Artemis Entreri

William The Lionheart's page

26 posts. Alias of overfiend_87.


Full Name

William The Lionheart

Race

Human

Classes/Levels

Monk/6th

Gender

Male

Size

Medium

Age

23

Special Abilities

Flurry of Blows, Elemental Fist, Unarmed Strike, Evasion, Fast Movement, Manouvre Training, Still Mind, Ki Pool, Slow Fall 30ft, High Jump, Purity of Body

Alignment

Lawful Neutral

Deity

Irori

Languages

Common, Elven

Strength 14
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 14
Charisma 8

About William The Lionheart

Vital Statistics:

Name: William The Lionheart
Race: Human
Gender: Male
Age: 23
Homeland:
Height: 5ft 1 inch
Base Weight: 135lbs
Size: Medium
Hair: Black
Eyes: Ice Blue
Favoured Class: Monk
Levels: Monks 6th
XP-23,000/35,000
Alignment: Lawful Neutral
Deity: Irori
Carrying Capacity: Light Load: 58 lbs or less, Medium Load: 59-116 lbs, Heavy Load: 117-175 lbs.
Starting Gold: 16,000gp
Languages: Common, Elf.

HP, Speed & Initiative:

Max HP: 43 (8 + Con + Toughness)
Current HP: 43
Death Value: -14
Speed: 50 feet
Initiative: +4

Skills, Feats, Traits, Racial & Class Features:

The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Armour Check Penalty: -0

Skill Modifiers: 7 skill points

Acrobatics: +13 (+4 Dexterity, +6 Skill Points, +3 Class Skill)
Climb: +11 (+2 Strength, +6 Skill Points, +3 Class Skills)
Escape Artist: +13 (+4 Dexterity, +6 Skill Points, +3 Class Points)
Knowledge (Religion): +11 (+1 Intelligence, +6 Skill Points, +3 Class Skills, +1 Trait (see Child of the Temple) )
Perception: +11 (+2 Wisdom, +6 Skill Points, +3 Class Skill)
Sense Motive: +11 (+2 Wisdom, +6 Skill Points, +3 Class Skill)
Stealth: +13 (+4 Dexterity, +6 Skill Points, +3 Class Skill)

Class Features:
Simple & Martial Proficiency
Armour Proficiency (None)
Shield Profiviency (None)

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 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.

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.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Elemental Fist (Su):
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

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.

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.

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 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.

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.

Slow Fall (Ex):
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 (Ex):
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 (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Racial Features:

#Medium: Humans are Medium creatures and have 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.

Feats:
Improved Initiative (1st level feat)
Toughness (Bonus Feat)
Deflect Arrows (Bonus Feat 1st)
Scorpion Style (Bonus Feat 2nd)
Snatch Arrow (3rd level Feat)
Combat Expertise (5th level feat)
Improved Trip (Bonus Feat 3rd)

Traits:

Bullied:
You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this Character Trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.

Child of the Temple:
You gain a +1 trait bonus on Knowledge (nobility and royalty) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Offence:

BAB: +4
CMB: +8 (+6 Monk Level, +2 Strength)
Conditional: +2 on trip attempts

Common Attack Rolls:

Flurry of Blows (With Brass Knuckles)- +8/+8/+3 (+4/+4/-1 BaB, +2 Strength, +1 Enchantment, +1 Masterworked) 1d8+3 20x2 Bludgioning

Flurry of Blows (Without Brass Knuckles)- +6/+6/+1 (+4/+4/-1 BaB, +2 Strength) 1D8+2 20x2 Bludgioning

Elemental fist (Chosen Energy, With Brass Knuckles)- +8 (+4 BAB, +2 Strength, +1 Enhancement, +1 Masterworked) 1d8+3 +2d6 (Chosen Energy)

Elemental fist (Chosen Energy, Without Brass Knuckles)- +6 (+4 BAB, +2 Strength) 1d8+2 +2d6 (Chosen Energy)

Shuriken- +8 (+4 BAB, +4 Dexterity) 1d2 20x2 10 ft. range, piercing damage.

Defence:

AC: 19 (+4 dexterity, +1 Dodge Bonus, +2 Wisdom, +2 Bracers of Armour)
Flat-Footed: 14 (+2 Wisdom, +2 Bracers of Armour)
Touch: 17 (+4 dexterity, +1 Dodge Bonus, +2 Wisdom)

CMD: 22 (+4 BAB, +2 Strength, +4 Dexterity, +2 Wisdom)
Fort: +7 (+5 Base, +2 Constitution)
Reflex: +9 (+5 Base, +4 Dexterity)
Will: +7 (+5 Base, +2 Wisdom)
Conditional:
+2 bonus on saving throws against enchantment spells and effects. See Still Mind.
a monk gains immunity to all diseases, including supernatural and magical diseases. See Purity of Body.


Equipment:

+1 Masterworked Ki Focus Brass Knuckles: Worth 8302gp, weighs 2 lbs.
Shurikun(50): Worth 10gp, weighs 5 lbs.
Backpack: Worth 2gp, weighs 2 lbs.
Bullseye Latern: Worth 12gp, weighs 3 lbs.
10 pints of Oil: Worth 1gp, weighs 10 lbs.
Waterskin: Worth 1gp, weighs 4 lbs.
Monk's Outfit: Worth 5gp. weighs 2 lbs
Bracers of Armour +2: Worth 4000gp, Weighs 1 lb.
Cash- 3,662 Gold

Background:


Appearance: