About Xemeshlar
Xemeshlar CR 9
XP 6400
Female Human (Chelaxian) Monk 10
LE Medium Humanoid (human)
Init +9; Senses Perception +19
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Defense
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AC 20, touch 20, flat-footed 14 (+5 Dex, +1 dodge)
hp 74 (10d8+10)
Fort +8, Ref +12, Will +9; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune disease
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Offense
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Speed 60 ft.
Melee Quarterstaff +10/+5 (1d6+4/x2) and
. . Unarmed strike +10/+5 (1d10+3/x2)
Special Attacks flurry of blows +8/+8/+3/+3, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic
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Statistics
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Str 16, Dex 21, Con 12, Int 14, Wis 15, Cha 12
Base Atk +7; CMB +13; CMD 30
Feats Acrobatic, Alertness, Combat Reflexes (6 AoO/round), Dodge, Extra Ki, Improved Feint, Improved Initiative, Improved Unarmed Strike, Mobility, Run, Spring Attack, Stunning Fist (10/day) (DC 17)
Skills Acrobatics +22 (+34 jump, +32 to jump, +26 to jump with a running start), Bluff +2, Climb +16, Disable Device +4, Disguise +2, Escape Artist +18, Fly +7, Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (history) +7, Knowledge (religion) +8, Linguistics +5, Perception +19, Profession (soothsayer) +7, Ride +12, Sense Motive +10, Sleight of Hand +6, Stealth +18, Survival +3, Swim +8
Languages Draconic, Giant, Goblin, Infernal, Undercommon, Varisian
SQ ac bonus +4, fast movement (+30'), high jump, ki defense, ki pool, maneuver training, purity of body, slow fall 50', stunning fist (stun, fatigue, sicken), unarmed strike (1d10), wholeness of body
Other Gear Quarterstaff, You have no money!
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +8/+8/+3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (10/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) 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 conditio
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (10 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
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