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About ThanoiStats
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Hit Points = 37 Attack = 1d8 AC 10+3(dex)+1(level 5)+4(AC Bonus)= 18 BAB +3 Fort +4 Ref +7 Will +9 Melee 3(BAB)+1(Str)= 4 Ranged 3(BAB)+3(Dex)= 6 CMD 10+1(str)+3(Dex)+4(AC Bonus)= 14 CMB 5(Maneuver Training)+3(Agile Maneuvers)= 8 Flurry of Blows +3/+3 Ki Pool - 2(half level rounded down)+3(Wis)= 5 Special Monk Stuff
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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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus 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. 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. Stunning Fist - At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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. 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. Evasion - 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 - 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 - 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 - A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool - At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier.
Slow Fall(20ft) - At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. High Jump - At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body - At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Skills:
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escape artist 5 1d20 +5(ranks in skill)+3(trained class skill)+3(dex) = 11 Acrobatics 3
perception 5
survival 2
sense motive 5
Traits
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1 Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. 2 Magical Talent: Cantrip - Light
Feats:
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Half-elf Skill Focus - (Sense Motive) Bonus Feats Combat Reflexes - Make additional attacks of opportunity Improved Unarmed Strike - Always considered armed Improved Grapple - +2 bonus on grapple attempts, no attack of opportunity
Equipment
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Tattered and worn monks robe 5Gp Masterwork Spear 302 Gp 1d8 x3 20 ft. 6 lbs. brace WinterBlanket(L)x2 2Gp BedRoll(L) 1Gp Rope(Silk)(X2[100']) 20Gp Flint and Steel 1Gp Cloak of Resistance +2 4000Gp Handy Haversack 2000Gp Water skin 1Gp Fishhook and Twine 1Gp Trail Rations (6 days worth) 3Gp Leftover money 4,166Gp Background
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Because the circumstances of his conception were less than pleasant, it was no surprise when his family left him with the monks of the nearby monastery to be raised. Life was good, if somewhat sparse as he grew and matured. As an adult he was put in charge of teaching the younglings of the monastery. Thus when the raiders came, he was put in charge of protecting them. Unfortunately he was knocked unconscious early in the battle and partially buried beneath a fallen horse. When he awoke he found the monastery burning, his brother monks dead and his younglings either dead or missing. After tracking the raiders for several hours he came upon them while they were setting up camp for the night, the missing children, chained and huddled together. First he killed the men out gathering firewood, then picked off the ones alone or in groups of 2. As true night fell, he charged into the camp and killed the remaining few using the swords of their fellows to slash and hack them apart.
His psyche fractured by both the slaughter he caused and the loss of the only home he ever knew, he now wanders, sometimes dark and brooding thinking about the killing he did and other times bright and cheery thinking about the time he spent teaching the children. |