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Majinak Stisswara's page

1 post. Alias of Arbitracious.


Full Name

Majinak "Maji" Stisswara

Race

Female Undine Monk//Magus 5

About Majinak Stisswara

Background and Appearance:

“Maji” is only medium height, about five feet and four inches tall. Her white hair is kept long enough to tie back in a ponytail that comes to the base of her neck. Her Nereid ancestry reveals itself in a curvaceous figure covered in very pale-white skin, a figure and color not overcome by decades of hard physical training and life on the high seas under the sun. Dark sea blue eyes, larger than average, keep a watch out for trouble. Lips don’t stand out for color, being slightly grey compared to her pale face. A small nose and large fin-like ears round out her face.
Her body is lean and

Majinak Stisswara
Female Undine Adult
Monk (Archetype) 5// Magus (Archetype) 5

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    Stats
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Size / Type: Medium Outsider (Native)
Alignment: Lawful Evil
Deity: N/A
Age: 78
Speed: 40 Ft Land, 40 ft Swim
Initiative: ---
Senses: Perception --- (Darkvision 60 Ft)
Passive Perception: ---
Languages: Common, Aquan, (2 Others - Check w/ GM)

Attributes
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 16 (+3)
CHA 14 (+2)

STR: 10 DEX: 16 CON: 13 INT: 14 WIS: 16 CHA: 14
Level 4: +1 CON

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    Offense
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BAB: +3

Flurry of Foot
Attack: 1d20 + 6 (+3 Flurry +3 Dex) (+3/+3)
Damage: 1d8 + mod (modifiers)
Crit: 20, x2

Possible Modifiers

Arcane Strike (Swift Action): +2 Damage

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    Defense
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HP: 50 (5d8 +10 (Maxxed))
AC: 17 (10 Base + 3 Dex +3 Wis +1 Monk)
Touch: 17 / Flat-Footed: 14

Notes:

CMB: +5 (5 Man. Train. + 0 Str)
CMD: 20 (10 Base + 3 BAB + 0 Str + 3 Dex + 1 Monk +3 Wis)


Fort +6 (+4 Base +2 Con)
Refl +7 (+4 Base +3 Dex)
Will +7 (+4 Base +3 Wis)

Notes:
Gains a +2 bonus on saving throws against enchantment spells and effects.

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    Skills
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Per Level: 7 (4 Base + 2 Int + 1 Bonus)
35 Skill points total
-- spent

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).

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).


  • Acrobatics +11 (+5 Ranks +3 Class Skill +3 Dex)
  • Appraise +3 (+0 Ranks +3 Int)
  • Bluff +2 (+0 Ranks +2 Cha)
  • Climb +4 (+1 Rank +3 Class Skill +0 Str)
  • Craft (Undecided) +6 (+1 Ranks +3 Class Skill +2 Int)
  • Diplomacy +2 (+0 Ranks +2 Cha)
  • Disable Device +2 (+0 Ranks +2 Int)
  • Disguise +2 (+0 Ranks +2 Cha)
  • Escape Artist +7 (+1 Rank +3 Class Skill +3 Dex)
  • Heal +4 (+1 Rank +3 Wis)
  • Fly +7 (+1 Rank +3 Class Skill +3 Dex)
  • Intimidate +6 (+1 Ranks +3 Class Skill +2 Cha)
  • Linguistics +2 (+0 Rank +2 Int)

  • Perception +10* (+5 Ranks +3 Class Skill +2 Wis)
  • Perform (Dance) +8 (+2 Ranks +3 Class Skill +3 Cha)
  • Perform (Violin) +8 (+2 Ranks +3 Class Skill +3 Cha)
  • Profession (Scoundrel) +6* (+2 Ranks +3 Class Skill +2 Wis)
  • Profession (Professor) +6* (+2 Ranks +3 Class Skill +2 Wis)
  • Ride +8' (+1 Rank +3 Class Skill +4 Dex)
  • Sense Motive +6* (+1 Ranks +3 Class Skill +2 Wis)
  • Sleight of Hand +8* (+1 Rank +3 Class Skill +4 Dex)
  • Spellcraft +7* (+1 Ranks +3 Class Skill +3 Int)
  • Stealth +12 (+5 Ranks +3 Class Skill +4 Dex)
  • Swim +6' (+1 Rank +3 Class Skill +2 Str)
  • Use Magic Device +7 (+1 Rank +3 Class Skill +3 Cha)

  • Kn Arcana +11* (+1 Rank +3 Class Skill +3 Int +3 Bard +1 Trait)
  • Kn Dungeoneering +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn Engineering +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn Geography +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn History +16* (+1 Rank +3 Class Skill +3 Int +3 Bard +6 Trait)
  • Kn Local +12* (+1 Rank +3 Class Skill +3 Int +3 Bard +2 Trait)
  • Kn Nature +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn Nobility +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn Planes +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)
  • Kn Religion +10* (+1 Rank +3 Class Skill +3 Int +3 Bard)

Notes:

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    Traits
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Trait Name(Category) - Description

Nereid Fascination(Racial) - Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability. This racial trait replaces the spell-like ability racial trait.

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    Feats
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Dodge: +1 Dodge Bonus (Human Bonus)

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    Special Abilities
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Proficiencies - 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.

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

AC Bonus (Ex) - 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.

Bonus Feats - 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.

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) - 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) - 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) - 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. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. 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) - 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.

Spells - A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su) - At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex) - At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su) - At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana - As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Spell Recall (Su) - At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats - At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Special Ability Name (Su, Sp, Ex) - Description

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    Spells
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DC: 10 + Spell Level + Intelligence Modifier


  • Level 0 (X Per Day)

  • Level 1 (4 Per Day)

  • Level 2 (2 Per Day)

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    Equipment
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WIP

Gold: 11,500

Boots of the Cat
Boots (Cost: 1,000)
The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.