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About Seiko TanakaFemale Half-Elf
Init: +14 (+11 Dex, +2 Trait, +1 Insight (cracked dusty rose prism))
Saving throws breakdown:
Fort: +10(base) +5(Con) +5(Cloak, resistance) +1(ioun stone, competence) +2(Lisalla tattoo, profane) Ref: +13(base) +11(Dex) +5(Cloak, resistance) +1(ioun stone, competence) Will: +6(base) +5(Wis) +5(Cloak, resistance) +1(ioun stone, competence) +2(Iron Will) +1(Scarlet and Blue sphere ioun stone + wayfinder) HP: 208
AC: 45 (10 +11 Dex +1 Dodge +5 Deflection +9 Monk +1 Insight +8 Armor)
CMD: 53 (10 +16 BAB +0 Str +11 Dex +1 Dodge +5 Deflection +9 Monk +1 Insight)
Attack bonuses:
General bonuses: +11(Dex) +16(BAB) +1(Ioun stone, competence) -5(piranha strike) +1(haste) Unarmed Strike: +1 (Weapon focus) +4(greater magic weapon) Debilitating injury: +4 Flanking: +2 Fight defensively: -4 Damage:
[Unarmed]: 2d8+11(Dex)+4(enh.) [Vs creatures with the demon subtype]: +1 [Piranha strike]: +10 [Sap Adept]: +1 per nonlethal sneak attack die (can crit) [Dirty fighting]: +1 when flanking [Sneak attack]: +4d6 always, +7d6 during flurry of blows [Holy AoMF vs Evil]: +2d6 [Fey Form I]: 2d8 -> 2d6(size), +1(Dex) [Bone Fist]: +2 Feats:
Snake fang (lvl 1, but retrained at lvl 11) Skill focus (sense motive) (half-elf 1) Stunning fist (monk 1, DC 24, 15/day) Dodge (monk 1) Improved Unarmed Strike (monk 1) Weapon Finesse (UnRogue 1) Snake Style (lvl 3) Weapon focus (Unarmed Strike) (UnRogue 4 Weapon training talent) Accomplished Sneak Attacker (lvl 5) Combat reflexes (UnRogue combat trick) (was slow reactions but retrained) Press to the Wall (lvl 7, retrain at lvl 9, again at lvl 18) -- можно ретрейнить Step up (lvl 9, was Combat Expertise, retrained to Step Up at lvl 18) Snake Sidewind (lvl 11) Sap adept (lvl 13) Piranha Strike (lvl 15) Iron Will (lvl 17) Sanctum of the Serpent God:
:
XP 46.5 + 3 = 49.5 Prestige 43 + 4 - (15-8) = 40 (8 less because of a boon) Fame 96 + 4 = 100 Gold 10018 + 120000 - 2550 = 127468 Bought: Retrain Combat Expertise -> Step Up, 5PP, 850g
Moonscar:
XP 49.5 + 3 = 52.5 Prestige 40 + 4 - 10 = 34 Fame 100+4 = 104 127468 + 95000 -221690 -759 = 38 -137500 Manual of Quickness of Action +5
-4PP for 2 scrolls with 2x GMW each
размышления:
Варианты, на что ретрейнить два фита: agile maneuvers!!, iron will!!, improved grapple, dirty fighting, Cartwheel Dodge, Improved Iron Will, Defiant Luck, Slow reactions, Improved Critical, anatomical savant, Lunge, надо дальше смотреть runelord 49.5 exp serpent 17, 3/6 1) moonscar 18, 0 сценарии 18, 4/6 normal 2) moonscar 18, 3/6 сценарии 18, 5/6 slow 10000+120000+95000 225K book +5 dex 137500 87500 left 62000 cube of force 25500 left +1 dominant fan 18300 7200 left sell Crimson Sphere stone +12k buy Scarlet and blue sphere -8k 11200 left - for scrolls dex +8 -> +11 Fast Movement (+40 enhancement bonus):
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed. Flurry of blows (+2 attacks with full BAB):
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). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. Stunning fist(15/day, DC 24, [stunned for 1 round/fatigued for 1 minute/sickened for 1 minute/staggered for 1d6+1 rounds, entangled and exhausted for 1 round afterwards, can spend 1 ki as part of attack to make last Wis_Mod rounds):
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.
