist
6:Craft Wondrous Tattoo
7:breadth-of-experience
8:

Ascetic Bonus Feats
1: Toughness +15HP
2: Blind-Fight
3: Acrobatics
4: Improved Initiative +4 Initi
5: Lightning Reflexes +2 Ref Saves
6: Great Fortitude +2 Fort Saves
7: Iron Will +2 Will Saves
8: Lunge

Monk Bonus Feats X5:
1:Dodge +1AC
2:Throw anything
3:deflect-arrows
4:snatch-arrows
5:Improved Critical Unarmed Attack

Weapon and Armor Proficiency
Brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, Short sword, sling, spear and temple sword.
longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Proficiency armor or shields
None

---------------=Skills=- (180 points; 6 class, 5INT+FC15) +2Luck [+2 Kno and Prof Skills]---------------
^Acrobatics*(Dex)____+37{+15rank+8Dex+4Feat+5Tattoo}
Appraise(Int)____+10{+0rank,+5Int}
^Bluff(Cha)____+20{+11rank,+4Cha}
^Climb*(Str)____+10{+1rank,+4Str}
^Craft [Tattoo] (Int)____+30{+15rank,+5Int+3Feat+2item}
^Diplomacy(Cha)____+24{+15rank,+4Cha}
Disable Device____+10{+0rank,+8Dex}
Disguise (Cha)____+30{+4rank,+4Cha}Item +20
^Escape Artist*(Dex)____+14{+1rank,+8Dex}
^Fly*(Dex)____+25{+9rank,+8Dex}
Handle Animal (Wis)____+15{+0rank,+10Wis}
^Heal(Wis)____+34{+15rank,+10Wis+4Items}
^Intimidate(Cha)____+24{+15rank,+4Cha}
^Knowledge (Arcana)(Int)____+17{+5rank,+5Int}
^Knowledge (Dungeoneering)(Int)____+17{+5rank,+5Int}
^Knowledge (Engineering)(Int)____+17{+5rank,+5Int}
^Knowledge (Geography)(Int)____+17{+5rank,+5Int}
^Knowledge (History)(Int)____+17{+5rank,+5Int}
^Knowledge (Local)(Int)____+17{+5rank,+5Int}
^Knowledge (Nature)(Int)____+17{+5rank,+5Int}
^Knowledge (Nobility)(Int)____+17{+5rank,+5Int}
^Knowledge (Planes) (Int)____+17{+5rank,+5Int}
^Knowledge (Religion) (Int)____+17{+5rank,+5Int}
^Linguistics(Int)____+15{+5rank,+5Int}
^Perception(Wis)____+35{+15rank,+10Wis+2Race}
^Perform[Dance](Cha)____+10{+2rank,+3Cha}
^Profession[Courtesan](Wis)____+18{+1rank,+10Wis}^
^Ride*(Dex)____+14{+1rank,+8Dex}
^Sense Motive(Wis)____+30{+15rank,+10Wis}
Sleight of Hand*(Dex)____+2{+0rank,+2Dex}
Spellcraft(Int)____+20{--rank,+3Int}[+15 Item]
^Stealth* (Dex)____+20{+15rank,+8Dex}
^Survival(Wis)____+16{+1rank,+10Wis}
^Swim*(Str)____+10{+1rank,+4Str}
Use Magic Device(Cha)____+20{--rank,+3Cha}[+15Item]

concentration [+20][+3Int+2trait+ML/CL+1]

+2 To ALL skills Luck bonus [Item+Trait]

*trait, Focused Mind You gain a +2 trait bonus on concentration checks.
Combat Casting Feat

elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
(at will)
Enhanced Diplomacy
+2 competence bonus on a single Diplomacy or Intimidate check.

