Male Human Oracle 1//Monk 1
N Medium Humanoid (Human)
Init -1; Senses Perception +3, Darkvision 30ft, Blind beyond 30ft
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DEFENSE
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AC 17, touch 17, flat-footed 13 (+3 cha(dex), +1 dodge, +3 wis)
hp 10 {+1d8+1Con,+1FC(Monk)}
Fort +3, {+2Base,+1Con}
Ref +5, {+2Base,+3Cha(Dex)}
Will +5,{+2Base,+3Wis}
CMD 16, FFCMD 15
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OFFENSE
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Speed 30 ft.
CMB +3;
Base Atk +0; -1/-1 flurry
Melee
...Kama+3{+0Base,+3Str} or +2/+2 (1d6+3)
...Quarterstaff+3{+0Base,+3Str} or +2/+2 (1d6+3)
...Siangham+3{+0Base,+3Str} or +2/+2 (1d6+3)
...Unarmed+3{+0Base,+3Str} or +2/+2 (1d6+3)
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STATISTICS
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Str 16, Dex 8, Con 12, Int 10, Wis 16, Cha 16
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Traits Wisdom in the Flesh(Acrobatics)Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
Teacher's Pet(Religion) You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Race Traits
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Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Str+2, Wis+2
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Feats
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1 - Extra Revelation
1b - Dodge
1b - Improved Unarmed Strike
1b - Stunning Fist
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Skills (4 points; 4 class, 0 INT)
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Acrobatics*(Dex)____+7{+1rank,+3Wis}
Appraise (Int)____+0{+0rank,+0Int}
Bluff (Cha)____+3{+0rank,+3Cha}
Climb*(Str)____+3{+0rank,+3Str}
Craft (Int)____+0{+0rank,+0Int}
Diplomacy (Cha)____+3{+0rank,+3Cha}
Disable Device____-1{+0rank,-1Dex}
Disguise (Cha)____+3{+0rank,+3Cha}
Escape Artist*(Dex)____-1{+0rank,-1Dex}
Fly*(Dex)____-1{+0rank,-1Dex}
Handle Animal (Wis)____+3{+0rank,+3Cha}
Heal (Wis)____+3{+0rank,+3Wis}
Intimidate (Cha)____+3{+0rank,+3Cha}
Knowledge (Arcana) (Int)____+7{+1rank,+0Int+3Cha}
Knowledge (Dungeoneering) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (Engineering) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (Geography) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (History) (Int)____+7{+1rank,+0Int+3Cha}
Knowledge (Local) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (Nature) (Int)____+3{+0rank,+0Int+3Cha)
Knowledge (Nobility) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (Planes) (Int)____+3{+0rank,+0Int+3Cha}
Knowledge (Religion) (Int)____+9{+1rank,+0Int+3Cha+2Trait}
Linguistics (Int)____+0{+0rank,+0Int}
Perception (Wis)____+3{+0rank,+3Wis}
Perform (Cha)____+3{+0rank,+3Cha}
Profession (Wis)____+3{+0rank,+3Wis}
Ride*(Dex)____-1{+0rank,-1Dex}
Sense Motive (Wis)____+3{+0rank,+3Wis}
Sleight of Hand*(Dex)____-1{+0rank,-1Dex}
Spellcraft (Int)____+0{+0rank,+0Int}
Stealth* (Dex)____-1{+0rank,-1Dex}
Survival(Wis)____+3{+0rank,+3Wis}
Swim*(Str)____+3{+0rank,+3Str}
Use Magic Device (Cha)____+3{+0rank,+3Cha}
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses Languages Common
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Spells
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0th (at will)
Create Water
Detect Magic
Light
Stabilize
1st (4/day)
Cure Light Wounds
Magic Weapon
Shield of Faith
Gear:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Clothes: Robe + Hat
Walking Stick (Quarterstaff)
Sack (with a string so he can carry it over his shoulder)
...Bronze Gong: Channel Foci of Irori
...Rice (6 handfulls)
...Pipe
...Tobacco (3 smokes)
...Siangham
...Kama
...Writing material (scrolls)
...Ink & pen
Money 25 GP 0 SP 0 CP
Backstory:
Vishnya hails from the eastern colonies, although his home lies far off into the mountains, in a small monastery whose order of monks acts as benevolent ruler and protector of the nearby rural settlements that dot the landscape. Vishnya was brought to the temple as a young child, just after his sixth birthday, on which he had a vision that burned away most of his sight. He was blessed by Irori, although the god of perfection's blessing had a cost. Regardless, the young man grew up to be a scholar and sage, knowledgeable about many wyrd things, and the martial training and excercise that came with the place he was raised taught him how to move gracefully, regardless of his disability.
Eventually, the professor came to the temple in search of hidden lore, neccesary for some arcane task of his, that was rumored to be held within the walls of the monastery. It was not to be found there, but Lorimmor spent a full month in debate with the then younger Vishnya, kindling the spark of mutual respect between the two. He never did learn what the professor had been seeking, beyond the fact that it had something to do with the phrase "the Old Ones". Then the professor left, and did not return for fifteen long years. Recently, Vishnya was set upon by a vague feeling of great upheaval. Meditations brought to mind old memories of the professor, as well as a sense of impending doom. He decided to set out for the man's home country, joining the masses of foreigners that immigrated each year. The letter reached him just after his ship had docked, and he made his way across country just in time for the funeral.
Appearance:
With his hunched-over posture, tattered beard, generally huddled appearance and milky-white eyes, the young man greatly resembles a drug-addled immigrant from the eastern colonies. The baggy clothes conceal a toned, sinewy build, the product of many hours of practice at mastering his body and spirit. His vision is indeed somewhat clouded, although less than you'd think from looking at his eyes, a fact that sometimes makes him trip at inopportune moments, but a lifetime of practice has his movements tightly controlled.
Vishnya has bronze skin and black hair.