Unarmed Strike 2d8 (lvl 12 + 5(Monk's Robe)):
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. 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.
Evasion:
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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. 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. Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Ki Pool(11 points + 2 in ring + Wand):
At 3rd 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 3rd 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. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. 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. Barkskin (SL): 1ki, +5 enh. bonus to natural AC, 120 minutes
Still Mind (Ex):
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Style Strike (Ex):
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. Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike. 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.
Sneak Attack (4d6 UnRogue, any concealment; 3d6 UnMonk, only during flurry of blows, blocked by concealment):
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. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding (Ex) (+3 bonus):
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) (unarmed strike):
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 (such as rapiers or daggers). 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. Danger Sense (Ex) (+2):
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). Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Rogue's Edge (Sense Motive):
5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC. 10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check. 15 Ranks: You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target’s attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute.
Eldritch Conduit (Rogue Talent):
Survival in the Mana Wastes between the nations of Nex and Geb can depend heavily on locating sufficient magical equipment, which sometimes involves stealing power from a wand or scroll to power a more necessary one. As a full-round action, a rogue with this talent can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The rogue chooses to gain the magical effect of one, but calculates its effects using the caster level of the other. The rogue must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows him to do so, but makes only one skill check to operate both items. Major Equipment:
+5 Cloak of resistance: +5 resistance bonus on saving throws Headband of inspired wisdom +6: +6 enhancement bonus to Wisdom. Dusty Rose Prism Ioun Stone: +1 Insight bonus to AC. Resonance: +1 Insight bonus to CMB. Belt of physical might +6: +6 enh. bonus to Dex, Con Ring of Protection +5: +5 deflection bonus to AC Holy Amulet of Mighty Fists: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded. Ghost Touch Amulet of Mighty Fists A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal. Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Cracked Pale Green Prism Ioun Stone (attack rolls): +1 competence bonus on attack rolls
Eyes of the Eagle: +5 competence bonus on Perception Monk's robe: If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. 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. Cracked dusty rose prism: +1 Insight bonus to Initiative Four-leaf clover: This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. Circlet of Persuasion: This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks. Gloves of first aid (CL 9): These fingerless gloves of white cloth have a sapphire decorating the base of each exposed finger, numbering 10 in all.
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.
Scarlet and Blue Sphere Ioun Stone (Perception, Ancient Azlanti): This stone grants the wearer a +2 enhancement bonus to Intelligence. This stone has one skill associated with it, as a +2 headband of vast intelligence. Book, Manual of Quickness of Action +5 : +5 inherent bonus to dexterity Cube of Force : It's complicated. Go to Description. Boons:
