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About MongMong the Immovable
LN Medium Humanoid (human) Init +5 = Trait(2)+DEX(3) Perception +10= WIS(2) + Rank(5) Senses: None; Defense:
-------------------- Defense -------------------- AC 17*, touch 16, flat-footed 16 AC(17)= +3 dex +1 natural armor (iron monk) +2 wis +1 AC bonus at 4th Touch 16 = +3 dex +2 wis +1 AC bonus at 4th hp 50 Fort +5(base4+ability1), Ref +7(base4+ability3), Will +5(base4+ability1) CMB: +6 CMD: 22* *Iron Limb Defense: If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. Offense:
-------------------- Offense -------------------- BAB:+3 Speed 40 ft. Attacks(weapons): Fists: 1d8+3 (BAB3 + STR3) Flurry of Blows +6/+6 Stats/Skills:
-------------------- Statistics -------------------- Str 16, Dex 16, Con 13, Int 10, Wis 14, Cha 10 Base Atk +3; CMB +8; CMD 22* Speed 50ft Feats:crane style, crane wing, Deny Death ,Endurance , dodge, Improved grapple, toughness Traits: -Open Hand and Mind: You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage. -Reactionary: You gain a +2 trait bonus on Initiative checks. Class Skills: Acrobatics +14 = Rank(5) + Dex(3) + Trait(1) + Race(2) Climb +13 = Rank(5) + Str(3) + Race(2) Craft +0 Escape Artist +3 Knowledge (religion) +1 = Int(0) + Race(1) Perception +10 = Rank(5) + Wis(2) Profession +2 Ride +3 Sense Motive +3 Stealth +11 = Rank(5) + Dex(3) Swim +3 Languages Common Vows/Ki-Pool:
Ki-Pool: 12 = Vow(5) + Vow(1) + Wis(2) + 1/2Level(2) + Fav Class 1/4 ki(2) Restriction: The monk taking a vow of poverty must never own more than six possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures. Benefit: A monk with this vow increases his ki pool by 1 ki point for every monk level he possesses. Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). Abilities:
-------------------- Special Abilities -------------------- Monk: Iron Monk (Ex) At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. Bastion Stance (Ex) At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. Iron Limb Defense (Ex) At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. 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)
The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1? A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total. So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20. [Source] When I use the monk class feature, flurry of blows, can I make all of the attacks with just one weapon, or do I have to use two, as implied by the ability functioning similarly to Two-Weapon Fighting? You can make all of your attacks with a single monk weapon. Alternatively, you can replace any number of these attacks with an unarmed strike. This FAQ specifically changes a previous ruling made in the blog concerning this issue. [Source] 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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). 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. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large monk Unarmed Damage. 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. 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.
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
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. Ki strike improves with the character's monk level.
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
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. Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Racial Abilities(human):
Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled. Inventory:
-------------------- Inventory -------------------- Armor/Clothing: -Peasants Outfit 2lb. Other Items: - sack 1/2lb. - Blanket 1lb. - Straw Hat 2lb.? - Ring of Sustenance - Total: 4lb Light: 76 lbs. or less Medium: 77–153 lbs. Heavy: 154–230 lbs. Gold: 10 Backstory:
His story: This young man never knew his parents, for when he was born he was given to the temple of Shelyn North Coran where is was raised. He was taught by the local monks of martial arts where he excelled and loved, it was his favorite form of meditation. When he came of age he decided to take two vows: A vow of poverty and truth. For he may never lie nor own more than six objects. His life in the Northern Mountains of Coran was a lovely one. He enjoyed the mountains greatly. But when he wasn't climbing on rocks, he was studying cranes, where he studied the crane style of martial arts. How he falls into the campaign: He sees the power of the rotten mages, he sees their black souls, he even sees the horrible effects their rule has on caravans. He is searching in every way to help against this horrible unjust, heretical rule. He finds their rule to be unlawful and harsh. For his temple as neighboring homes have stopped receiving food and some are even to the point of starvation. Mong sets out against the rule of the mages for his people, to save them. He has left his temple and joined the growing rebellion in hopes his his family (monks) will eat a good meal. Person he would miss: His sensai of the temple. When in coran he will travel north a ways to his temple to meet with his friends and sensai to tell of his progress.
Personality:
He tends to be very statue like as he will after go long periods without talking, and when he does talk his says very little. In fact he only moves in two situations: When he travels he moves his feet (of course) and when he is fighting. However he is often so fast that you can't see him when he moves, but he moves with purpose and is very strong with his strikes. Though on the outside he seems quite dull and lifeless, on the inside he is quite a happy person, knowing all the things he does for his deity everyday. And the fact he also gets to keep people from stealing caravan goods, despite his non-intimidating prowess. Appearance, weight etc.:
Weight: 168lb Height: 5'6 Hair: Bald Eyes: dark hazel Age: 22 You see a very statue like straight faced bald monk. He is hardly wearing clothing, as if he was homeless. His head is long, as in not round despite his bald head, he has a rigid jaw and dirty callused hands.
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