Cruel Devotee

Wan Huang Fu's page

5 posts. Alias of Bobson.


About Wan Huang Fu

WAN HUANG FU
CR 19
Male Human (augmented) Monk//Ninja 20
LN Medium humanoid (human, augmented)
Init +5; Senses Perception+39

DEFENSE
AC 43, touch 35, flat-footed 43 (+8 armor, +5 Dex, +15 Wis, +4 insight, +1 misc)
hp 194 (20d8)+100
Fort +23, [b]Ref +23, Will +33 (Dragon Style: +2 vs sleep, paralysis, stunning)
Defensive Abilities Improved Evasion, Improved Uncanny Dodge, Uncanny Dodge, SR 30

OFFENSE
Speed 90 ft., Fast Movement, High Jump, Slow Fall (any distance), Acrobatic Master, Light Steps, Abundant Step, High Jumper, No Trace, Dragon Style (ignore difficult terrain for charge, run, withdraw)
Melee flurry of blows +40/+40/+35/+35/+30/+30/+25 (2d10+21)
Special Attacks Flurry of Blows, Powerful Sneak & Deadly Sneak (-2 to attack, treat all 1's and 2's as 3's), Sneak Attack 10d6, Dirty Fighter (+1 damage while flanking), Stunning Fist (stunned, fatigued, sickened, staggered, blinded, deafened, or paralyzed), Pressure Points, Combat Expertise (-4 attack, +4 AC), Combat Reflexes (+5 AoO), Dragon Style (+5 damage, additional +5 to first attack, crites cause shaken)
Ki pool 39 (10 level, +15 Wisdom, +2 Ki mystic, +7 Rogue talent, +5 human), ki strike (magic, cold iron, silver, lawful, adamantine), +2 to Knowledge checks, all jumps as if running start, jump DC is halved
Basic ki uses extra attack, +20 feet movement, +4 AC, +4 insight bonus to ability or skill checks
Advanced ki uses Abundant Step (2 pts), Mystic Insight (2 pts), divination (2 pts), Mystic Persistence (2+ pts, 1/day), +20 to Acrobatics (1 pt), feather step (1 pt), Hidden Master (3 pts), Vanishing Trick & Invisible Blade (1 pt)
Magic Item Spell-Like Abilities freedom of movement (constant), haste (10 rounds/day)

STATISTICS
Str 32 (+11), Dex 20 (+5), Con 20 (+5), Int 16 (+3), Wis 40 (+15), Cha 13 (+1)
Base Atk +15; CMB +31 (+35 trip); CMD 61 (63 vs. trip) (10, +15 BAB, +11 Str, +5 Dex, +15 Wis, +4 insight, +1 misc)

