About TeiaStatistics:
Female Angelkin Aasimar Paladin 2/Monk of the Healing Hand 3
LG Medium Outsider (Native) Init +7; Senses Perception +0 ------------------------------ DEFENSE ------------------------------ AC 21, touch 21, flat-footed 17 (+3 dex, + 3 wis, +1 dodge, +2 Armor(but to touch), +2 insight) hp 45 {+2d10+3d8+10Con} Fort +13, {+6Base,+1magic,+4Cha,+2Con} Ref +13, {+3Base,+1magic,+4Cha,+3Dex,+2insight} Will +14,{+6Base,+1magic,+4Cha,+3Wis} CMD 28 (+2enh+3monk+2paladin+3wis+3dex+5str) ------------------------------ OFFENSE ------------------------------ Speed 50 ft. CMB +12; Base Atk +4; Melee ....Unarmed Power Attack +9 or +8/+8 flurry (1d6+11) ....Unarmed +11 or +10/+10 flurry (1d6+7) ....Unarmed Defensively +9 or +8/+8 flurry (1d6+7) ....Unarmed Defensively & Power Attack +7 or +6/+6 (1d6+11) ------------------------------ STATISTICS ------------------------------ Str 21, Dex 16, Con 15, Int 14, Wis 16, Cha 18 ------------------------
ACP -0 *ACP applies to these skills
Languages Celestial, Common, Draconic, Dwarven Special Abilities:
------------------------------ SPECIAL/CLASS ABILITIES ------------------------------ Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. 1/d, +4/+2 Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. 5/d, 1d6 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. 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. +3/+3(+1/+1flurry, +2BaB) 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. 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. +10ft 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. Maneuvers:
------------------------------ Maneuvers ------------------------------ Maneuvers Known Crane Step Enduring Crane Strike Flurry Strike(Readied) Knuckle to the Blade(Readied) Leg Sweeping Hilt(Readied) Silver Knight's Blade(Readied) Stances known
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Robes - Worn Boots of Striding and Springing - Worn Enchanted Prayer Beads (2 Wands of cure light wounds 100/100) - Around her neck Pouch - Belt Trail Rations*3 Waterskin, filled Carrying Capacity Light 0-153 lb. Medium 153-306 lb. Heavy 306-460 lb. Current Load Carried ~12 lb. Money 0 GP 0 SP 0 CP
Background:
Her shame was trifold: She failed to obey her liege, she betrayed her side by killing her own men, and finally, she failed to reduce the blotch on her family's honor by commiting suicide afterwards.
Instead, she left, simply choosing a direction and following it, casting aside her weapons and armor, donning the robes, although never quite the manners of the peasantry. Eventually, she came to the sea, and stocked a small boat with supplies,setting sail out into the unknown. A thunderstorm on open water capsized her small craft, washing her up on the shores of Hexie. She walked these lands, amazed at the prosperity and peace she saw there. Asking with wonder how the lands came to be thus, she was pointed to the monestaries. And so, she went to the monastery to learn peace. There, she eventually came into the teachings of Irori, and found that she had
Appearance and Personality:
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