Scepter

Vivi Evan Eni's page

517 posts. Alias of The Emerald Duke.


Full Name

Real Tien Name: Xi Obara Eni

Race

Human (Tien)

Classes/Levels

Monk (Wanderer) / 10 |AC 23 T 21 FF 18| HP 54/54 | Ki Pool 3/7 | F +7 R +10 W +10 | Init +5 | Perc +14

Gender

Male | DEX with belt: 16 | WIS with headband: 17 |

Size

Medium

Age

26

Special Abilities

Stunning Fist (11 times per day); Burning Disarm (1 per day)

Alignment

LN

Deity

Daikitsu

Location

Sandpoint

Languages

Common, Tien, Varisian, Thassilonian, Elven, Shoanti, Draconic, Minkain, Dwarven, Halfling, Gnomish, Goblin, Giant, Undercommon, Skald, Hallit, Orc, Sylvan

Occupation

Calligrapher

Strength 14
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 15
Charisma 12

About Vivi Evan Eni

Physical Description:

Height: 5'7"
Weight: 160 LB
Eyes: Black
Hair Color & Length: Dark Brown (almost black) but only two inches long anywhere
Facial Hair: Black mustache and goate
Skin Color: Light gold.
Other Features: Has brands in the shape of a three headed dragon on each forearm.

Skills:

  • Craft: Calligraphy (Bonus=16)
  • Diplomacy (Bonus=14)
  • Knowledge: Geography (Bonus=16)
  • Linguistics (Bonus=16)
  • Perception (Bonus=14)
  • Sense Motive (Bonus=14)
  • Stealth (Bonus=21)
  • Survival (Bonus=14)


Feats:

Weapon and Armor Proficiencies: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. They are not proficient with any armor or shields, and lose their AC bonuses, flurry of blows and fast movement abilities while encumbered or wearing armor or shields.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
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. A 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, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Panther Style: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
Blind-Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Blinded Blade Style: While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength- or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.
Panther Claw: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.
Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Devil's Mark (Corruption Manifestation 1): You have the mark of a fiend on your body. (Shape of a sidhedron, on the chest)
Gift: You gain a 1st-level sorcerer/wizard or witch spell of your choice as a spell-like ability usable a number of times per day equal to your manifestation level. It must not have a casting time longer than 1 standard action or a material or focus component costing more than 1 gp. (Burning Disarm.)
Stain: Your devil’s mark manifests on your body. It can’t be hidden by magic, but can be hidden by clothing or other mundane means. Anyone who sees the mark automatically recognizes it as unnatural.

Traits:

Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Martial Manuscript: You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

Class Feats & Features:

Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.
Far Traveler (Ex): At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon. This ability replaces the bonus feat gained at 1st level.
---Chosen 1: Language: Thassilonian---
---Chosen 4: Language: Orc---
---Chosen 8: Language: Sylvan---
AC Bonus (EX): When unarmored and unencumbered, adds WIS bonus to AC and CMD. Gains +1 bonus to AC and CMD at 4th lvl (increases by 1 for every 4 levels to a max of 5 at lvl 20). Bonuses apply against touch attacks/when flatfooted. Lost when immobilized, helpless, when wearing armor, carrying a shield, or carries medium/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 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 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).
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. (Current Attack Bonus: +8/+8/+3/+3)
Unarmed Strike: Gains Improved Unarmed Strike at first level. May be with hands, feet, elbows or knees. No "off-hand" attacks, so all unarmed strikes apply full strength bonus for damage rolls. Normally will do lethal damage, but may choose to do non-lethal (includes while grappling). Treated as both manufactured weapon and natural weapon for purposes of spells and effects. Deals damage based off monk damage table vice normal unarmed damage table. (Current Damage: 1d10)
Stunning Fist: Gains Stunning Fist at 1st level. 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. (See Feats)
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. (Current Bonus: +30 FT)
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.
Long Walk: At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue. This ability replaces still mind.
Ki Pool (Su): 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 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Light Step: At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level). This ability replaces slow fall.
Inscrutable: At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level. This ability replaces high jump.
Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wanderer's Wisdom: At 7th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer’s Wisdom modifier (minimum 1 round). This ability is language-dependent. This ability replaces wholeness of body.
Improved Evasion: At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Race Specific:

+2 to One Ability Score (INT): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Random Crunch:

Hit Points: 54/54
Hit Dice: 10d8
Armor Class: 22
Touch Armor Class: 20
Flat-Footed Armor Class: 18
Current Monk AC Bonus: 2 (3 with Robes)
Saving Throws:
Fortitude: 7
Reflex: 10
Will: 9
Initiative Bonus: 5
Base Attack Bonus: +7/+2
MAB: +9/+4
RAB: +10
CMB: +12
CMD: 17
Monk Unarmed Attack: 1d10 DMG (2d6 DMG with robes)
Ki Pool Points: 3/7
Stunning Fist: 10/11
Corruption Level: 0
Manifestation Level: 1
Current Will Save D/C vs temptation: 16
Speed:
Base Speed: 60
Armored/Encumbered Speed: 20
Lift/Push:
Light Load: 58 lb or less
Medium Load: 59 lb - 116 lb
Heavy Load: 117 lb - 175 lb
Lift Over Head: 175 lb or less
Lift Off Ground: 350 lb or less
Drag or Push: 875 lb or less