-=Languages=-
High Common
High Gothic, Alorant,
Belthouse Military Signals (body+hand)
Elven sign Language (hand)

Special Abilities:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 250,000gp

Belt: Tattoo of Physical Perfection +4 32,100gp [Crafted]
Body: Monks Tattoo 6,600gp [Crafted]
Chest: Tattoo of protection +4 16,000 gp [Crafted]
Eyes: Tattoo of Thoughts 6,100gp [Crafted]
Feet: Tattoo of -Striding and Springing & Levitation 11,360gp [Crafted]
Hands: LuckyTattoos of Holy Symbol 10,300gp [Crafted]
Head: Tattoo of Greater Disguise 6100gp [Crafted]
Headband: Tattoo of mental Superiority +4 32,100gp [Crafted]
Neck: Tattoo of mighty-fists +5 50,100gp [Crafted]
Shoulders: Tattoo of of Resistance +5 12.600gp [Crafted]
Wrists: Tattoo of Armor +6 20,100gp [Crafted]
Ring L: Tattoo of ki mastery 10,100gp
Ring R: Tattoo of Sustenance 5,600gp

WONDROUS TATTOO NOTES:
Wondrous Tattoos are fixed items in there slots and always take presidency over other items in the same slot unless that item is caused. It takes the same amount of time to remove a Magic Tattoo that is fix as it dos to make it.

Slot less
Polymorphic Pouch 5000gp
- Wand of Cure Light Wounds 750gp
- Wand of prestidigitation 750gp

Handy Haversack [3000gp] [Crafted][Custom]
Crafted as Belt with 6 Pouchs on it, each 2'c3 holding 20lb
HH Pouch 1
MW Tattoo Kit x2 200gp
Monk Mat --gp 2lb
Shuriken x100 20gp 10lb
Antidote kit 100 gp 3 lbs.
Healer's kit 50 10/10 gp 1 lb.
HH Pouch 2
Symptom kit 25 gp 5 lbs.
Climber's kit 80 gp 5 lbs.*
Mapmaker's kit 10 gp 2 lbs.
Parasol 1 gp 2 lbs.
Parasol (umbrella) 2 gp 3 lbs.
Thieves' tools, masterwork 100 gp 2 lbs.
HH Pouch 3
Compass 10 gp 1/2 lb.
Dungeoneering kit, deluxe 130 gp 15 lbs.
Earplugs 12 cp x4
Flint and steel 1 gp
Gear maintenance kit 5 gp 2 lbs.
HH Pouch 4
Grooming kit 1 gp 2 lbs.1
Hip flask 1 gp 1/2 lb
Scroll case 1 gp 1/2 lb.
Signal horn 1 gp 2 lbs.1
Signal whistle 8 sp --lb
Silk rope 10 gp 5 lbs.
Smoked goggles 10 gp --lb
Soap 1 cp 1/2 lb.
Stationery 1 gp
Silver pen 2gp
String or twine (50 ft.) 1 cp 1/2 lb.
Teapot 1 sp 1 lb.
HH Pouch 6
Furs 12 gp 5 lbs.*
Monk's outfitx2 10 gp 4 lbs.*
Courtly Clothing 10lb 1.000gp
Grooming set. 40gp

Spell Tattoo
1:Iron Body 3100gp
2:
3:

Books read
+1 Wis 27,500gp

Spells
Permanency []

-=Carrying Capacity=-
Light 0-55 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 2 lb.

-=Money=- 0 GP 0 SP 0 CP

Cleric - Asetic L15:

Cleric ascetic

HP:1d8
BAB +11/+6/+1
Saves/+9/+5/+9
Channel energy 8d6 [Positive]
Spells 4/4+1/4+1/4+1/4+1/4+1/3+1/2+1/1+1

Weapon and Armor Proficiency
An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword.

An ascetic is not proficient with any type of armor or shields.

Aura (Ex) [Lawful]
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Class Skills
Skill Ranks Per Level: 6 + Int modifier.
Class Skills Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Bonus Feats
The ascetic gains Toughness as a bonus feat at 1st level. At every even level, she may select a bonus feat from the following list: Acrobatics, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Defensive Combat Training, Diehard, Endurance, Fleet, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Nimble Moves, Run, Self-Sufficient, Skill Focus, and Toughness. She must meet the prerequisites for these feats.

