Sajan

Sawib Tabansi's page

109 posts. Alias of ShadowyFox.


Full Name

Sawib Tabansi

Race

Aasimar

Classes/Levels

Monk 1 | HP 11/11 | Init +2 | AC 14 T 14 FF 12 | F +4 R +4 W +4

Alignment

Neutral Good

Languages

Common, Polyglot

About Sawib Tabansi

Sheet:

Male Aasimar (Garundi) Monk (Flowing Monk/Sacred Mountain) 1
NG Medium Humanoid (human)/Outsider (native)
Init +; Senses Dark-vision 60 ft Perception +7
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DEFENSE
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AC 14, touch 14, flat-footed 12 (+0 armor, +2 Dex, +2 Wis)
hp 11 (d8+Con+Favored)
Fort +4, Ref +4, Will +4
Resist acid 5, cold 5, electricity 5.

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OFFENSE
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Speed 30 feet
Melee +2 Fist (1d6, x2, B)
+1/+1 Flurry of Blows (1d6, x2, B)
Trip +4
AoO +3
Ranged +2
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STATISTICS
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Str 15, Dex 15, Con 15, Int 12, Wis 14, Cha 10
BAB +0; CMB +2 (+4 on trip); CMD 16 (18 vs trip)

Feats
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (3 AoO). With this feat, you may also make attacks of opportunity while flat-footed.

Improved Trip: 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.

Trained/Important Skills
Climb +6, Knowledge (History) +7, Perception +7, Profession (Sailor) +7, Swim +6

Special Abilities:

Weapon, Armor, and Shield Proficiencies:
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.

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.

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 on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Redirection:
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 [13] 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.

(+4 bonus on Trip, +2 on reposition, +2 on PA or Charge, +4 on both)
1/day

Traits:

Besmara's Blessing:
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Bullied:
You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes— you must have a level in monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.

Enlightened Warrior:
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.

Racial Traits:
Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Immortal Spark:
Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages Common

Favored Class Bonus:
Lv 1:+1 HP

Missing Equipment:

Equipment

Weapons

Armor

Wealth