Lyoto Machida's page

273 posts. Organized Play character for Lyoto "The Dragon" Machida.

Full Name

Lyoto "The Dragon" Machida




Flowing monk level 1: Init +3 | Perc: +7 | AC 15 | HP 11 | Str 16 | Dex 14 | Con 14 | Wis 13 | Int 8 | Char 14 | CMB +3; CMD 17 (22 vs grapple for 8 hours from grease)







Special Abilities

Redirection, AC Bonus








Draconic, Common, Orcish


Ex pit fighter,

Homepage URL

https://secure.paizo.com/cgi-bin/WebObjects/Store.woa/wa/DirectAction/editP rofile?profile=v5748lqujo9g9

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 13
Charisma 14

About Lyoto Machida

Lyoto has a master of martial artistry and a champion of combat in the underground pit fighting circuit. Yet the cheers of the crowd have started to ring hollow. He wonders if he should be using his fighting for a greater cause.

He is sick of being pegged as "just another fighter" who has no brains or other useful talents. He wants to be admired for who he is. Not just for his combat skills.

Lyoto Machida
Male Nagaji monk 1 Archetypes Flowing Monk,
LN Medium humanoid (reptilian)
Init +3, Senses low-light vision; Perception +7
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, )
hp 11 ((1d8)+3)
Fort +4, Ref +4, Will +3

Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20)
Melee shortspear +3 (1d6+3)
Ranged shortspear (thrown) +2 (1d6+3)
Melee nunchaku (metal) +3 (1d6+3)
Ranged holy water (flask) +2 (2d4)
Ranged javelin +2 (1d6+3)
Melee flurry of blows +2/+2 (1d6+3)
Special Attacks Flurry of Blows,

Str 16, Dex 14, Con 14, Int 8, Wis 13, Cha 14,
Base Atk +0; CMB +3; CMD 17 (22 vs grapple)
Feats Dodge, Improved Unarmed Strike, Intimidating Prowess
Skills Acrobatics +6, Linguistics(Common) +0, Perception +7,
Traits Bullied, Veteran of Battle (Gorum),
Languages Common, Draconic, Orcish
SQ ac bonus, armored scales, bonus feat, low-light vision, redirection, resistant, serpent's sense, weapon and armor proficiency,
Combat Gear alchemical grease, tindertwig (4), potion of cure light wounds, torch (5), holy water (flask),
Other Gear temple sword, barbed vest, sack, bedroll, blanket, string (50 ft.), folding ladder, caltrops, lamp (common), piton (2), saw, shortspear, nunchaku (metal), javelin (10), flurry of blows, 8.9 gp
AC Bonus (Ex) When unarmored and unencumbered, you add +1 to your AC and your CMD.

Armored Scales (Ex) Nagaji have a +1 natural armor bonus.

Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.)

Bullied You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

Resistant Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.