Prized find: If you earn 0 prestige due to failing success condition, gain 1 instead and cross off the boon Infiltrator: Before rolling a Stealth check choose 1 ally who rolls it for the same reason. You and the ally can use the better of the two results, after taking all the bonuses and penalties in account. Cross it off the Chronicle sheet after using. Ragdya's blessing: cross the boon off the sheet to get climb speed 20ft. for 1d4 rounds. For 1 round after the boon expires, if you would fall due to failing a climb check, you fall slowly as if affected by feater fall (CL 1) so long as you remain adjacent to a wall or other structure. Banish the hag: cross of to get: +4 on a save vs a curse or witch's hex or to get +4 on CL check to remove a curse from you. Leshy token: give a token to a plant to get +5 on diplomacy vs plant creatures. +10 if given to a leshy Budding friendship: If you earn 0 prestige in a scenario with at least 1 encounter in Absalom, gain 1 instead and cross off the boon. Liberty Never Rests: Cross off to get advantage on initiative check. Gift of the Ghaele: Cross off and cast as SLA: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration Worthy foe: Check box as a swift action to get +2 attack, damage, AC vs magical beasts and humanoids with the orc subtype until the beginning of your next turn. Mendevian Commendation: +1 in Charisma based checks to influence mendevian crusaders Experience with Dark Dreams: Cross off before the check to get +4 vs a spell with mind-affecting and evil descriptors OR to get +4 vs a mind-affecting ability of an outsider with evil subtype OR to avoid being fatigued because of nightmare Aquel's Favor: cross of to get an effect with a radius of 20 feet for 1 round per caster level: +4 defl to AC, +4 resistance to saves vs evil creatures, otherwise it acts as magic circle against evil Giant killer: +1 AC vs fire giants, +2 to confirm crits vs fire giants Alchemist Ally: 3 uses: [Craft (alchemy) +20 / Knowledge (arcana) +18 / UMD +15 / Bomb +15 6d6+4 fire, 10 AOE, DC 19 Ref half)] Clockwork Spy: You get a clockwork spy but must have Bestiary 3, which I don't have Hero of Multhok: 5 boxes, 1 box to get +5 on Knowledge(local) or Diplomacy to gather information. Can reduce the cost of body recovery for 1 PP per box Survivor of the Wastes: single use, free action. Get +4 to touch AC for 1 minute, can end as immediate action to deflect a projectile as if you had Deflect Arrows or Missile Shield feats. Dominant Weapon: Can get a dominant weapon, enchantment costs +2. Item Recharge: Can recharge a single magic item like it was in Runelords Anniversary Edition page 271 Lunar Liberator: When you would spend prestige points, you can reduce the final cost of the purchase by 8PP Skills:
Acrobatics +32: +18 ranks +11 Dex +3 class Appraise 1: 1 Int Bluff +8: +1 rank +1 Cha +3 class +3 (circlet, competence) Climb +0: +0 Str Diplomacy +12: +5 ranks +1 Cha +3 class +3 (circlet, competence) +4 when dealing with members of Pathfinder Society of your level or lower when you mention the Master of Blades Saved boon Disable Device* +32: +16 ranks +11 Dex +3 class +2 trapfinding +2 mwk tools Disguise +4: +1 Cha +3 (circlet, competence) Escape Artist +15: +1 rank +11 Dex +3 class Fly +29: +11 Dex +18 ranks Handle Animal +4: +1 Cha +3 (circlet, competence) Heal +5: +5 Wis Intimidate +4: +1 Cha +3 (circlet, competence) +2 in Riddleport +4 when dealing with members of Pathfinder Society of your level or lower when you mention the Master of Blades Saved boon Knowledges Knowledge (Arcana) +1: +1 Int +2 in Riddleport when you consult Gurukaza before making the check Knowledge (Dungeoneering) +5: 1 rank +1 Int +3 class Knowledge (Engineering) +1: +1 Int Knowledge (Geography) +1: +1 Int Knowledge (History) +5: +1 rank +1 Int +3 class +1 about Azlant Knowledge (Local) +5: +1 rank +1 Int +3 class Knowledge (Nature) +1: +1 Int Knowledge (Nobility) +1: +1 Int Knowledge (Planes) +1: +1 Int Knowledge (Religion) +5: +1 rank +1 Int +3 class +2 about Lisalla and her cult Linguistics +5: +1 rank +1 Int +3 class +2 to interpret azlanti writing +2 in Riddleport when you consult Gurukaza before making the check Perception +28: +15 ranks +5 Wis +3 class +5 Eyes of the Eagle Profession(Geisha) +5: +1 rank +5 Wis +3 class Ride +11: +11 Dex Sense Motive +43: +18 rank +5 Wis +3 class +6 skill focus +6 skillchip +2 snake style +1 Wary trait +2 competence (ioun stone) Sleight of Hand* +11: +11 Dex Spellcraft +1: +1 Int Stealth +15: +1 rank +11 Dex +3 class Survival +5: +5 Wis Swim +0 : 0 Str UMD 22: +1 Cha +15 ranks +3 class +3 (circlet, competence) |