Feiya

Niamhaiofe Cu's page

196 posts. Alias of Oceanshieldwolf.


Full Name

Niamhaoife Cu

Race

Female Human Monk 1 | HP 13/13 | AC 15/T 15/ FF 14 |

Classes/Levels

Fort +4, Ref +5, Will +5 | CMB +2, CMD 16 | Per +6 | Init +2 | Spd 30

Size

Medium - 5'7", 155 lbs.

Age

21

Special Abilities

Flurry of Blows, Unarmed Strike, Stunning Fist

Alignment

Lawful Good

Languages

Common

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 14
Charisma 14

About Niamhaiofe Cu

Quick View Stats for Combat:
Status:
HP: 13/13
AC:15, 15 touch, 14 flat-footed
Saves: Fort: +4, Reflex: +5, Will +5
BAB +0
CMB +2; CMD 16

Initiative: +2 (+2 Dex)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand:

Niamhaiofe's Tale (pending…):

STATS:

Ability Scores
Score (modifier) (point buy - 20 pts) (racial bonus) (level up)
Str : 14 (+2) (2) (+2 Human)
Dex: 14 (+2) (5)
Con: 13 (+1) (3)
Int: 10 (+0) (0)
Wis: 14 (+2) (5)
Cha: 14 (+0) (5)

DEFENSE:

AC: 15, touch 15, flat-footed (+0 armor, + 2 Dex, + 2 Wis, +0 shield, +0 size, +1 Dodge)
HP: 13 (Full first lvl = 8, +1 Con, +1 Favored Class, +3 Toughness)
Fort +4 (2 + 1 +1 ), Ref +5 (2 + 2 + 1), Will +5 (2 + 2 + 1)

OFFENSE:

Initiative: +2 (+2 Dex)
Speed 30 ft.

Base Atk: +0

CMB: +2 (+0 BAB, +2 str) CMD: 16 (10, +0 BAB, +2 str, +2 dex, +2 wis)

Melee:
Open Hand +2, 1d6+2 [+0 BAB, +2 Str] [+2 Str]

Flurry - Open Hand +0/+0, 1d6+2 [+1 BAB, +2 Str, -2 Flurry] [+2 Str]

Ranged: Javelin +2, 1d6 +2 [+0 BAB, +2 Dex] [+2 Str]

Favored Class Bonus Monk: Hit points

Feats:
[5: 1 1st level, 1 Human, 3 Monk]

Monk:

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Human:

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

1st Level:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

{Maybe later if Nee makes it that far}:
Weapon Focus - Unarmed Strike: You gain a +1 bonus on all attack rolls you make using the selected weapon.

SKILLS:

Skills: (5 = 4 ranks x Monk 1, +1 Human)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/Yes, +3/1/+2 = +6 * #
Appraise (Int)/No/xx/+0 = +0
Bluff (Cha)/No/xx/+2 = +2
Climb (Str)/Yes, +3/xx/+2 = +2 *
Craft (tattoo) (Int)/Yes, +3/xx/+0 = +0
Diplomacy (Cha)/No/xx/+2 = +2
Disable Device (Dex)/No/xx/+2 = +2 * #
Disguise (Cha)/No/xx/+2 = +2
Escape Artist (Dex)/Yes, +3/1/+2 = +6 *
Fly (Dex)/No/xx/+2 = +2 *
Handle Animal (Cha)/No/xx/+2 = +2 #
Heal (Wis)/No/xx/+1= +1
Intimidate (Cha)/Yes, +3/xx/+2 = +2
Knowledge (arcana) (Int)/No/xx/+0 = +0 #
Knowledge (dungeoneering) (Int)/No/xx/+0= +0 #
Knowledge (engineering)(Int)/No/xx/+0 = +0 #
Knowledge (history)(Int)/Yes, +3/xx/+0 = +0 #
Knowledge (nature)(Int)/No/xx/+0 = +0 #
Knowledge (planes)(Int)/No/xx/+0 = +0 #
Knowledge (religion)(Int)/Yes, +3/xx/+0 = +0 #
Linguistics (Int)/No/xx/+0 = +0 #
Perception (Wis)/Yes, +3/1/+2 = +6
Perform (Cha) /Yes, +3/xx/+2 = +2
Profession (Int) /Yes, +3/xx/+0 = +0 #
Ride (Dex)/Yes, +3/xx/+2= +2 *
Sense Motive (Wis)/Yes, +3/xx/+2 = +2
Sleight of Hand (Dex)/No/xx/+2= +2 * #
Spellcraft (Int)/No/xx/+0 = +0 #
Stealth (Dex)/Yes, +3/1/+2 = +6 *
Survival (Wis)/No/xx/+2 = +2
Swim (Str)/Yes, +3/1/+2 = +6
Use Magic Device (Cha)/Yes, +3/xx/+2 = +2 #

Languages: Common

CLASS ABILITIES
AC Bonus
Flurry of Blows
Unarmed Strike
Bonus Feat
Stunning Fist

GEAR:

Weapons:
Kama x2 - 1d6 x2. 4 gp, 4 lbs,
Javelins x4 - 1d6 x2 4 gp, 8 lbs.
Daggers x 2 - 1d4 19-20 x2, 4gp, 2 lbs.

12 gp, 14 lbs.

Miscellaneous

Monk outfit, 5 gp, 2 lbs
Bedroll, 1 sp; 5lbs.
Lamp, 1 sp, 1 lb
Backpack, common 2gp, 2lbs.
Caltrops, 1 gp, 2lbs.
10 candles, 1 sp,
Flint and steel, 1 gp
Ink, 8 gp,
3 flasks oil, 3 sp, 3 lbs.
10 sheets paper, 4 gp
4 Belt pouches, 4 gp, 2 lbs,
5 Trail Rations, 2 gp, 5 sp; 5 lbs
Rope silk, 10 gp, 5 lbs,
Sewing needle, 5 sp
Waterskin, 1gp, 4 lbs (2lbs. empty)

39 gp, 7 sp; 41 lbs

Special items
3 Sunrods, 6 gp, 3 lbs.
Tindertwig, 1 gp,
Alchemist’s fire, 20 gp, 1 lb

27 gp, 4 lbs.

Total equipment cost: 78 gp, 7 sp. spent. (of 150 starting funds)
Weapons 8 gp., Armor 0 gp., Magic Misc. 0 gp, Mundane Misc. 5 gp., 2 sp.
Remaining Gold 71 gp, 3 sp
Weight: 49 lbs
Weapons 18 lbs., Armor 0 lbs., Misc. 31 lbs.,

Capacity: light: 58 lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light