Melee Attacks:
+11 Unarmed Attack, 1d8+5 (x2), or
+9 Power attack, 1d8+9 (x2), or
+9 Flurry of Blows, 1d8+ 5 (x2), and +9 Flurry of Blows, 1d8+ 5, (x2), and +4 Flurry of Blows, 1d8+5, or
+7/+7/+2 with Power Attack, 1d8+ 9 (x2).
+11, +1 Cold Iron Sai, 1d6+5, (x2)
Ranged Attacks:
+7 Shuriken, d2 +5, (x2) 10' range
Deft Dodger: +1 to Reflex saves.
Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage.
Languages: Common
Monk Class Abilities:
Spoiler:
*Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
*Armor and Shield Proficiency: Monks are not proficient with any armor or shields. 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.
*AC Bonus (Ex): 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.
*Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
*Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 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. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above.
*Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
*Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion Fast Movement: +20’ movement.
Still Mind:. +2 versus Enchantment spells and effects.
Ki pool (Magic): 6/day unarmed attacks treated as magic, cold iron, and silver to overcome DR. By spending a point, can make extra attack at highest bonus in a flurry, or can enhance speed by 20' for a round, or can gain +4 to AC for one round.
Slow Fall (30'): High Jump: Add Level to acrobatics skill on all Jumps. Can expend 1 ki point to add +20 to jump.
Purity Of Body: Immune to all diseases, including supernatural and magical diseases.
Wholeness of body: can heal hit points equal to level by expending two Ki points.
Gear: 1 silver, plus 2517 gold plus 3211 gold
Spoiler:
Potion of CSW, 750 gold
Amulet of Natural Armor, (+1), 2000 gold
Belt of Giant Strength +2 (4000 gold)
Headband of Inspired Wisdom +2 (4000 gold)
Ring of Protction +1, 2000 gold
+1 Cloak of Resistance, 1000 gold
Wand of Mage Armor (x39), 2 PP
Wand of CLW (x24), 2 PP
Potion of CLW, 1 lb., 50 gp
Potion of Barkskin, 300 gold- used
Potion of Invisibility, 300 gold
Potion of Fly, 750 gold
Potion of Gaseous Form, 750 gold
Oil of Magic Weapon (x2), 100 gold
Oil of Silence, 250 gold
Oil of Align Weapon (x2), 600 gold
Potion of Protection from Evil (x2), 100 gold
Oil of Bless Weapon (x2), 200 gold
Potion of Enlarge Person (x2), 100 gold
Potion of Divine Favor (x2), 100 gold- used one.
Scroll of Restoration, 1700 gold
Wand of Lesser Restoration (x10), 900 gold
+1 cold Iron Sai, 1 lb., 3302 gold
Silver Siangham, 1 lb., 23 gp
Everyday Worn Items:
Cold weather gear, 8 gold
Monk's Outfit, 2 lbs., 5 gp
Holy Symbol of Irori, 1 gp
Backpack, 2lbs., 2 gp
*Waterskin, 4 lbs., 1 gp
*empty sack, .5 lbs., 1 sp
*50' hemp rope, 10 lbs., 1 gp
*Grappling Hook, 4 lbs., 1 gp
*5 days rations, 5 lbs., 2gp 5 sp
*Bedroll, 5 lbs., 1 sp
Signal Whistle 8 sp
Belt Pouch, .5 lbs., 1 gp
*2 tindertwigs, 2 gp
*Flint & Steel, 1 gp
*Fish hook, 1 sp
*20 shuriken hidden on body, in clothes, backpack, pouch, etc., 4 lbs., 4 gp
*Acid Flasks (x2), 2 lbs., 20 gp
*Alchemist's Fire, 1 lb., 20 gp
PFS Number, XP, Scenarios, Boons:
Spoiler:
12445-12 (Core)
XP 19
Prestige: 4/37 (spent two on wand of CLW, and 2 more on a wand of Mage Armor, spent four on visit to plane of Elysium for Celestial Traveler boon, spent the rest on recovering body and levels from Boneke3p level 2)
Boons:
Explore, Report, and Cooperate;
Prized Find;
Friend of Chelish Embassy- when in Egorian, can receive one free Divination spell from a cleric of Asmodeous;
Pathfinder Excellence (Combat): before making an attack roll, may roll twice and take the better result. If the attack is against an Apsis member or a direct employee of the Consortium, the crit range of the attack doubles. This does not stack with the Improved Critical feat. This boon can be used twice and is then marked off the sheet;
Pathfinder Excellence (Resilience): swift action to gain d8 plus twice character level in temporary hit points that last for ten minutes. Does not stack with other temporary hit points. If has at least one temporary hit point remaining, you have DR 2/- against Apsis or their direct employees. Alternatively, as a standard action, you can heal 1d2 points of ability damage. This boon can be used twice before being marked off the sheet..
Inner Struggle: when you fail a mind affecting compulsion saving throw, you can use this book and cross it off your sheet, to be stunned for a round and then retry the saving throw.
Mercy's Blessing: can cross this boon off your sheet and reroll a saving throw versus disease or poison, and take the better result.
Nira's Gratitude: can cross this boon off your sheet, and reroll a Knowledge, Perception, or Sense Motive check with Nira's bonus (6 + character level, instead)
Combat boon (Year of the Shadow Lodge): as an immediate action, you can reroll a single attack before success is announced. After doing so, this boon must be marked off.
[i]Azlanti Wonders: . When adventuring in a site that predates Earthfall, you can cross this boon off your sheet and gain a +1 insight bonus to any two of these for the entire scenario. AC, saves, attacks, or skill rolls.
Champion of Time:. Can start a brand new character with a bonus trait (3 instead of 2). Councilor of Time Caretaker, Charming, or Ease of Faith.
Timelost Chronicler: you gain a +1 to Knowledge History checks. Once per scenario, you can gain a +1 morale bonus to a single d20 roll, before the roll is made.
You owe Grandmaster Torch a Favor Celestial Traveler: Boon won at Gameday VII 2018 PBP. Spent 4 PP and journeyed to Elysium. Selected Planar Conduit:allowing Pau to qualify for Planar Infusion, Improved Planar Infusion, and Greater Planar Infusion feats for the plane of Elysium as if they appeared on the additional resources page.
Celestial Lycanthropy: one time you can check off this boon to gain resistance 5 to acid, cold, and electricity for one hour. This boon will provide benefits in a future scenario.
Grobaras’s Gloryhounding: you own a ribbon and a commemorative certificate from Magnimar, both of which falsely claim that the Lord Mayor Grobraras hired you to assist the city.
Werewolf’s Resilience: You can check the box in front of this boon (one time only) and gain DR5/silver for a number of rounds equal to your character level. When you activate this boon, you also can activate the Celestial Lycanthropy boon.
Mendevian Commendation: +1 on Charisma skill and ability based checks versus crusaders of Mendev.
Combat Boon from Blood Under Absalom: as an immediate action, you may reroll an attack throw before success is known. The second roll must be used. This boon can be used twice before it is crossed off the sheet.
Nexus Crystal from Bonekeep: any time you take negative energy damage, you take 10 less
Of damage after any saving throw is applied. There might be other powers but they are unknown at this time.
Scenarios: 1. the Confirmation;
2. 00-01 Silent Tide,
3. 0-02 Hydra's Fang Incident;
4. 06-97 Siege of the Serpents;
5. 7-10 Between the Lines:
6. 7-12 The Twisted Circle.
7. Year of the Shadow Lodge Special:
8. 7-00 The Sky Key Solution.
9. 04 Frozen Fingers of Midnight.
10. 4-01 Rise of the Goblin Guild. (1 xp, 2 PP, 1904 gold)
11. 14. The Many Fortunes Of Grandmaster Torch (1 xp, 2PP, 992 gold)
12. 05-12 Destiny of Sands, Part One: A Bitter Bargain (1 xp, 2 PP, 1183 gold)
13. 10-05 Mysteries Under moonlight Part 1: Testament of Souls (1 xp, 1 PP, 2307 gold)
14. 10-07 Mysteries Under Moonlight Part II: the Howling Dance (1 xp, 2 PP, 3284 gold)
15. 06-15 The Overflow Archives (1 xp, 2 PP, 1847 gold)
16. 05-02 The Wardstone Patrol (1 xp, 2 PP, 2248 gold)
17. Blood Under Absalom (1 xp, 2 PP, 2380 gold)
18. Ruins of Bonekeep level one : The Silent Grave (1 xp, 2 PP, 3248 gold)
19. Ruins of Bonekeep level two: Maze of the Mind Slave (1 xp, 2 PP, 3211 gold)