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Senma Set-en-et's page

188 posts. Organized Play character for rpblue.


Full Name

Senma Set-en-et

Race

Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3

Classes/Levels

Active Buffs:
--

Gender

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4

Strength 10
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 21
Charisma 14

About Senma Set-en-et

Male Human Crusader Cleric of Irori 1 / Master of Many Styles Monk 3
LN Medium Humanoid (human)
Initiative +4;

Defense::

AC 19, touch 19, flat-footed 17 (+5 Wisdom, +1 Monk, +2 Dex, +1 Deflection)
HP 31 (4d8+8)
Fort +7, Ref +5, Will +10
Defensive Abilities Evasion; Still Mind

Offense::

Speed 40 ft.
Melee unarmed strike +8 (3d6+1)
Ranged shuriken +3 (1d2)

Spells:

Cleric CL 3
0th (3): Create Water; Guidance; Purify Food and Drink
1st (2+1): Cure Light Wounds*; Bless; Protection from Evil

Statistics::

Str 10 Dex 14 Con 14 Int 8 Wis 21 Cha 14
Base Attack +2; CMB +3; CMD 19
Feats: Channel Smite; Guided Hand; Combat Reflexes
Bonus Feats: Weapon Focus (Unarmed Strike); Improved Unarmed Strike; Stunning Fist; Panther Style; Linnorm Style
Skills (14 Ranks)
Heal [4] +11; Kn. (Arcana) [4] +6; Kn. (Religion) [2] +4; Perception [4] +11
Languages Common, Osiriani
Traits Magical Knack (Cleric): You gain a +2 to your cleric caster level up to your character level; Reactionary - +2 to Initiative
Racial Traits Bonus Feat; Skilled
SQ Domain (Healing [Restoration]); Channel Positive Energy (1d6; 5/day); AC Bonus; Fuse Style; Evasion; Fast Movement (+10); Maneuver Training; Still Mind
Combat Gear Vicious Amulet of Mighty Fists, Belt of Dexterity +2, Headband of Wisdom +2, Ring of Protection +1
Other Gear Masterwork Backpack, Medium Tent, Trail Rations (x10), Bedroll, Heavy Blanket, Silk Rope 50 ft., Ioun Torch, Holy Water (x3)

Special Abilities::

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.

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.

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.

Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.

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.

Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

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.

Still Mind (Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.