Unformatted Feats, Skills & Gear:
Feats Armor Proficiency, Light, Combat Expertise, Combat Reflexes, Deflect Arrows, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dragon Ferocity, Dragon Style, Elemental Fist, Greater Trip, Improved Ki Throw, Improved Trip, Improved Unarmed Strike, Ki Throw, Medusa's Wrath, Power Attack, Simple Weapon Proficiency, Spring Attack, Stunning Fist, Vicious Stomp
Skills Acrobatics +39, Acrobatics (Jump) +84, Acrobatics (Jump/Underground) +65, Acrobatics (Underground) +40, Appraise +4, Appraise (Precious metals and gemstones) +5, Bluff +2, Bluff (While using change shape ability) +3, Climb +12, Climb (Underground) +13, Craft (Calligraphy) +27, Craft (Untrained) +4, Diplomacy +25, Disguise +2, Disguise (Appear as cloak) +3, Disguise (As Medium humanoid) +3, Disguise (Mimic objects) +3, Disguise (When using change shape) +3, Disguise (While using change shape ability) +3, Escape Artist +6, Fly +6, Heal +16, Intimidate +2, Intimidate (To demoralize) +3, Knowledge (Geography) +24, Knowledge (History) +27, Knowledge (Local) +27, Knowledge (Local/Art & music) +28, Knowledge (Local/ID monster) +28, Knowledge (Nature) +24, Knowledge (Nature/ID monster) +25, Knowledge (Religion) +27, Knowledge (Religion/ID monster) +28, Perception +39, Perception (Blindsense) +40, Perception (Notice unusual stonework) +40, Perception (Notice unusual stonework/Underground) +41, Perception (Trapfinding) +40, Perception (Underground) +40, Perception (Underwater) +40, Perception (When listening) +40, Perception (When using blindsense) +40, Perform (Untrained) +2, Ride +6, Sense Motive +39, Stealth +29, Stealth (Darkness or smoke) +30, Stealth (In ambush) +30, Stealth (In bright light) +30, Stealth (In caverns) +30, Stealth (In darkness) +30, Stealth (In deserts) +30, Stealth (In dim light) +30, Stealth (In forests) +30, Stealth (In hilly or rocky areas) +30, Stealth (In lair) +30, Stealth (In marshes) +30, Stealth (In metal or stony areas) +30, Stealth (In mud) +30, Stealth (In rocky areas) +30, Stealth (In rocky terrain) +30, Stealth (In sand) +30, Stealth (In scrubland or brush) +30, Stealth (In shadowy conditions) +30, Stealth (In shallow water) +30, Stealth (In snow) +30, Stealth (In stony environs) +30, Stealth (In stony or icy areas) +30, Stealth (In swamps) +30, Stealth (In tall grass) +30, Stealth (In thick vegetation) +30, Stealth (In undergrowth) +30, Stealth (In vegetation) +30, Stealth (In water) +30, Stealth (In webs) +30, Stealth (Underground) +30, Stealth (Underwater) +30, Stealth (Webs) +30, Stealth (When moving) +30, Stealth (When submerged) +30, Survival +16, Survival (Find Food) +17, Survival (Follow or identify tracks) +17, Survival (Follow or identify tracks/Underground) +18, Survival (In forests) +17, Survival (Track by scent) +17, Survival (Underground) +17, Swim +12, Use Magic Device +25,
Languages Celestial, Common, Dwarven, Elven, Tongue of the Sun and Moon,
Archetypes Ki Mystic, Qinggong Monk (Perfect Self), Qinggong Monk (Quivering Palm), Qinggong Monk (Wholeness of Body),
SQ Abundant Step, Abundant Step, AC Bonus, Bonus Feat, Bonus Ki (20x), Diamond Soul, Fast Movement, Feat, Feather Step, Hidden Master, High Jump, High Jumper, Invisible Blade, Ki Mystic, Ki Pool, Ki Pool, Light Steps, Maneuver Training, Mystic Insight, Mystic Persistence, Mystic Prescience, Mystic Visions, Ninja Trick, Ninja Weapon Proficiencies, No Trace, Poison Use, Pressure Points, Rogue Talent (3x), Skilled, Slow Fall, Sneak Attack, Style Master, Timeless Body, Vanishing Trick, , , , , , , , , , , , , , , , , , , , , ,
Gear amulet of mighty fists +5; headband of inspired wisdom +6; bracers of armor +8; deliquescent gloves; ring of freedom of movement; ring of ki mastery; belt of physical perfection +6; bodywrap of mighty strikes +6; cloak of resistance +5; outfit (monk's); versatile vest; boots of speed; ioun stone, iridescent spindle; ioun stone, pale green prism; ioun stone, pink and green sphere; manual of gainful exercise (+4); tome of understanding (+5); flurry of blows; ;

Unformatted Special Abilities:

