Miengu

Rίver's page

147 posts. Alias of Nikolaus de'Shade.


Race

HP: 103/103 (0NL) | AC:29 FF:19 T:28 | F:+9 R:+10 W+6 | Init +4 | SM +12, Ac/EsAr/Sth +16, Di +19, P(Dance) +18|

Classes/Levels

| Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +14/+9, 5d6+8 | Active conditions:

About Rίver

River
Female Naiad Water-Dancer 9
NG Medium Fey (Water)

Init +4 (+4 Dex)
Senses: Perception +0, Low-light vision, Darkvision (60ft).

DEFENSE
AC 29, touch 28, flat-footed 19 (+4 dex, +6 dodge, +6 cha, +1 natural armor, +2 monk)

HP 103/103 [(10+[8x6] + 9x(3con+1FCB+1tough)]

Fort +9 (6 base, +3 Con)
Ref +10 (6 base, +4 Dex)
Will +6 (3 base, +0 Wis, +1 trait, +2 feat)

OFFENSE
Unarmed Strike +8/+3, d8-1, x2.
Kinetic Blast +14/+9, 5d6+8, x2. 30ft.

Spd 60 ft, Swim 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +9/+4 (+9 Un Monk)
CMB 8 (9 BAB, -1 Str)
CMD 30 (10, 9 BAB, 4 Dex, +6 Cha, -1 Str, +2 monk)

STATISTICS
Str 8 (-1) (10 base, -2 racial)
Dex 18 (+4) (16 base, +2 racial)
Con 16 (+3) (14 base, +2 enhancement)
Int 10 (+0)
Wis 10 (+0)
Cha 22 (+6) (14 base, +2 racial, +1 lvl 4/8, +4 enhancement)

FEATS
Point Blank Shot [Level 1]: You gain a +1 bonus to hit and damage rolls against targets within 30ft.
Precise Shot [Level 3]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Focus KB [Level 5]: You get +1 to hit with the selected weapon.
Toughness [Level 7]: You gain 3 hit points. For every hit dice above 3 you have you gain an additional hit point.
Iron Will [Level 9]: You gain a +2 bonus to your will save.

TRAITS
Honeyed Tongue [Regional]: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.
Indomitable Faith [Faith]: You gain a +1 trait bonus on Will saving throws.

SKILLS
Acro +16 (9 ranks, +4 Dex, +3 class)
Diplomacy +19 (9 ranks, +6 Cha, +3 class, +1 trait)
Escape Artist +16 (9 ranks, +4 Dex, +3 class)
Perform (Dancer) +18 (9 ranks, +6 Cha, +3 class)
Sense Motive +12 (9 ranks, +0 Wis, +3 class)
Stealth +16 (9 ranks, +4 Dex, +3 class)

Total Points: 45 [9x(4 Monk+1 campaign) + bonus skill (SM)]
AC penalty is 0

LANGUAGES
Common, Sylvan.

EQUIPMENT
Amulet of Natural Armor +1 (2,000)
Belt of Con +2 (4,000)
Headband of Charisma +4 (16,000)
1000 gold 0 silver 0 copper

SPECIAL ABILITIES
Fey Nature: Naiads have a +2 racial bonus on Handle Animal and Knowledge (nature) checks.
Inspiration: A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast a status spell on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond: A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom Charisma 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.
Elemental Focus (Water): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
This replaces flurry of blows, stunning fist, and quivering palm.

Kinetic Blast:
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Nereid’s Grace: When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
This replaces the bonus feat the monk normally gains at 1st level.
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 water dancer treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level).
Burn: At 2nd level, a water dancer gains the burn class feature of the kineticist class. This replaces evasion.
Burn Full Rules:
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Wild Talents: At 2nd level and every 4 levels thereafter, a water dancer selects a new utility wild talent from the list of options available to the kineticist class, treating his monk level – 2 (minimum 1) as his kineticist level for the purpose of fulfilling prerequisites as well as for level-dependent effects of the utility talent. He can select only universal wild talents or those that match his element. At 6th, 10th, and 16th levels, he can replace one of his utility wild talents with another wild talent of the same level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.
This replaces the bonus feats at 2nd, 6th, 10th, 14th, and 18th levels.
Wild Talents:
Kinetic Healer [Level 2]: With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.
Cold Adaptation [Level 6]: You are constantly protected by endure elements against cold temperatures only. You gain an amount of cold resistance equal to twice your current amount of burn.
Kinetic Restoration [Level 10]: {1 burn} You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution).
This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued.
If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action.

Fast Movement: 30ft. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool: At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Water Dance: At 4th level, a water dancer can move across any liquid surface as though it were solid ground up to a maximum distance of 20 feet before falling through the liquid’s surface as normal. This distance increases by 10 feet at 6th level and every 2 levels thereafter, to a maximum of 90 feet at 18th level. Additionally, at 10th level the water dancer can even move vertically up water surfaces (such as a flowing waterfall) as though under the effects of spider climb. If he runs out of movement before reaching a solid surface when climbing a vertical water source, he immediately falls.
This replaces the ki power gained at 4th level.
Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Powers: At 4th level and every 2 levels thereafter, a monk can select one ki power. Once a ki power is selected, it cannot be changed.
Unless otherwise noted, a monk cannot select an individual ki power more than once.
Ki Powers:
Ki Metabolism [6]: A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Insightful Wisdom [8]: A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike: At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
Style Strikes:
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.

Metakinesis: At 9th level, a water dancer gains the ability to alter his kinetic blasts as the kineticist’s metakinesis (empower) class feature. This replaces improved evasion. [1 burn to add 50% damage to KB]
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BACKGROUND

Now that she’s alive again,

She woke up surrounded by ice, the cool embrace of water cradling her body inside the hard shell. She feels safe, protected in the calm and the quiet. No more screaming, no more songs, no more laughter from high above.

Why would there be laughter?

She doesn’t know why, but there was. High, cold laughter coming from above, from afar, from right next to her. From so many places all at once. It wasn’t nice, the laughter, it wasn’t kind. Better to stay here, in the ice, where it’s quiet and safe.

Now that she’s alive again, does she remember…

Remember what? There are some things, fragments, flashes of images, of feelings. Joy. Utter, unbounded joy and a glorious sense of freedom so that nothing mattered – not time, not elen, not even light. Why not light? That doesn’t make sense – there was light. So much of it. Raining down and followed by the laughter. Always the laughter, until it swelled inside her mind and drove everything else away.

The tiniest fragment of a gesture is enough to part the water, to thin the ice, to show her what’s beyond. The ruins of a city, Great buildings empty, abandoned, ravaged as if by time or a mighty army.

Light.

Yes, that’s it. Light. Not light, but Light. But even then it doesn’t matter, the laughter made it all go away. She didn’t hear the laughter at first – someone else did. Someone… no, it’s gone. But there was someone, someone close. Someone she cared about, who had a piece of her and that’s how she heard the laughter first. So by the time she heard it herself she was already half mad, already drunk on light, on laughter, to fall on Light itself.

And there was fear. That thought she remembers, fear. At the end, when the laughter died she felt fear. Was it mine? Who knows? It was there, and it made her slow. Made her pause, let the ice catch her and sweep her away. To darkness, to quiet, to safety. Where no-one and nothing could catch her – not even the laughter and the light.

Now that she’s alive again, does she remember being dead?