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About Palakka DEFENSE:
AC 20, touch 18, flat-footed 12 (+5 Dex, +2 natural, +3Wis) hp 61 (3d10)+(3d8)+(1d6)+21 Fort +8, Ref +10, Will +8 OFFENSE:
Speed 40 ft. Melee flurry of blows +8/+8 (1d6+7) (inc. PA) Bite +9 (1d6+10) Heavenly Fire +10 (1d4+0) Special Attacks Flurry of Blows, Redirection, Heavenly Fire (1d4+0, 6/day), Spell-Like Abilities: blink ( DC 18, at will) quickened dimension door (self only) ( at will) Spells:
Known Sorcerer Spells (CL 1st, concentration +3): 1st (4/day) - enlarge person (DC 13) , mage armor (DC 13) 0th (at will) - detect magic , detect poison , prestidigitation (DC 12) , read magic (DC ) STATISTICS:
Base Atk +3 (Flurry +4); CMB +8 (+10 trip); CMD 23 (29 vs. trip) Feats Combat Reflexes, Dimensional Agility, Eschew Materials, Improved Trip, Improved Unarmed Strike, Power Attack, Simple Weapon Proficiency Languages Sylvan, Common Archetypes Flowing Monk, Qinggong Monk, SQ AC Bonus, Blink, Bloodline Arcana, Bonus Feat, Cantrips, Darkvision, Empyreal (Wildblooded Celestial) Bloodline, Low-Light Vision, Redirection, Scent, Favoured Class: Monk, favoured Class Bonus: Skill points 3 magical beast Init +5; Senses Darkvision (60 ft.), Low-Light, Perception +10, Scent, Skills:
Acrobatics +11 (Ranks3, Class+3, Dex+5) Acrobatics (Jump) +15 (Ranks3, Class+3, Dex+5, Race+4) Climb +5 (Ranks0, Str+5) Escape Artist +9 (Ranks1, Class+3, Dex+5) Fly +5 (Ranks0, Dex+5) Heal +5 (Ranks0, Wis+3, Bloodline+2) linguistics +1 (Ranks1, Int0) Perception +13 (Ranks7, Wis+3, Class+3) Ride +5 (ranks0, Dex+5) Sense Motive +7 (Ranks 1, Wis +3, Class+3) Stealth +15 (ranks 7, Dex+5, Class+3) Survival +10 (Ranks3, Wis+3, Class+3, Trait+1) Survival (Follow or identify tracks/Underground) +5 (ranks3 Wis+3, Class+3, Trait +1, underground-5) Survival (Track by scent) +14 (Ranks3, Wis+3, Class+3, Trait+1, Scent+4) Swim +5 (ranks0, Str+5) Possessions None; SPECIAL ABILITIES:
AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load. Blink (Sp) You can use Blink, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action. Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks. Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.) Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Empyreal (Wildblooded Celestial) Bloodline Your heavenly power derives from insight rather than force of personality. Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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. Flowing Dodge (Ex): At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus. Heavenly Fire (Su) You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage. This damage is divine and not subject to energy resistance or immunity. Against good creatures, this ray heals them of 1d4 points of damage. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability 6 times per day. Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. 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 Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Unbalancing Counter (Ex): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.
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