Eagle Knight

Radrick Anon's page

113 posts. Alias of AGM Lemming.


Race

HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | |

Classes/Levels

Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Gender

|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost

About Radrick Anon

Character Name: Radrick Anon
Character Race: Human
Alignment: Lawful Neutral
Deity:

Current Moderator: GM Deadly Secret
Adventure:
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Gender: Male
Age: 28
Height: 6' 2"
Weight: 175
Eyes: Blue
Hair: Black
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Character Level: 11

Known Languages
Common, +1 INT, +3 Linguistics
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Strength: 14 (2 points, Belt +2)
Dexterity: 20 (5 points, +2 racial, +2 levels, Belt +2)
Constitution: 16 (5 points, Belt +2)
Intelligence: 15 (3 points, Headband +2)
Wisdom: 16 (5 points, Headband +2)
Charisma: 12 (Headband +2)
20 point build
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Hit Points: 91 (d8+3, 11 + (8 x 10))
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Armor Class: 22 (Base: 10, Dex +5, Wis +3, Monk+4)
Flatfooted Armor Class : 17
Touch Armor Class: 22

Special Armor Class Notes: N/A
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Save vs. Fortitude: +13 (Base: +7, Con: +3, Cloak: +2, Stone: +1)
Save vs. Reflex: +15 (Base: +7, Dex:+5, Cloak: +2, Stone: +1)
Save vs. Will: +13 (Base: +7, Wis: +3, Cloak: +2, Stone: +1)

Special Save Notes: None
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Initiative Modifier: +12 (Dex+5, Improved Init+4, Reactionary Trait+2, Ioun Stone+1)
Base Attack Bonus: +8/+3
Melee Attack Bonus: +2 (+5 with Finesse Weapons)
Ranged Attack Bonus: +5

CMB: +20/+22/+24 (Monk Level+11, DEX+5, WIS+3, Amulet+1)
+2 Disarm, Grapple, and Reposition, +4 Trip
Reliable Maneuver: Spend 1 Ki to roll twice and take best roll.
CMD: 28/30/32: 10 + BAB(8) + DEX(5) + STR(2) + WIS(3) (+2 vs Disarm, Grapple, and Reposition, +4 vs Trip)
Trip, Grapple or Disarm provokes AoO even if opponent has Improved Trip/Grapple/Disarm

Special Combat Notes: Stunning Fist 12/day, Fort Save DC18 (10 + Half Monk Level(5) + WIS(3))

Ki Pool: 8 points
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Weapons:
Unarmed attack: +1 for amulet, 2d8
+1 Kama (for tripping)
+1 Nunchaka (for disarming)

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Skills (add +1 for stone of luck)

Adventuring Skills:
Acrobatics: = +19 (Dex 5) 11 Ranks +3 [Class Skill]
Bluff: = +1 (Cha 1)
Climb: = +6 (Str 2) 1 Ranks +3 [Class Skill]
Diplomacy: = +1 (Cha 1)
Disguise: = +1 (Cha 1)
Escape Artist: = +19 (Dex 5) 11 Ranks +3 [Class Skill]
Heal: = +3 (Wis 3)
Intimidate: = +15 (Cha 1) 11 Ranks +3 [Class Skill]
Knowledge (religion): = +11 (Int 2) 6 Ranks +3 [Class Skill]
Perception: = +17 (Wis 3) 11 Ranks +3 [Class Skill]
Ride: = +13 (Dex 5) 5 Ranks +3 [Class Skill]
Sense Motive: = +17 (Wis 3) 11 Ranks +3 [Class Skill]
Stealth: = +17 (Dex 5) 9 Ranks +3 [Class Skill]
Survival: = +3 (Wis 3)
Swim: = +6 (Str 2) 1 Ranks +3 [Class Skill]

Background Skills: 22 ranks (Perform from Headband)
Appraise: = +2 (Int 2)
Craft(Carving): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Handle Animal: = +7 (Cha 1) 6 Ranks
Knowledge (history): = +16 (Int 2) 11 Ranks +3 [Class Skill]
Linguistics: = +5 (Int 2) 3 Ranks
Perform(Dance): = +17 (Cha 1) 11 Ranks +3 [Class Skill] +2 Trait
Profession(Soldier): = +7 (Wis 3) 1 Ranks +3 [Class Skill]

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Feats:
1st Level: Improved Initiative: +4 to initiative

Human Bonus: Combat Reflexes (Combat)
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

1st Level Monk Bonus: Improved Disarm (Combat)
Benefit: 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.

