kjp Monk/Cleric's page

No posts. Alias of Khouri P..


Full Name

Lavati Malhotra

Strength 10
Dexterity 16
Constitution 14
Intelligence 8
Wisdom 18
Charisma 13

About kjp Monk/Cleric

Ability Scores: Add racial bonus & level 4 upgrade

Stats:
| HP:33/33 | AC:18/18/15 CMD:22/19 | Saves: F6/R7/W5 | Init:- | Senses: Darkvision, Perception:- | Sense Motive:- | Channel: 4/4

CHARACTER DESCRIPTION
Appearance/Personality:

History/Background:

Religion:
Irori is the god of enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was once a mortal who achieved absolute physical and mental perfection and thus attained divinity of his own volition.
Irori's priesthood consists primarily of clerics and monks. Priests are responsible for mentoring others as they try to attain self-perfection either by guiding followers or through rigorous testing and trials. Each must follow his or her own slightly different path to enlightenment, but there is little infighting among Irori's followers. Priests have no formal raiment, but prefer to dress plainly with a single long rope of braided hair they wear around their neck. Upon death, masters of the faith are said to join Irori to serve him for all eternity, while those who have not yet achieved perfection are reincarnated to begin the process anew.

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Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

STAT BLOCK:
Female Race Unchained Monk 4//Gestalt Cleric 2
L? Medium humanoid
Initiative +
Senses: Perception +

Defensive stats & abilities:
AC 18, touch 18, flat-footed 15 (+ monk wisdom AC bonus)
hp 33 (4d10+8)
Fort +6, Ref +7, Will +5
CMD 22 (FF 19)
AC Bonus: adds Wisdom bonus to AC and CMD. gains +1 bonus to AC and CMD. apply against touch attacks or flat-footed.

Healing:
Channel Energy - 30ft burst, standard action (no AoO), 1d6 healed

Offensive stats & abilities:
Speed - ft.
Base Atk +4; CMB +4
Melee:Unarmed Strike +4 (1d8+0)
Ranged:
Special Attacks: Channel Energy (1d6 damage)

Spells:
Cleric Spells (CL 2nd; concentration +6; DC14+sp)
Level 0— at will (Cantrips)
Spells prepared (4/day) =
Level 1— Spells/day = 2+1+1 = 4
Spells prepared =
(Favorites: )

Feats/Traits:
Feats:
2 feats for level 4

At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.

Traits:

Other Abilities:

Unchained Monk:

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.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.

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
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
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
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)
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. 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 (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
list Ki Powers here

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

Cleric:

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domains
list domains here

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Skills:
Adventuring Skills: Acrobatics* +, Bluff +, Climb* +, Diplomacy +, Disguise +, Escape Artist* +, Heal +, Intimidate +, Knowledge (Local) +, Knowledge (Planes) +, Knowledge (religion) +, Perception +, Ride* +, Sense Motive +, Spellcraft +, Stealth* +, Survival +, Swim* +, Use Magic Device +
Armor check penalty (*) -

Background Skills: Appraise +, Artistry , Craft , Handle Animal +, Knowledge (Geography) +, Knowledge (History) +, Knowledge (nobility) +, Perform (Oratory) +, Perform (Sing) +, Profession (Sailor) +

Ki Powers:

Equipment/Magic Items:

Party items:



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Special Situations:

future ideas & leveling info: