Monkey

Yr Afanc's page

19 posts. Alias of Merddyn.


Race

Vanara

Classes/Levels

Unchained Monk 5

Gender

Male

Size

Medium

Alignment

LN

Languages

Vanara, Common, Elven

Strength 16
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 20
Charisma 5

About Yr Afanc

Stats
Init +5 (Once Per Day/ +10);
Senses Perception +21; Low-Light Vision
Speed 50 ft; HP 95/95
Victory Points: -

Defenses:
AC 24, touch 22, flat-footed 19 (+5 Dex, +5 Wis, +2 Untyped, +2 Armor)
CMD 32 (+2 vs Grapple or Trip)
Fort +7, Ref +11, Will +7 (+2 vs Enchantment)

Offense & Weapons:
Melee +5 Unarmed Strike +19 (1d10+8/x2);
+1 Sansetsukon +11 (1d10+5/19-20/x2)
Ranged MW Sling +14 (1d4+3/x2/50')
Special Attacks Stunning Fist, Flurry of Blows
CMB +10 (+2 vs Grapple or Trip)

Feats:
•Weapon Finesse
•(B)Improved Unarmed Strike
•(B)Combat Reflexes
•(B)Stunning Fist
•(B)Scorpion Style
•Weapon Focus (Unarmed Strike)
•Monkey Style
•(B)Improved Trip
•Improved Grapple

Traits:
•Heedful Readiness
•Bullied

Racial Traits:
•Climb Speed
•Nimble
•Low-Light Vision
•Prehensile Tail

Skills:
•Acrobatics +23 (8 Ranks, +5 Dex, +3 Class, +2 Racial, +5 Wis) (+8 to Jumb)
•Climb +22 (8 Ranks, +3 Str, +3 Class, +8 Racial)
•Perception +21 (8 Ranks, +5 Wis, +3 Class, +5 Competence)
•Stealth +18 (8 Ranks, +5 Dex, +3 Class, +2 Racial)
•Swim +14 (8 Ranks, +3 Str, +3 Class)

Gear:
Combat Gear
•+1 Sansetsukon
•Bracers of Armor (+2)
•Belt of Giant Strength (+2)
•MW Sling
•20 Sling Bullets

Other Gear
•Headband of Alluring Wisdom (+2)
•Eyes of the Eagle

Wealth: 391 gp 8 sp

Special Abilities:
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist (5/day; Stunned or Fatigued; DC 17 Fort): 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 condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

Unarmed Strike (1d8): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 (+10 Ft): At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (7/7): At 3rd 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.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

Ki Strike: As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Ki Power (Sudden Speed): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.

Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike: At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.

Leg Sweep (Style Strike): The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.