Death Initiate

*Rocky*'s page

6 posts. Alias of Bozzinator.


Female CG Vanara Monk/Barbarian 4 w/ Blessed One Dedication|HP 62/62|AC 21|Fort +10e|Ref +11e|Will +8e|Peception +8e (Low-Light)|35ft Move|Focus Spell: 2/2|Icons: ◆◇↺

About *Rocky*

Female Vanara Ex-Con Token Guard (Underworld) Monk and Barbarian 4 with Blessed One Dedication
CG Humanoid (Vanaran)
Blessed One Dedication
Senses Perception +8e (Low-Light)
Languages Common
Speed 35 Feet
HP: 62 AC: 21
Fort: +10e Reflex: +11e Will: +8e
Melee [one-action] Raging Ape Strikes +11 1d10+6 Bludgeoning (Grapple, Unarmed)
Melee [one-action] Flurry Raging Ape Strikes +11/+6 1d10+6 Bludgeoning (Grapple, Unarmed)
Melee [one-action] Unarmed Strike +11 1d6+4 Bludgeoning (Agile, Finesse, Nonlethal)
Melee [one-action] Flurry Unarmed Strikes +11/+7 1d6+4 Bludgeoning (Agile, Finesse, Nonlethal)
Focus Spells
Lay on Hands: +12HP and +2AC status bonus for 1 Round or Vs Undead 2d6 damage and -2AC status penalty for 1 Round.
Ki Strike: You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
Acrobatics(T) +9
Arcana(U) +0
Athletics(E) +12
Crafting(U) +0
Deception(U) +1
Diplomacy(U) +1
Intimidation(U) +1
Underworld Lore (T) +6
Medicine(T) +6
Nature(U) +0
Occultism(U) +0
Performance(U) +1
Religion(U) +0
Society(U) +0
Stealth(T) +9
Survival(U) +0
Thievery(T) +9
Str18 Dex16 Con14 Int10 Wis10 Cha12
Ancestry Abilities - Bandaagee Vanara, Whitecape
Class Feats - Sudden Charge, Ki Strike, Stunning Fist, No Escape
Skill Feats - Pickpocket, Titan Wrestler
Archetype Feats - Blessed One Dedication
General Feats - Steady Balance, Die Hard
Class Features - Flurry of Blows, Powerful Fist, Deny Advantage, Incredible Movement, Mystic Strikes, Rage, Instinct (Ape), Bestial Rage, Prehensile Tail
Worn - Explorer's Clothing, Dueling Cape
Weapons - Handwraps of Mighty Blows +1
Stowed - Healer's Tools, Adventurer's Pack, Climbing Kit, Grappling Hook, Theives' Tools, Smokestick (Lesser)

Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Adventurer's Pack: This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Climbing Kit: This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.
Dueling Cape: You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.
Theives' Tools: You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.
Feats and Abilities
Bandaagee Vanara: Your family is one of many who claims to be descended from the regal vanara peacekeeping family called the Bandaagee. Bandaagee are the most common kind of vanaras. You're very familiar with the trappings of civilization and move easily through the most crowded communities. You ignore difficult terrain from crowds.
Whitecape: You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can Step into difficult terrain caused by uneven ground.
Sudden Charge: With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
Powerful Fist: You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.
Flurry of Blows: You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action. Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Ki Strike: You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Blessed One Dedication: You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.
Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Incredible Movement: You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.
Mystic Strikes: Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.
Stunning Fist: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
No Escape: You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
Wounded Rage: You roar in pain, awakening the rage within you. You Rage.
Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Deny Advantage: Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Rage: You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Instinct (Ape): The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. (Anathema: Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.)
Bestial Rage: When you Rage, you gain an Ape's unarmed attack. The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
Prehensile Tail: You can use your long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.