About MintashMintash
Trackable:
Abilites by using ki
Special Attacks Flurry of Blows, Improved Unarmed Strike, Stunning Fist (DC 21 Fort Save), Style Strikes (Hammerblow, Flying Kick 30 ft), Pummeling style (all Unarmed Strikes on a turn count before DR), sneak attack (+3d6 damage), +1 damage if psionicly focused, 6 AOO's per turn, Ki Strike(Magic, Cold Iron/Silver, Lawful), Blind-Fight, Can do precision damage to foes with cover. ==STATISTICS==
Skills 64 ranks
Languages Common, Quor Special Abilities:
RACIAL Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink (as per Psionics Unleashed). The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute. Dream Native: +2 racial bonus vs. mind-affecting saving throws and are immune to dream-based effects. Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social. Bonus Feat: All Kalashtar gain the Wild Talent feat as a bonus feat. If they ever take a level in a class that gives them a manifester level, that bonus feat is replaced with the Psionic Talent feat instead Enlightened monk Improved Unarmed Strike: You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
Monk Stunning Fist (Ex)At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Psionic training: An enlightened monk unlocks his psionic power and learns to use it in combat. The enlightened monk gains the Wild Talent and Psionic Fist feats as bonus feats.
Psionic Fist: While you maintain psionic focus, your unarmed strikes or attacks with a natural weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an unarmed strike or an attack with a natural weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus. Psionic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist. Monk AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom 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.
Bonus Feats: At 2nd level, 10th, 14th, & 18th 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. 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. 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).
Improved evasion: At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion. Fast movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed Ki Pool:
Ki Psionics:
Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Ki Powers: At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Augmented Stunning Fist: An enlightened monk of 6th level can channel power points into his Stunning Fist attacks to make them more devastating. When the enlightened monk uses his Stunning Fist attack, he may choose to spend up to his class level in power points on the attack. If he does, he gains an insight bonus to the damage if the attack is successful equal to the number of power points spent. For every two power points spent adding damage, the save DC of the Stunning Fist attack increases by 1. The enlightened monk cannot spend more power points on this ability than his monk level.
Psychic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist. Style Strike: At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. -Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free. -Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick. Unchained Rogue
Sneak Attack: (3d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: (1) A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (unarmed strike). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Blades from the Shadows (Ex):
Blind-Fight (Ex):
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Feats
Up the Walls: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Stunning Fist (feat): Forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2
Unlocked Talent (force screen): You gain 2 power points. In addition, when you take this feat, select any one 1st level power. You treat this power as a power known and can manifest this power with a manifester level of 1 as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs. If you have manifester levels from a psionic class, you may instead use the manifester level from that class when manifesting the power gained from this feat, as well as the appropriate key ability modifier. Special: The manifester level when manifesting the power granted from this feat is not a true manifester level and does not count as a manifester level for purposes such as bonus power points, feat, item creation, or prestige class prerequisites. Extra Ki: +2 ki points per day Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up). Monastic Legacy: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features. Extra Rogue Talent: Ninja Trick - Vanishing Trick Medusa's Wrath:
Blind Fight:
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Equipment: Headband: Headband of inspired wisdom +4 16k gp Shoulder: Cloak of Resistance +2 4k gp Neck: Amulet of mighty fists +2 16k gp Chest: Unfettered Shirt 10k gp Body: monks robe 13k gp Ring 1: Ring of ki mastery [x][x] 10k gp Ring 2: Ring of protection +2 8k gp Wrist: Bracers of Armor +3 4.5k gp Belt: Belt of physical might (con/dex) +2 10k gp Feet: Boots of speed 12k gp Slotless: Stone of Good Luck 20k gp Ioun stone (dusty rose prism) 5k gp Ki Mat 10k gp Total cost:138500 Item Descriptions:
Ring of ki mastery: This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring. As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts. As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point). Boots of speed: As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds. Unfettered shirt: This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer's movement.
Monk's Robe: When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus. Stone of Good Luck: This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks. Dusty Rose Prism ioun stone: +1 insight bonus to AC Ki Mat: This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.
MW Backpack Belt pouch Blanket 50 ft rope Soap Torches (10) Trail rations (5 days) Water skin potion of Blur 300 gp
Coinage: 850 GP Description:
Somewhat short for a male human at 5'6" he has unnaturally blemish free skin for as tanned as it is. He dresses in plain clothes to fit in as a worker or farmer or whatever he needs to be to stay unnoticed. Lithe and quick he carries himself confidently. He keeps his head shaved not as a style but to minimize grabbing points in combat. His taut skin belies his 52 years of hard training and combat. background:
Raised in Tashalatora, Mintash was always focused on being a better fighter. He grew up constantly under threat from a Riedran invasion. He began his training with the monks at a young age always striving to perfect his art. He excelled in part thanks to his Kalishtar heritage and his ability to combine psionics and martial prowess. After taking part and eventually leading hunting parties to track and eliminate Riedran scouting groups he was approached by the elite fighting force known as The Fists of Dal Quor. His training only got more intense as time went on. High in the mountains he learned to defy gravity by force of will. In the Shanjueed Jungle he learned to strike hard and fast to deny his opponents a chance to fight back. He meditated with masters to harden his mind against intrusion. He was eventually assigned to travel to Khorvaire to fight the Dreaming Dark abroad. He made his way to Dvaarnava to begin the long sea voyage to leave Sarlona behind. He spent the next several years going from contact to contact always hunting down the inspired where he could find soft targets. One morning during his meditation he received a message from Venerable Thatari herself telling him that the situation has changed. "The Dreaming Dark is no longer satisfied to work behind the scenes. They have come out and attacked the royalty of Khorvair in their meeting chambers. Go to Sharn, your path will be made clear to you." Mintash immediately gathers his meager belongings and heads for the City of Towers. build details:
Lvl 1: Enlightened Unchained Monk (EUM)-1 HP-10 -Dream Native -Naturally Telepathic -Wild Talent -Weapon Focus (Unarmed Strike) -Stunning Fist -Improved Unarmed Strike -Flurry of blows -Monk AC Bonus -Psionic Training (replacing Bonus Feat) -Extra Ki (replacing duplicated Wild Talent) -Psionic Fist -Psionic Stunning Fist Lvl 2: Unchained Rogue (UR)-1
Lvl 3: EUM-2
Lvl 4: EUM-3
Lvl 5: EUM-4
Lvl 6: EUM-5
Lvl 7: EUM-6
Lvl 8: EUM-7
Lvl 9: EUM-8
Lvl 10: EUM-9
Lvl 11: UR-2
Lvl 12: UR-3
Lvl 13: EUM-10
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