SPECIAL ABILITIES
Abundant Step (Su) You can slip magically between spaces, as if using the spell Dimension Door. Using this Ability is a move action that consumes 2 points from your Ki pool. Your caster level is 20. You cannot take other creatures with you when you use this ability.
Abundant Step Spend 2 ki points to use the monk ability abundant step.
AC Bonus (Ex) When unarmored and unencumbered, you add +15 to your AC and your CMD. In addition, you gain a +5 bonus to AC and CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Acrobatic Master (Su) As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Ki (20x) Add +1/4 to the monk's ki pool.
Deadly Sneak** (Ex) Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.
Diamond Soul Spend ? ki points to use the monk ability diamond soul.
Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Fast Movement (Ex) Your gain a +60 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Feat (Ex) A ninja may gain any feat that she qualifies for in place of a ninja trick.
Feather Step (Sp) Spend 1 ki point to use feather step (self-only) as a spell-like ability (caster level 20).
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make three additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Hidden Master (Su) At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.
High Jump (Ex) You can adds +20 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
High Jumper (Ex) When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 24.
Invisible Blade (Ex) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Ki Mystic (Su) At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.
Ki Pool (Su) You have a pool of 25 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic, cold iron, silver, lawful, and adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Pool (Su)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ki Pool Points: 25
Ki Pool (Ex) A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja's ki pool, but the rogue's ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.
Light Steps (Ex) At 6th level, a ninja learns to move while barely touching the surface underneath her. As a fullround action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Maneuver Training (Ex) 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.
Monk Bonus Feat
Mystic Insight (Su) At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit. This ability replaces purity of body.
Mystic Persistence (Su) At 19th level, a ki mystic can create an aura once per day as a swift action at the cost of at least 2 points of ki. The aura emanates out to a 20-foot radius. The monk and all allies within the aura can roll two dice when making an attack roll or a saving throw and take the better result. The aura lasts for 1 round, plus an additional round for every 2 ki points spent when the monk created the aura. The monk can dismiss the aura at any time as a free action, but the ki points for the full duration of the aura are lost. This ability replaces empty body.
Mystic Prescience (Su) At 13th level, a ki mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4. This ability replaces diamond soul.
Mystic Visions (Su) At 11th level, a ki mystic may receive mystic visions when he rests. These visions can come as a dream, an epiphany, or even as the voice of an old friend whispering in the monk's mind. The effect is similar to a divination spell with a caster level equal to the monk's level. The divination has no casting time; it is just part of the normal dreams or visions that occur every night. Using this ability costs 2 ki points that are removed from the next day's total. This ability replaces diamond body.
Ninja Trick As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.
Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
No Trace (Ex) At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Powerful Sneak (Ex) Whenever a rogue with this talent takes a full attack action, she can elect to take a -2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
Pressure Points (Su) * A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Rogue Talent (3x) The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Slow Fall (Ex) You can use a nearby wall to slow your descent and fall any distance without harm.
Sneak Attack If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 10d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, sickened for 1 minute, staggered for 1d6+1 rounds, permanently blinded or deafened, or paralyzed for 1d6+1 rounds. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.
Style Master A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat.
Timeless Body (Ex) You no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
Tongue of the Sun and Moon (Ex) You can speak with any living creature.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Wisdom in the Flesh (Irori) - Dexterity (Acrobatics) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Dexterity-based skill. You 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.

Feat/Ability choices:

Monk Feat 1 - Combat Reflexes
Monk Feat 2 - Deflect Arrows
Monk Feat 6 - Improved Trip
Monk Feat 10 - Medusa's Wrath
Monk Feat 14 - Spring Attack
Monk Feat 18 - Improved Ki Throw

Human Feat - Vicious Stomp
Feat 1 - Combat Expertise
Feat 3 - Power Attack
Feat 5 - Dragon Ferocity
Feat 7 - Elemental Fist
Feat 9 - Greater Trip
Feat 11 - Ki Throw
Feat 13 - Shadow Strike
Feat 15 Dimensional Agility
Feat 17 Dimensional Dervish
Feat 19 Dimensional Savant

Qinggong (Wholeness of Body @7) - Feather Step
Qinggong (Quivering Palm @15) - Abundant Step
Qinggong (Perfect Self @20) - Diamond Soul

Ninja Trick 2 - Pressure Points
Ninja Trick 4 - Style Master -> Dragon Style
Ninja Trick 6 - Rogue Talent -> Ki Pool
Ninja Trick 8 - Vanishing Trick
Ninja Trick 10 - Invisible Blade
Ninja Trick 12 - Acrobatic Master
Ninja Trick 14 - High Jumper
Ninja Trick 16 - Feat -> Dimensional Assault
Ninja Trick 18 - Rogue Talent -> Powerful Sneak
Ninja Trick 20 - Advanced Talent -> Deadly Sneak

Custom race: Human (augmented):

Base human (Type - Humanoid: 0, Size - Medium: 0, Speed - Normal: 0, Language - Linguist: 1, Flexible Bonus Feat: 4, Skilled: 4) for 9 points.
Ability scores change from Human Heritage to Advanced (4 points): +4 Wis, +2 Str/Dex/Con, -2 Cha
Add Advanced Strength: 4 points
Add Advanced Wisdom: 4 points
Add See in Darkness: 4 points
Total: 9+4+4+4+4 = 25