Special Abilities:
Perfect Strike 2/2
Trapfinding
Flurry of Blows
FE - Undead +2
Spells Per Day:
Sorcerer
Level 1: 3/4
Level 2: 0/0
Skills:
+7 Acrobatics (Dex +3, Ranks 1, Class Skill +3)
+0 Appraise (Int +0, Ranks 0, Class Skill +3)
+0 Bluff (Cha +0, Ranks 0, Class Skill +3)
+5 Climb (Str +1, Ranks 1, Class Skill +3)
+* Craft (Int +0, Ranks 0, Class Skill +3)
+0 Diplomacy (Cha +0, Ranks 0)
+7/+8 Disable Device (Dex +3, Ranks 1, Class Skill +3)(+1 Trapfinding)
+0 Disguise (Cha +0, Ranks 0)
+7 Escape Artist (Dex +3, Ranks 1, Class Skill +3)
+* Fly (Dex +3, Ranks 0, Class Skill +3)
+0 Handle Animal (Cha +0, Ranks 0, Class Skill +3)
+4 Heal (Wis +4, Ranks 0, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0)
+* Knowledge, Geography (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +0, Ranks 0)
+* Knowledge, Nature (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0, Class Skill +3)
+0 Linguistics (Int +0, Ranks 1)
+9/+10 Perception (Wis +4, Ranks 2, Class Skill +3) (+1 Trapfinding)
+0 Perform, Untrained (Cha +0, Ranks 0, Class Skill +3)
+* Profession, Untrained (Wis +4, Ranks 0, Class Skill +3)
+3 Ride (Dex +3, Ranks 0, Class Skill +3)
+8 Sense Motive (Wis +4, Ranks 1, Class Skill +3)
+* Sleight of Hand (Dex +3, Ranks 0)
+* Spellcraft (Int +0, Ranks 0, Class Skill +3)
+7 Stealth (Dex +3, Ranks 1, Class Skill +3)
+4 Survival (Wis +4, Ranks 0, Class Skill +3)
+13 Swim (Str +1, Ranks 1, Class Skill +3, Racial +8) <-- (Swim Speed)
+* Use Magic Device (Cha +0, Ranks 0, Class Skill +3)
Each level skill points gained = 4 or 6 (+4 Monk/+6 Ranger, +0 Int) +FC
Traits:
• Necrotic Aura - You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.
• Magical Knack - +2 CL (Sorcerer)
Alternate Racial Traits: Amphibious: Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.
Leveling Info:
Favored Class: Monk
Lvl 1 (+1 HP) (Monk - +0 BAB, +2 Fort, +2 Ref, +2 Will) (Ranger - HD d10)
Lvl 2 (+1 HP) (Monk - +1 BAB, +1 Fort, +1 Ref - HD d8) (Sorcerer - +2 Will)
Lvl 3 ()
_______________
Original Stats:
Str 14 (-2 Race(Undine)) = 12
Dex 14 (+2 Race(Undine)) = 16
Con 14
Int 10
Wis 17 (+2 Race(Undine))
Cha 10
_______________
Ranger(Trapper):
Favored Enemy (Ex)
--> Undead
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Class Skills
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Monk(Zen Archer):
Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Bonus Feats
1st level --> Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.
6th level --> Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*.
10th level --> Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.
Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
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.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Ki Focus Bow (Su)
At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen archer may treat arrows fired from his bow as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks.
This ability replaces tongue of the sun and moon.
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
Sorcerer(Celestial(Empyreal) Bloodline:
Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bloodline Arcana:
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
This ability replaces the Celestial Bloodline Arcana.
Bloodline Powers:Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level – 4.This bloodline power replaces wings of heaven.
Light Load: x < 43 lbs.
Medium Load: 43 < x < 86 lbs.
Heavy Load: 87 < x < 130 lbs
With Masterwork Backpack:
Light Load: x < 50 lbs.
Medium Load: 51 < x < 100 lbs.
Heavy Load: 101 < x < 150 lbs
Appearance:
Abnormally tall and solidly built, this strange blue skinned and blue haired woman does not appear to be agile. However, her every move appears to be carefully planned. Each step is made with great precision and you are sure that she could take down even the largest of foes with her hands or with the huge bow slung over her shoulder.