Classes/Levels |
Monk 5 |
Occupation |
The Ripe Stuff team leader - Napfinder #36653.2 |
About Mu Ping
Mu Ping
Male human (tian-shu) monk 4
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 untyped)
hp 35 (4d8+12)
Fort +6, Ref +6, Will +7; +2 bonus vs. enchantment spells and effects
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee mwk sansetsukon +7 (1d10+4/19-20) and
unarmed strike +6 (1d8+3)
Ranged cold iron shuriken +5 (1d2+3) and
cold iron shuriken +5 (1d2+3) and
mwk sling +6 (1d4+3)
Special Attacks flurry of blows, ki flurry, ki speed, ki strike, magic, stunning fist (4/day, DC 15)
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Statistics
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Str 16, Dex 14, Con 14, Int 9, Wis 17, Cha 7
Base Atk +3; CMB +7; CMD 23
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Stunning Fist
Traits dangerously curious, weapon style
Skills Acrobatics +9, Escape Artist +8, Profession (cook) +7, Survival +5, Use Magic Device +6; Racial Modifiers +2 Survival
Languages Common, Tien
SQ fast movement, heart of the wilderness, ki defense, ki pool, maneuver training, slow fall, stunning fist (stun), unarmed strike
Combat Gear cold iron sling bullets (40), cold iron sling bullets (10), oil of magic weapon (2), potion of cure light wounds (2), potion of mage armor (2), potion of magic fang (2), potion hide undead, potion breath water, potion of protection from evil (2), wand of cure light wounds, wand of mage armor (50 charges), alchemical grease, alchemist's fire, caltrops (5), weapon blanch (silver) (2); Other Gear cold iron shuriken (40), cold iron shuriken (10), mwk sansetsukon, mwk sling, backpack, basket, bullseye lantern, cleats, cold weather outfit, furs, hooded lantern, pole, signal whistle, silk rope (50 ft.), snowshoes, swarmsuit, Vermin Repelant (2), trail rations (3), waterskin, spent in-game (worth 555 gp), 5,017 gp, 9 sp, 5 cp
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TRACKED RESOURCES
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Alchemical grease - 0/1
Alchemist's fire - 0/1
Cold Iron shuriken - 4/40
Cold Iron shuriken - 0/10
Cold Iron sling bullets - 7/40
Cold Iron sling bullets - 0/10
Ki Pool (Su) - 0/5
Oil of magic weapon - 0/2
Panther Style (3/round) - 0/3
Potion of cure light wounds - 0/2
Potion of mage armor - 0/2
Potion of magic fang - 0/2
Potion of protection from evil - 0/2
Stunning Fist (4/day, DC 15) - 0/4
Trail rations - 0/3
Wand of cure light wounds - 0/50
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Special Abilities
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Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (3/round) Retaliate against opponents that take attacks of opportunity against you
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snowshoes -50% walking penalty for heavy snow.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) Can apply different conditions when using stunning fist feat.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
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[i][/i]
[ooc][/ooc]
[dice=]1d20+[/dice]
[dice=Panther Parry premptive retaliatory strike]1d20+5[/dice] @[dice]1d6+3[/dice]
[dice=Unarmed]1d20+5[/dice] @[dice]1d6+3[/dice]
[dice=Unarmed Flurry 1 of 2]1d20+4[/dice] @[dice]1d6+3[/dice]
[dice=Unarmed Flurry 2 of 2]1d20+4[/dice] @[dice]1d6+3[/dice]
[dice=Sansetsukon]1d20+6[/dice] @[dice]1d10+4[/dice]
[dice=Sansetsukon Flurry 1 of 2]1d20+5[/dice] @[dice]1d10+4[/dice]
[dice=Sansetsukon Flurry 2 of 2]1d20+5[/dice] @[dice]1d10+4[/dice]
[dice=Cold Iron Shuriken]1d20+4[/dice] @[dice]1d2+3[/dice]
[dice=Cold Iron Shuriken Flurry 1 of 2]1d20+3[/dice] @[dice]1d2+3[/dice]
[dice=Cold Iron Shuriken Flurry 2 of 2]1d20+3[/dice] @[dice]1d2+3[/dice]
[dice=Masterwork Sling, 50']1d20+5[/dice]@[dice]1d4+3[/dice]