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About Taanimohka EssirienQuick View Stats for Combat:
Initiative: +4 (+4 Dex)
Taanimohka Essirien's Tale:
"Again!"
The old elf murmured the word like a blade striking, a staccato of little effort. Taanimohka bent again, standing on one leg and adjusting her weight to ease her movement. Perched on rocks above water, the training area was designed to push her to her physical, mental and emotional limits. Straining every muscle, every fibre burning, the young elven warrior leapt, released from magnificent tension in an arc of power. Blades spat out at her, a rope lashed toward her but her movement was sure this time. Unfortunately her landing was not flawless. "Again!" Taani smiled in grim determination. She would prevail and evolve her style, hone her approach. Or die trying. Her peripheral vision caught movement as an acolyte entered, conferring with her teacher-of-the-day. A break was called, and thus Taanimohka's future bent toward a new frame of reference... ************ In the tradition of the Harrow, a reading is more than just the turn of the cards. The meaning of the question, the question of the meaning, the site of the answer or the setting of the draw are all as important or illusory as each other. Taani was taught to approach life as fate, and fate as life - the cards could tell one only so much, but ultimately she was the engine of her fate, and the arbiter of her approach to life. The Kyonin leadership entrusted her prophetic caste of harrow wardens with the task of investigating the crack newly, and mysteriously opened in the earth, indeed, had foretold its existence - of all their pupils, Taanimohka showed the most promise, both in ardent desire to succeed physically, but also in her understanding of the vicissitudes of fate and the power of prophecy. And so Taanimohka was more than ready when the call went out for adventurers to explore. She would explore, investigate and report back to her mistresses... STATS:
20pt buy,
Ability Scores Score (modifier) (racial bonus) Str : 14 (+2) Dex: 18 (+4) (+2 Elf) Con: 10 (+0) (-2 Elf) Int: 12 (+1) (+2 Elf) Wis: 12 (+1) Cha: 11 (+0) DEFENSE:
AC: 15 touch 15 flat-footed 10 (+0 armor, + 4 Dex, + 1 Wis, +0 shield, +0 size) HP: 9 (Full monk x 1 = 8, +0 Con, +1 Favored Class) Fort +2 (2 + 0), Ref +6 (2 + 4), Will +3 (2 + 1) OFFENSE:
Initiative: +4 (+4 Dex) Speed 30 ft. Base Atk: +0 CMB: +2 (+0 BAB, +2 str) CMD: 17 (10, +0 BAB, +2 str, +4 dex, +1 wis) Melee:
Flurry - Open Hand +2/+2, 1d6+3 [+1 BAB, +2 Str, +1 Weapon Focus, -2 Flurry] [+2 Str, +1 trait] Ranged: Javelin +4, 1d6 +2 [+0 BAB, +4 Dex] [+2 Str]
Favored Class Bonus Monk: Hit points (1) Feats:
[4: 1 1st level, 2 Monk, 1 Bonus Monk,]
Monk: Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 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. Monk Bonus:
1st Level:
Traits:
Harrow Born: You start play with a harrow deck received during your training. Because of your skill with fortune-telling, if you spend at least 15 minutes at the end of a long rest consulting the cards you gain a +1 trait bonus on initiative checks for the next 24 hours. No one other than you gains this benefit from this harrow deck. If your harrow deck is lost or destroyed, it can be replaced by spending 50 gp on materials, and spending 2 days immersed in meditation and contemplation upon your years of training. During this period of meditation you spend at least 8 hours per day focused on the task and can perform no rigorous activities. At the end of the period you create can a new harrow deck and can again gain the benefits of this trait. Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
SKILLS:
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft(Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth(Dex), and Swim (Str). Skills: (5 = 4 ranks x Monk 1 = (4) +1 Int) Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) xxxxxAcrobatics (Dex)/Yes, +3/1/+4 = +8 * # Appraise (Int)/No/0/+x = +x Bluff (Cha)/No/0/+x = +x Climb (Str)/Yes, +3/0/+x = +x * BackgroundCraft (weapons) (Int)/Yes, +3/1/+1 = +5 Diplomacy (Cha)/No/0/+x = +x Disable Device (Dex)/ No/0/+x = +x * # Disguise (Cha)/No/x/+x = +x xxxxxEscape Artist (Dex)/Yes, +3/1/+4 = +7 * Fly (Dex)/No/0/+x = +x * Handle Animal (Cha)/YNo/0/+x = +x # Heal (Wis)/No/0/+x= +x Intimidate (Cha)/Yes, +3/0/+x = +x Knowledge (history)(Int)/Yes, +3/0/+x = +x # Knowledge (religion)(Int)/Yes, +3/x/+x = +x # Linguistics (Int)/No/0/+0 = +0 # xxxxxPerception (Wis)/Yes, +3/1/+1 = +5 Perform (Cha) /Yes, +3/0/+x = +x Profession (Int) /Yes, +3/0/+x = +0 # Ride (Dex)/Yes, +3/0/+x= +x * xxxxxSense Motive (Wis)/Yes, +3/1/+1 = +5 Sleight of Hand (Dex)/No/0/+x= +x * # Spellcraft (Int)/No/0/+x = +x # xxxxxStealth (Dex)/Yes, +3/1/+4 = +8 * Background: Survival (Wis)/Yes, +3/1/+1 = +5 Swim (Str)/Yes, +3/0/+x = +x Use Magic Device (Cha)/No/0/+x = +x # Languages: Elf, Common, Draconic Elven Racial Features:
* Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. * Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. * Type: Elves are Humanoids with the elf subtype. * Base Speed: Elves have a base speed of 30 feet. * Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. DEFENSE RACIAL TRAITS * Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. FEAT AND SKILL RACIAL TRAITS * Keen Senses: Elves receive a +2 racial bonus on Perception checks. MAGICAL RACIAL TRAITS * Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic. OFFENSE RACIAL TRAITS * Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity. SENSES RACIAL TRAITS * Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. HARROW WARDEN MONK CLASS ABILITIES
Harrow Warden Weapon and Armor Proficiency:
The harrow warden is proficient with all simple weapons, as well as with the klar, rapier, short sword, and starknife. Additionally, harrow wardens treat starknives as monk weapons. AC Bonus:
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:
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. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. 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. Idiot Strike (Su):
At 1st level, the harrow warden can make an unarmed strike against a target and curse the creature with bad luck. Foes damaged by an idiot strike must succeed at a Will save (DC 10 + 1/2 the monk’s level + the monk’sWisdom modifier) or become jinxed. A jinxed creature must roll twice whenever it attempts an attack roll, a saving throw, a skill check, or a caster level check for 1 round, taking the lower result in each instance. The harrow warden can use idiot strike once per day per monk level. She must declare that she is using an idiot strike before making the attack roll; thus, a failed roll wastes the attempt. At 4th level and again at 12th level, the jinx effect lasts an additional round. At 16th level, a harrow warden can expend two uses of idiot strike to instead curse her target as the bestow curse spell. This ability replaces stunning fist. Bonus Feats:
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. GEAR:
Weapons: 3 javelins, 1d6, x2, 30ft, P, 3gp, 6lbs., 3 gp, 6lbs.,
Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous
45 gp, 8 sp, 3 cp
Total equipment cost: 48 gp, 8 sp, 3 cp
Capacity: light: 58 lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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