Abra Lopati

Liam Satori's page

6 posts. Alias of BigP4nda.


Classes/Levels

Init +1; HP 9/9; AC 13 T 13 FF 12; Fort+6 Ref +3 Will+4 (+5 vs. mind-affecting); Perc +6

Gender

Male; Human 25; Ex-Monk (Drunken Master) 1;

About Liam Satori

Liam Satori
Drunken Master 1 (Ex-Monk)
N Medium humanoid (human)
Init +1; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 Wis)
HP 9 (1d8+1)
Fort +6, Ref +3, Will +4 (+5 vs. mind-affecting)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Unarmed Strike (1d6+4/x2)
Flurry of Blows +4/+4 Unarmed Strike (1d6+4/x2)

Stunning Fist (1/day, stun for 1 round, DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +4; CMD 17
Languages Common
--------------------
Feats
--------------------
Deflect Arrows
Endurance
Weapon Focus (Unarmed Strike)
--------------------
Traits and Drawbacks
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Poverty-Stricken You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Tough Minded You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Pride When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
--------------------
Skills [5]
--------------------
Acrobatics +5 (1)
Appraise +0
Bluff -1
Climb +4
Craft +0
Diplomacy -1
Disguise -1
Escape Artist +1
Handle Animal -1
Heal +2
Intimidate -1
Knowledge (history) +0
Knowledge (religion) +0
Linguistics +0
Perception +6 (1)
Profession +0
Perform -1
Ride +1
Sense Motive +6 (1)
Sleight of Hand +1
Stealth +5 (1)
*Survival +7 (1)
Swim +4
Use Magic Device +0
*-Class Skill from Trait.
--------------------
Gear
--------------------
47gp
Potion of Cure Light Wounds (x2)
Waterskin (mead) [8 servings]
--------------------
Special Abilities
--------------------
Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor 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. 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 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 (Ex) 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.

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.
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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.