Items Equipped:

Armor
N/A
Weapon
Mithril Double Chained Kama (+1 Flaming/+1 Frost): DMG: 1d6+1+1d6(Fire)/1d6+1+1d6(Cold); Crit: x2; Type: S; Special: Double, Monk, Reach, Trip, Silver; Weight: 2 LB
Sling (+1): DMG: 1d4+1; Crit: x2; Range: 50 FT; Type: B; Weight: N/A
Sling Bullets (30): Weight: 5 LB per 10 (15 LB total)
Unarmed Strike: DMG: 2d6; Crit: x2; Type: B; Special: Can be lethal or non-lethal as decided.
Other
Monk's Robe: Simple brown robes, these enchanted garments are more than meet the eye. These robes convey upon their wearer +5 Monk levels with regards to unarmed attack damage and AC bonus, as well as as allowing one extra use of Stunning Fist per day.
Bracers of Armor (+1 Fortification - Light): Made from reinforced leather carved with little foxes running along the outside, these bracers create a magical barrier around the wearer, granting a +1 bonus to AC. Additionally, these bracers provide a 25% chance for critical hits and sneak attacks to be negated (they only do normal damage if negated).
Amulet of Natural Armor (+1): Made from the tooth of a wyvern, this amulet provides natural armor bonus of +1 bonus to AC.
Ring of Protection (+1): Crafted from mithril in the shape of interlocking shields, this ring has been enchanted to provide a +1 deflection bonus to AC.
Ring of Arcane Signets: This silver ring holding an emerald appears common looking enough. It has the ability, however, to mark (as a standard action) any item with the seal of his school (a three-headed dragon in flight).
Hat of Disguise: Though not always worn, this hat has the ability to allow its wearer to alter their appearance as if they cast the Disguise Self spell. This alteration can include changing the hat's appearance to a comb, helm, headband, or some other form of headgear.
Amulet of Mighty Fists +1: Normally not worn unless he knows that a fist fight is about to ensue, this amulet gives the wearer a +1 bonus on all unarmed or natural attacks and damage rolls, making them effectively magical.
Belt of Incredible Dexterity +2: Weight: 1 LB; Sporting a stylistically carved tiger upon its silver buckle, this leather belt gives the wearer a +2 bonus to their dexterity score. It counts only as a temporary bonus for the first 24 hours of use.
Cloak of Elvenkind: Weight: 1 LB; A cloak designed by the elves to aid in blending in with one's surroundings. Drawing up the hood of this grayish looking cloak grants the wearer +5 competence on stealth checks.

Items Owned:

Name*****Weight*****Value
Mithril Double Chained Kama (+1 Flaming/+1 Frost)*****2 LB*****18008 GP
Sling (+1)*****N/A*****2000 GP
Sling Bullets (30)*****15 LB*****3 SP
Handy Haversack*****5 LB*****2000 GP
Monk's Kit*****22 LB*****8 GP (includes a backpack, a belt pouch, a blanket, rope, soap, 10 torches, 5 days of trail rations and a waterskin)
Mapmaker's Kit*****2 LB*****10 GP (Provides +2 circumstance bonus on survival checks vs. getting lost when used)
MWK Artisan's Tools (Calligraphy)*****5 LB*****55 GP
Monk's Robe*****1 LB*****13000 GP
Bracers of Armor (+1 Fortification - Light)*****1 LB*****4000 GP
Amulet of Natural Armor (+1)*****N/A*****2000 GP
Ring of Protection (+1)*****N/A*****2000 GP
Ring of Arcane Signets*****N/A*****1000 GP
Hat of Disguise*****N/A*****1800 GP
Amulet of Mighty Fists +1*****N/A*****4000 GP
Belt of Incredible Dexterity +2*****1 LB*****4000 GP
Cloak of Elvenkind*****1 LB*****2500 GP
Cooking Kit*****16 LBs*****3 GP
Potion of Cure Moderate Wounds (3)*****N/A*****900 GP (300 each)
Potion of Cure Serious Wounds (2)*****N/A*****1500 GP (750 each)
Ticket (Play in Sandpoint)*****N/A*****N/A
Total Weight & Value: 61 LB / 56784 GP 3 SP

Wealth:
0 PP 109 GP 7 SP 0 CP

Backstory:

Vivi, as he has taken to being called since coming to the West, was born the third son of a merchant family in Xa Hoi. Rather than attempt to raise him, however, they left him in the care of a monastic order.
He was raised by the monks as one of them, and grew in both wisdom and martial strength. He often could be found learning from the older masters, or reading scrolls in the monastery. At age 17 he was formally inducted into the order, receiving brands on his arms.
One year later, however, the monastary was sacked by the new ruler of the province. Most of his bretheren were slain and he was forced to run. He has spent the last several years on the move as a wandering scribe, having to stay one step ahead of the official spies trying to track him down.
After all, once he dies so does the order.
The last year has been spent in Varisia, studying the land and the customs.