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About Nicoleta RadacanBasics:
Monk (unchained) 16 LN Medium humanoid (dhampir) Init +5; Senses darkvision 60 ft., low-light vision; Perception +25 Defense:
AC 29, touch 27, flat-footed 23 (+2 bracers of armor, +5 Dex, +1 Dodge, +4 Wis, +5 Monk, +2 ring, +4 barkskin) HP 148 (16d10+49) Fort +16 (+10 base, +3 Con, +3 cloak), Ref +18 (+10 base, +5 Dex, +3 cloak), Will +14 (+5 base, +4 Wis, +3 cloak, +2 iron will) +2 vs. mind-affecting effects +2 vs enchantment spells and effects. +4 luck bonus vs. mind-affecting effects (Thrallkeeper's Mark) immune to all diseases DR 5/Piercing
Offense:
Speed 80 ft. Melee +1 Unarmed Strike +25/+25/+25/+20/+15/+10 (2d10+9, 19-20/x2) B Special Attack Stun/Fatigue/sickened/staggered (17/day, DC 22) Statistics:
Str 22 (+6), Dex 20 (+5), Con 17 (+3), Int 10 (+0), Wis 18 (+4), Cha 10 (+0) Base Atk +16; CMB +22; CMD 48 / 42 FF Languages Common CMB +22; CMD 48/42 FF
Feats:
Level 1 Weapon Proficiencies
Armor Proficiencies
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. Power Attack World is Square - -4/+8
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Deadly Aim World is Square - -4/+8
Combat Expertise World is Square - -5/+10
Agile Maneuvers World is Square
Dodge
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Antagonize
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect. Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day. Stunning Fist DC 21
Unarmed Combatant
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Level 2 Combat Reflexes
Level 3 Deft Maneuvers World is Square This counts as Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip. It grants all the benefits of those feats. * You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you. * You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. * You can make a Bluff check to feint in combat as a move action. * You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you. * You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you. * You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Level 5 Weapon Focus: (monk weapons)
Level 6 Deflect Arrows
Level 7 Greater Trip - GM Allowed
Level 9 Vicious Stomp
Level 10 Improved Critical Unarmed
Level 11 Intimidating Prowess
Level 13 Pummeling Style
Level 14 Medusa's Wrath
Level 15 Iron Will
Traits:
Final Embrace You gain a +2 trait bonus on grapple combat maneuver checks to pin an opponent. Love Lost: All Alone
Dhampir Abilities:
Undead Resistance:
Resist Level Drain (Ex):
Manipulative:
Spell-Like Ability (Su): (3/day, CL 1st; concentration +2)
Darkvision:
Low-light vision:
Light Sensitivity:
Negative Energy Affinity:
Campaign Abilities:
Thrallkeeper's Mark Right Hand A character gains the ability to use dismissal once per day as a spell-like ability. This spell-like ability functions at a caster level equal to the user’s total Hit Dice, and the save DC for dismissal is equal to 15 + the user’s Charisma modifier. The Thrallkeeper’s Mark also grants a +4 luck bonus on all saving throws against mind-affecting effects. The Thrallkeeper’s Mark lasts for only 1 week before its magic fades, and a character can receive the mark only once per year. Infused Soul
Benefits from the Harrow Deck of Many Things: The Rakshasa
The Empty Throne
The Dance
The Survivor
Monk Abilities:
AC Bonus (Ex) +4 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. Bonus Feat: Dodge Flurry of Blows (Ex)
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 (Ex) 17/day
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: 1d6
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. Level 2 Evasion
Bonus Feat: Combat Reflexes Level 3 Ki Pool: 12 points
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 Strike
Fast Movement: +10'
Level 4 Ability Increase: +1 Strength Unarmed Strike: 1d8
Still Mind
Ki Power: Slow Fall (Su)
Special Attack: Fatigue
Level 5 Purity of Body
Style Strike: Leg Sweep
Level 6 Bonus Feat: Deflect Arrows Fast Movement: +20'
Ki Power: Wholeness of Body (Su)
Level 7 Ki Strike
Level 8 Ability Increase: +1 Strength Unarmed Strike: 1d10 Special Attack: Sicken
AC Bonus (Ex) +5
Ki Power: Qinggong Power: Barkskin (+4)
Level 9 Style Strike: Flying Kick
Improved Evasion
Fast Movement: +30'
Level 10 Ki Strike
Bonus Feat: Improved Critical Ki Power: Abundant Step (Su)
Level 11 Flurry of Blows (Ex) +1 additional attack Level 12 Special Attack: Staggered
Ki Power: Elemental Fury - Electricity (Su)
Level 13 Tongue of the Sun and Moon (Ex)
Style Strike: Throat Crush
Level 14 Bonus Feat: Medusa's Wrath Ki Power: Insightful Wisdom (SU)
Level 15 Style Strike: 2/round Fast Movement: +50'
Level 16 Ki Strike
Ki Power: Diamond Soul (Ex)
Skills:
-------------------- Adventure Skills -------------------- Total Skill Ranks: 80 (64 monk {4/lvl}, +16 favored class) Acrobatics +24 (16 ranks, +5 Dex, +3 class skill)
--------------------
Total Skill Ranks: 32 Appraise +0
Gear:
Carrying 4 lbs / 0-58 (light load) [head]
Artisan's outfit
Belt pouch (0.5 lb, 1 gp)
Goals/Story Hooks:
Nicoleta lives every day denying and restraining certain aspects of herself. Because of this, she's decided that anything else is fair game and she'll take joy in it. Currently she simply wishes to find out who killed her mother and Gaedren Lamm holds a key to that puzzle. Nestled way back in the corners of her mind is a burning desire to find her father and ask him, "Why?". However, she's also keenly aware that without a clue dropped into her lap, the chances of that happening are non-existent. She hates being trapped between two worlds. If the opportunity was given her, it's hard to say whether she would refuse the chance to fully embrace her father's world. She'd probably say no, but at the very least it would be pretty angsty. :)
Combat Macros:
[dice=Leg Sweep Attack]1d20+25[/dice]
[ooc][i]if leg sweep hits ...[/i][/ooc]
[ooc][i]if trip is successful ...[/i][/ooc]
[dice=Unarmed Attack]1d20+25[/dice] [ooc][i]staggering fist[/i][/ooc]
[ooc][i]if staggered ...[/i][/ooc]
[dice=Throat Punch Attack]1d20+25[/dice]
[dice=Unarmed Attack]1d20+20[/dice]
[dice=Unarmed Attack]1d20+15[/dice]
[dice=Unarmed Attack]1d20+10[/dice]
or
Background:
Nicoleta's mother, Nadia, was everything bad that people assume about Varisian women. She was a thief and a con artist with loose morals. She was never able to identify which of the plethora of men she had slept with was a vampire, but when Nicoleta was born her father's heritage was readily apparent.
Despite her paternal origins, Nicoleta felt no untoward urgings as a child. She spent most of her time learning the skills of 'fortune telling' from her mother, the remainder running wild in the streets of Korvosa. Once puberty arrived, Nicoleta's life changed. Thirsts and desires threatened to overwhelm her. After her third arrest by the city guard, Nadia turned to a neighbor of hers, a defrocked monk that periodically availed himself of her services. It took a great amount of effort - and traded services - but the lessons finally seemed to have an effect. With her urges under a semblance of control, Nicoleta began spending more time on her own, finding her own pigeons to fleece with her cards and vague predictions. Two weeks ago, her mother didn't show up for their weekly lunch. The next day, Nicoleta was approached by the city guard to identify her mother's body. After a week of digging, she's left with the name Gaedren Lamm. Personality:
The varisian woman leans languidly against the bar, chatting with an attractive dark-skinned woman next to her. "Yeah, I know. Mama's varisian so that's where I got my good looks." she says. "Daddy was ... well let's just say that Daddy liked the night life, kind of a dick really. He's not in the picture any more." She leans closer to hear something the woman says. "Yeah, I did get some things from him. Although Mama says I'm not supposed to tell people about that. She says they'll freak out or some s*~! like that." She finishes off her glass and gestures for the bartender to get her another. "But you look like you can keep a secret. See, that's why Mama keeps me working on meditation and calming mantras. Discipline s~@*. Says I'm supposed to 'Cage the Beast'. I don't know, I think it helps." She takes a drink of her refilled glass. "I mean, for example," she says as she gestures to the man next to her, "This d&!+~** here has got his hand on my ass like I'm not supposed to notice or something. Do you see me busting a bottle over his head? No. I'm being nice and calm." She turns her head partially to the man. "Hey, a&@!~#%, hands off the goods," she says. She then turns her attention back to the woman. "See? Nice and calm." Her eyes roll up in disgust. "Really? Copping a feel is one thing, but that's going a little ... " She sets her drink on the bar and reaches back with one hand. A cry of pain issues from her handsy neighbor as she turns to face him. She's holding his hand twisted back against his forearm. With a shove, she pushes him back towards a nearby table where he stumbles to the ground. "Didn't your mother teach you anything about manners? No means no. Go find someone that's interested." She turns back to her drink and her friend with a smile. "Calm and civil, right?" Her conversational companion's eyes widen and she points behind the woman. "Yeah, I kinda figured that. Why don't you grab a table. Some people don't know how to take a hint." She turns just in time to see her assailant attempting to grab her by the neck. She deflects his hand with her forearm and brings her knee up into the man's jewels. As soon as he doubles over, she grabs his head with both hands and brings her other knee up into his nose. He falls to the floor groaning. It doesn't appear that he was drinking alone, however, as two other men rise from their chairs at a nearby table. Their faces telegraph their intentions clearly. "Hey love, order me a drink while you wait. This might take a little longer then I thought."
Appearance:
Nicoleta stands tall and lean at 5'10" and 140 lbs. She moves as if she knows you're watching her and she's putting on a show just for you. Her dusky olive skin is flawless and has an unearthly quality to it. She never lets her chestnut colored hair get long enough to touch her shoulders. Her large brown eyes contain flecks of green that become more prominent when she's angry. Her normal garb is a red and yellow varisian dress and a wide brimmed hat for shade. The dress is open on both sides up to her belt to allow for freedom of movement. The low neck in the back of the dress partially reveals that her back is covered with a large tattoo of a butterfly. |