2nd Level Monk Bonus: Improved Trip (Combat)
Prerequisite: Int 13, Combat Expertise.
Benefit: 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.

3rd Level: Combat Expertise (Combat)
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

5th Level: Improved Reposition (Combat)
Prerequisites: Int 13, Combat Expertise.
Benefit: 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.

6th Level Monk Bonus: Greater Trip (Combat)
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

7th Level: Weapon Finesse (Combat)
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

9th Level: Agile Maneuvers (Combat)
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

10th Level Monk Bonus: Improved Grapple (Combat)
Benefit: 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.

11th Level: Outflank (Combat, Teamwork)
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

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Class: Monk: Maneuver Master

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.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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 (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.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

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.
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows.

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.

Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.

Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.

Ki Pool (Su): At 4th 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 modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th 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.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. 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.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.

Traits:
Combat: Reactionary: +2 Initiative
Social: Savant: +2 to one Perform skill (Dance) and it becomes a class skill
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Equipment & Gear: 82,000 GP
Belt of Physical Perfection: 1 lb; +2 Bonus to all physical, Slot belt; 16,000 gp

Headband of Mental Superiority: 1 lb; +2 to all mental, Slot headband; 16,000 gp
- Skill: Perform(Dance)

Monk's Robe: 1 lb; 13,000: When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

Boots of Speed: 1 lb; 12,000
As a free action, the wearer can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.

Longarm Bracer: 1 lb; 7,200
These bracers are constructed from woven strands of bamboo. Three times per day, as a swift action, the wearer can stretch her arms beyond their limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a –4 penalty, while unarmed strikes and natural weapons using the arms take no penalty.

Handy Haversack: 2,000 GP

Cracked Dusty Rose Prism (Ioun Stone): 500 (+1 Init)

Cloak of Resistance: 1 lb; 4,000 (+2 saves)

Amulet of Mighty Fists +1: Neck Slot; 4,000

Stone of Luck: +1 luck bonus on saving throws, ability checks, and skill checks

Masterwork Nunchaka (Monk Weapon: Disarm); 302 GP
Masterwork Nunchaka (Monk Weapon: Disarm); 302 GP

Masterwork Kama(Monk Weapon: Trip); 302 GP
Masterwork Kama(Monk Weapon: Trip); 302 GP

Monk's Outfit, 5 GP

20 Shurikens, 4 GP, 2 lbs

Bedroll. 5 lbs
Flint & Steel
Rope, Silk(100'), 20 GP, 10 lbs

Ioun Torch, 75 GP

Acid Flasks(10), 100 GP, 10 lbs
Alchemist's Fire(10), 200 GP, 10 lbs

Traveler's Any-Tool, 250 GP, 2 lbs

Potions: 1st level: 50 GP ea (*20 = 1000 GP)
Enlarge Person(4): 1 minute
Mage Armor(6): +4 Armor bonus for 1 hour
Shield of Faith(4): +2 AC (Deflection) for 1 minute
Shield(6): +4 Shield Bonus & blocks Magic Missiles for 1 minute

Potions: 2nd level: 300 GP each (*10 = 3000 GP)
Resist Energy (2 Cold, 2 Fire, 2 Lightning): 30 minutes
Bull's Strength(1): 3 minutes
Bears Endurance(2): 3 minutes

Remaining: 1,435 GP
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Movement:
Base Speed: 60 ft.
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Character History :