Channeling 8d6 Positive Eng
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Bodily Manipulation (Sp)
An ascetic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells.
However, she can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above. As an additional limitation, only the ascetic can be the target of these spells.

1st level—Endure elements
2nd level—Bear's endurance
3rd level—Haste
4th level—Stoneskin
5th level—Polymorph
6th level—Transformation
7th level—Ethereal jaunt
8th level—Iron Body

Mind is Body (Ex) +10
The ascetic can grant a total number of enhancement bonuses to any of her physical abilities (Strength, Dexterity, or Constitution) equal to her Wisdom modifier.She may divide the bonuses in any way between these three ability scores. She can change the distribution of these bonuses when she prepares spells.

Wise Defense
When unarmored, an ascetic adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the ascetic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

-------------------------------=Cleric Domains=-------------------------------

Inevitable Domain [Law]

Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Command (Su): 13/day
As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): 7r/day
At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command (greater), 6th—planar binding (Inevitables only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Thought Domain [Knowledge]

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): Skill-40
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Read Minds (Su): 15r/day DC25
At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

-------------------------------=Cleric Spells=-------------------------------
Cleric Magic
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Spells 4/3+1/3+1/3+1/3+1/3+1/2+1/1+1/0+1

-----------------------------=0th (at will)=--------------------------------

0 level Spells: DC20
Level 4 (at Will)
1: Purify food and Drink
2: detect-magic 25'
3: Enhanced Diplomacy
4: read-magic

------------------------------=1st (0/day)=------------------------------

1st Level 3+3+1 DC21
D: Protection from chaos
1: cure light wounds
2: burning-disarm
3: cultural-adaptation
4: hide-from-undead
5: obscuring-mist
6: compel-hostility
or
Endure elements

2ed Level 3+3+1 DC22
D: Align weapon (law only)
1: cure-moderate-wounds
2: admonishing-ray
3: delay-pain
4: Find Traps
5: whispering-lore
or
Bear's Endurance

3ed Level 3+2+1 DC23
D: Command Undead
1: cure-serious-wounds
2: water-breathing
3: speak-with-dead
4: remove-curse
5: --
or
Haste

4th Level 3+2+1 DC24
D:Order's Wrath
1:Replenish Ki
2:
3:--
4:--
5:--
or
Stoneskin

5th Level 3+2+1 DC25
D: Command (greater)
1:--
2:--
3:geniekind
4:--
5:--
or
Polymorph

6th Level 2+2+1d DC26
D: Planar Binding (Inevitables only)
1:Heal
2:geas-quest
3:planar-ally
4:wind walk
or
Transformation

7th Level 1+1+1d DC27
D:Dictum
1:restoration
2:regenerate
or
Ethereal Jaunt

8th Level 0+1+1d DC28
D:mind-blank *Cast Daily*
1:9 lives 15 hours
or
Iron Body

Class MONK Qinggong L15:

Monk Qinggong [15]

Hit Die: d8
Level: 15th
BAB +11/+6/+1
Saves:+9/+9/+9
Quivering palm
FoB: +13/+13/+8/+8/+3/+3
Unarmed DMG: 2d6
AC Bonus: +3
Fast Movment: +50 ft.
Bonus Feats X5

Class Skills
Skill Ranks per Level: 4 + Int modifier.
The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Class Features
All of the following are class features of the monk.

Weapon Proficiency:
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency:
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex) 10+3 AC
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 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. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

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, he 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.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

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.

Fast Movement (Ex) 50'
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex) +15
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.

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) 17/day
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.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

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) 70'
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.

High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Gaseous form (self only, 1 ki point)
Gasseus Form
Wholeness of Body (Su)

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex) SR25
At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Ki leech (0 ki points)
ki-leech
Quivering Palm (Su)

NOTES:

Background - narrative:

Sister hood practice Interview for the Job of Concubine to Lord Grilloan Tash III

Interviewers notes.

