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Monge Retooled
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Name: Amoghasiddhi
Player: Kether
Class: Monge
Level: 5
Race: humano
Sex: male
Aligment: Lawful Neutral
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For 10 +0
Des 14 +2
Con 13 +1
Int 12 +1
Sab 15(+1 4th lvl) = 16 +3
Cha 08 -1
Move: 30fts + 10fts(bônus)
Slow fall: 20fts + 10fts(air way bônus)
PV: 34
AC: 17(22) = 10 + 2 + 3 + 1(dodge) + (5 air) + 1 (AC Bônus)
Fortitude: 5 = 4 + 1
Reflex: 6 (11) = 4 + 2 + (5 air)
Will: 6 = 4 + 3
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Ki power: 8 (lvl + mod sab)
BAB: Ranged: 5 = 3 + 2
Melee: 3(7 unarmed) = 3 (5 unarmed) + 0 (2 unarmed)
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Combat (gastando 1 Ki power: +1 attack / +1 damage):
Attack: Unarmed +7 (weapon focus) (+1 magic se usar Ki)
Damage: 1d8 + 2 (+ 1 magic se usar Ki)
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Languages: Common, Celestial
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Feats and Class Features
Human - Dodge (+1 dodge bonus to AC against selected target)
1st lvl - Deflect Arrows (Deflect one ranged attack per round)
3rd lvl - Weapon Focus (unarmed strike)
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Class Features (Monk)
1st lvl - Ki power, Martial training, Unarmed strike
2nd lvl - Evasion, Way of elements (air), Wholeness of body
3rd lvl - Fleeting step, Touching the ripples (blindsense 30ft), Way of the beasts
4th lvl - Art of the deadly wind, Ki strike (magic), slow fall (30ft)
5th lvl - Purity of Body (Ex): Purity of body, unburdened path (1/round)
- Ki Power (Su): A monk can channel her ki to enhance her mobility, defense, and special attacks through a variety of powers. She can use her ki powers a number of times per day equal to her class level plus her Wisdom bonus (if any); monks that follow the way of Earth or Fire (see below) add their Constitution or Strength bonuses instead, respectively. Ki powers can only be used if the monk is wearing no armor or shield and carries no more than a medium load. As long as a monk’s ki pool isn’t empty, she may use all of her supernatural abilities (except Slow Fall, Ki Strike and Diamond Soul which are always active). A monk’s ki powers are described under separate entries below. Unless indicated, all abilities that require an expenditure of ki power are done as swift actions.
- Martial training:
Flurry of Blows (+1/+1): may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty
Snap kick: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a -2 penalty on all attack rolls you make this round.
- Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
- Way of the Elements: At 2nd level, a monk must choose a style of martial arts that represents her perspective upon the world, based upon one of the four elements. Her choice of element determines the ability score in which she will focus, as well as which combat maneuvers she has preference for.
Air: the monk that chooses the way of Air is fleet like the wind, developing a swift and deadly style. When attacking with unarmed strikes or special monk weapons, she may use her Dexterity modifier instead of her Strength modifier for her attack rolls and damage rolls. She may also use her Dexterity modifier instead of her Strength modifier when making a disarm or trip check.
- Wholeness of Body (Su): At 2nd level or higher, a monk can heal her own wounds with nothing but a thought. As a swift action, the monk can heal a number of hit points of damage equal to her current class level times her Wisdom modifier; she may choose to spend all points at once or spread them on several uses, but she replenishes her pool of healing at the beginning of a new combat encounter.
If the monk expends a daily use of her ki power when activating the wholeness of body ability, she gains an increased benefit based on her choice of element. This benefit lasts for 1 round, plus 1 round for every five class levels:
Air: +5 dodge bonus on AC and Reflex saving throws
- Fleeting Step (Su): At 3rd level, a monk may expend one daily use of her ki power as a swift action to move up to her land speed. A monk that follows the way of Air may move an extra 10 ft.
- Touching the Ripples (Su): At 3rd level, a monk gains a supernatural awareness that allows her to feel the emotions of her opponents, sensing their presence even at the loss of sight. The monk gains blindsense to a distance of 30 feet (defeated by sound), which can be activated or deactivated as a free action (by closing her eyes). If the monk already has blindsense (by means of a racial ability, for example), the range of her blindsense increases by an extra 30 feet. By spending a daily use of her ki power, she may instead gain blindsight (also defeated by sound), but limited to 30 feet (regardless of whether she originally has blindsense or not), for a number of rounds equal to half her class level.
- Way of the beasts: At 3rd level, a monk expands her vision of life by emulating the traits of animals. Her chosen way teaches her skills of great utility in her path towards perfection.
The monk may choose between one of the following animal-related abilities. Each way provides certain bonuses which can be improved by expending daily uses of ki. At 6th level and every three levels afterwards, the monk may choose the same ability to improve her bonus or choose a new ability. The monk may gain further benefits if she progresses through the same path more than once.
