About Liam GilteAttacks:
Unarmed: +8 to hit | 1d6 + 6 | 20 x 2 Critical | Bludgeoning | Melee
CMB = 7 Special Notes: Arcane Strike requires a swift action to have his weapons considered magical, and they deal +1 damage when under the effect. He can not use flurry of blows when armored or using a shield.
Defense:
HP: 13/13 (10 Class, 2 mod, 1 FC per level, Need 2nd/3rd rolls.) Fort: 8 ( 5 base, 2 stat, 1 res) Ref: 5 ( 3 base, 1 stat, 1 res) Will: 4 ( 3 base, 0 stat, 1 res) AC: 19-21 (10 base, 1 Dex, 7 armor, 0-2 shield, 1 dodge) Flatfooted: 17 Touch: 12 CMD: 18 ( 10 base, 3 BAB, 4 Str, 1 Dex) Special Notes: He does not benefit from Monk AC bonus or Evasion unless meeting the unarmored/light armor/not using a shield requirements. +2 vs Sleep, Paralysis, and Stun. Class Features:
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Monks are proficient with the kama, nunchaku, quarterstaff, sai, shuriken, siangham, and any weapon with the monk special weapon quality. 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: When unarmored and unencumbered, the scaled fist monk adds his Charisma 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. Bonus Feat: At 1st level, 2nd level a monk can 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. A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. 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). Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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. 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. Draconic Bloodline (Su): Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of dragonheir scion’s abilities deal damage and grant resistances based on her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dragonheir scion can change her former bloodline to make them conform. I am choosing Gold (Fire). Eldritch Strikes (Su): At 1st level, a dragonheir scion gains Arcane Strike as a bonus feat. She does not need to meet its prerequisites. This ability replaces the bonus feat gained at 1st level.
Traits:
Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you. Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based. Choosing the cantrip Prestidigitation. Feats:
Defiant Luck (Human) [1st]: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll. Inexplicable Luck (Human) [Human]: Others are often dumfounded by your luck.
Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4. Bestow Luck (Human) [3rd]: You are extremely lucky and sometimes your allies are as well. Prerequisites: Defiant Luck, Inexplicable Luck, human. Benefit: You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action. Improved Unarmed Strike (Combat) [Monk]: You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. Stunning Fist (Combat) [Monk]: You know just where to strike to temporarily stun a foe. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Chr modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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. Dragon Style (Combat) [Monk]: You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks. Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls. Dodge (Combat) [Monk]: Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Arcane Strike (Combat) [Fighter]: You draw upon your arcane power to enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Skills:
( Base 4-4-2, Mod 0, Racial 0, Background 2) 3 level = 16 (6,6,4) SP * = Class Skill
Acrobatics (DEX)*: 6 (2 ranks, 1 mod)
Special Notes: Trait bonus to diplomacy is while wearing clothing and jewelry worth 150 GP and not blemished by blood/gore/filth/etc.
Equipment:
Cloak of Resistance +1- 1,000 GP, 1 lbs.
* = Worn Equipment
50 PP, 70 GP, 26 SP, 20 CP Current Weight = 91.5 lbs. [Light = < 100 lbs.] [Medium = 101 - 200 lbs.] [Heavy = 201 - 300 lbs.] Weight Notes: Background:
Description:
Progression and Party Role:
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