Name?
"The Lady Cimbalain Li-Rolisa, of the Imperial Concubine Sisterhood"

Age?
"Really my lord we have only just met, I think we can talk of that later in bed say."

Nation you are from?
"Originally... Well I was born in the Kingdom of Elsehien in the southern forests. How ever because of the war I joined the Imperial Concubine Sisterhood in Espero. There I was trained in the ways of the sisterhood my Lord, as you can see by my sisterhood tattoos."

Your thoughts of your home nation?
"In public? why the party line of course, all is good with the Empire, It's is doing well and expanding as our glorious army's lead us to virtuosity and peace. In Privet? well walls have ears and I wish to keep mine"

Your thoughts on races other than human?
"I was trained TO mix with other races no matter who. Knowledge is power as we teach in the sisterhood and so talking and interacting with other races i key to getting good 1st hand Knowledge .

Your thoughts on the other nations/races before the great war
"There where some great nations, to be honest its mostly just history now."

Your characters thoughts on them now?.

"Arr you ask about the great game, well that changes as events dictate. In truth its linked to the high Mothers of my sisterhood, I am sorry I do not mean to be ruse but if I was to tell you what they had told me, they would kill me not long after. My dear sisterhood you see takes its security very Seriously. how ever I can say this, the war had an benefit, it had lead to the discovery of the scientific method. New collages of Engineering, Mathamagics, Chemistry, Meta-physics. Our world will be a far more civilized and advanced on than the last, that is if we can use what we have learned to win this war."

What your character did before the war/draft?
"I was in training at the Imperial Concubine Academy"

What your character did to become recognized during battle
"I am sorry my lord but that is confidential. Please ask me about another subject"

A couple feats he preformed to garner his renown/power
"This I can say I protected our airships yards form an attack. Who I will not say but many live now because of what I did."

Your current Goals aims?
"Why serve the Empire my lord, be of use and work for the greater good. I do not seek fame nor have use for it. One day when the empire is safe I will have lands and a large modern house to live in.

What drives you?
"We of the sisterhood have the same Drive my Lord, Protect Civilization form dangers within and with out. A new and better world is coming and we aim to help build it, as do you my lord, or I would not be here."

Back story

Lady Cimbalain Li-Rolisa was born poor, the war lead once noble Elf family's fell from grace, Lands lost, servants revolted, wealth all but spent. So it was with the Li-Rolisa noble family. As a child she has know wealth power and rich's. Then it was all gone, feeling for there very lives the family went from place to place. She sister married, Her brother went off to war, taking the last of the family money. With nothing but her education and noble rank, she did the unthinkable and enrolled in the Imperial Courtesan Academy. A roof over her head and some safety she worked hard, trained in the Courtesan arts, she also learned the ways of politics and power.
A Elf Courtesan's role is simple, protect your Lord from ALL dangers.
All Dangers, inside and out. This she has done for over 40 years, working in a noble house to keep it safe. There have been many times she was tested, she has killed ruthlessly, she stopped disasters and saved lives as well. Her last lord dismissed her when she suggested that a close alie was planning to kill him. She was not upset or angry but went with out a word. The lord along with his whole family was killed 2 weeks later at a banquet in his honor. She felt no guilt over this, she had done her duty and that was what mattered.

Now she is looking once more for Lord who will live up to her expectations.

Elves:
Elves see themselves as the rightful masters of Azalia, their long lived lives giving a sense of superiority over other races. While good-hearted they often seem aloof to others, with schemes reaching forward and back for decades. They found the Kingdom of Elsehien in the southern forests. Using Magic and tech to reshape the trees therein into their homes. Magical by nature, their society relies heavily on magic to survive. They get along well enough with humans and Halflings, however their megalomania causes many problems and they view other races as untrustworthy and uncivilized or crude.