- Leaping Dragon: The dragon does not leap, but when taking flight, it impulses towards the air with unearthly grace, and soars upon the air as a lance thrust towards the heavens; in such way, the monk emulates the dragon's supremacy over air. A monk gains a +2 bonus on Jump checks and is always considered as making a running leap, even if she does not run; if she does, she gains a +10 bonus on the Jump check. If she chooses this ability three times or more, when making a Jump check for a high jump, the number of feet she may leap is equal to twice the result of her check (instead of four times her result) and has no maximum reach; if she uses a quarterstaff or a polearm with reach (such as a ranseur), she adds 5 feet to her leaping distance. If she makes a Jump check as part of a charge she adds 2 points of damage for each time this ability is chosen. By expending a daily use of her ki power as a swift action whenever she is 10 ft. over the ground, the monk gains the benefit of the levitate spell as a sorcerer of her class level, except she cannot move vertically or horizontally except as part of a Jump check or allowing herself to fall. A monk following the way of the Leaping Dragon that gains the ability to walk in air (see Walk the River and the Clouds, below) may activate her levitating ability and her air-walking ability by expending only 1 daily use of ki (instead of two).
- Art of the Deadly Wind (Ex): At 4th level, the monk’s expertise with martial arts improves. When she uses seemingly weak ranged attacks, her strikes are much more lethal and reach a greater distance than usual.
When the monk uses a dart, a sling, or a shuriken, the monk deals damage with the weapon as if she was using an unarmed strike, but of a monk of her level -3 (thus, she deals 1d6 points of damage if Medium at 4th level). These weapons are not treated as if they were unarmed strikes for purposes of the ki strike ability (see below). As well, her range increment is equal to 50 ft. if it doesn’t have that range increment already; at every 4 levels after the 4th, the range increment of the weapon increases by 10 ft.
Depending on the elemental way she follows, the monk may gain certain extra abilities:
Air: the range increment of the weapon increases by a further 10 feet every 4 levels. She adds her Dexterity modifier to her damage rolls. She may draw sling bullets, darts and shuriken as if she had the Quick Draw feat, but only for these weapons.
- Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 8th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 12th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Furthermore, starting from 4th level the monk’s unarmed attacks are more accurate and strong. A 4th level monk gains a +1 bonus on attack rolls and damage rolls when attacking with an unarmed strike; this bonus increases by 1 every four levels. Treat this bonus as an enhancement bonus for purposes of which abilities stack with it (thus, a 4th level monk wouldn’t benefit from magic weapon or magic fang, but it could take benefit from greater magic weapon or greater magic fang if it so desires).
By expending several daily uses of her ki power, a monk’s ki strike temporarily improves. At 4th level, the monk may spend one daily use to increase the bonus on attack and damage rolls from her unarmed strikes by 1 (but the bonus cannot exceed +5 until 20th level). At 8th level, the monk may spend two daily uses to grant her unarmed strikes gain the axiomatic weapon special ability, and at 12th level she may spend three daily use to grant her weapons ignore all kinds of damage reduction. These enhancements are cumulative (a monk need only spend two daily uses to gain the enhancement bonus and the axiomatic special ability, and three daily uses for all effects), and last for a period of rounds equal to half her class level. If the monk gains the axiomatic special quality or the ability to ignore all damage reduction as an enhancement, she need only spend one or two daily uses of ki and gain the remaining enhancements.
If a class progresses ki strike, levels in monk stack with levels in that class to determine the effective enhancement bonus with unarmed strikes, but not with the other provided abilities (such as bypassing DR or ki expenditures). A monk cannot extend her ki strike ability to her natural weapons (unarmed strikes are not considered as natural weapons for these purposes, nor slam attacks).
- Slow Fall (Ex) or (Su): At 4th level or higher, a monk takes damage from any fall as if it were shorter. The amount of distance reduced by this ability is shown on Table: The Monk. As well, a monk may expend one daily use of her ki pool as an immediate action to gain the effect of a feather fall spell; this latter ability is a supernatural ability. A monk that follows the way of Air adds 10 feet to the distance she may fall safely.
- Purity of Body (Ex): At 5th level, a monk gains
immunity to all poisons and diseases.- Unburdened Path (Su): At 5th level, a monk may spend one daily use of her ki power as a swift action to ignore any effects that hamper or impede movement, as if having a
freedom of movement spell* cast upon itself, until the next round. At 14th level, the effect lasts instead for a number of rounds equal to half her class level.
A monk following the way of Air or Water doubles the duration of this ability.- Freedom of movement spell:
Freedom of Movement
Abjuration
Level: Assassin 4, Blackguard 4, Bard 4, Cleric 4, Druid 4, Liberation 4, Luck 4, Ranger 4
Components: V, S, M, DF
Casting time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
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Unarmed damage - 1d8
AC bonus - +1
Speed bonus - 10ft
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weapons proficient: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
armor proficient: none.
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Skills (SP: 28 = 24 + 4 (human bonus) -> 6/lvl)
Balance (Dex) 4 = 2 + 2
Climb (Str) 4 = 4 + 0
Concentration (Con) 7 = 7 + 1
Craft (Int)
Diplomacy (Cha)
Escape Artist (Dex) 5 = 3 + 2
Hide (Dex)
Jump (Str) 2 = 4 + 0
Knowledge (arcana) (Int)
Knowledge (religion) (Int) 3 = 2 + 1
Knowledge (geography) (Int) 3 = 2 + 1
Listen (Wis) 8 = 7 + 2
Move Silently (Dex) 4 = 2 + 2
Perform (Cha)
Profession (Wis)
Sense Motive (Wis) 8 = 7 + 2
Spot (Wis) 6 = 4 + 2
Swim (Str) 2 = 2 +0
Tumble (Dex) 8 = 7 + 2
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Equipaments:
Mochila
pederneira
saco de dormir
cantil 3 lts
rosário de 108 contas
Cajado
faca
3 sandálias
3 roupas
3 Sabões
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Tesouro:
-> Poções magicas (???)