Chask | |
---|---|
Aliases | None |
Faction | Transcendent Order |
Home | Unknown |
Gender | Male |
Age | 7 |
Hair | N/A |
Eye Color | Red |
Height | 6'7" |
Weight | 315 lbs |
Race | Kreen |
Class | Monk 1 |
Level | 1 |
Experience | 0 |
Hit Points | 9/9 |
Coin | 250 |
Current Status | Active |
Played by | Dakheel |
Ability | Score | Mod |
---|---|---|
Strength | 18 | +4 |
Dexterity | 18 | +4 |
Constitution | 12 | +1 |
Intelligence | 10 | 0 |
Wisdom | 18 | +4 |
Charisma | 4 | -3 |
Armor Class | Base | Dex Mod | Armor | Shield | Misc |
---|---|---|---|---|---|
Standard AC | +10 | +4 | 0 | 0 | +6 |
Touch AC | +10 | +4 | N/A | N/A | +6 |
Flat-Footed AC | +10 | N/A | 0 | 0 | +6 |
Saving Throws | Base | Mod | Other |
---|---|---|---|
Fortitude | 2 | +1 | |
Reflex | 2 | +4 | |
Will | 2 | +4 |
Type | BAB | Mod |
---|---|---|
Melee | 0 | +4 |
Range | 0 | +4 |
Initiative | +4 | +4 |
---|
Combat Maneuver Bonus | 0 | +4 | ? |
---|
Combat Maneuver Defence | +10 | 0 | +4 | +4 | ? |
---|
Skills | Class | Mod | Rank | Misc |
---|---|---|---|---|
Acrobatics1 | +3 | +4 | 1 | +4 |
Appraise2 | +0 | 0 | 0 | 0 |
Autohypnosis3 | +0 | +4 | 0 | 0 |
Bluff4 | +0 | -3 | 0 | 0 |
Climb5 | +3 | +4 | 0 | +4 |
Craft6 | +3 | 0 | 0 | 0 |
Diplomacy7 | +0 | -3 | 0 | 0 |
Disable Device8 | +0 | 0 | 0 | 0 |
Disguise9 | +0 | -3 | 0 | 0 |
Escape Artist10 | +3 | +4 | 0 | 0 |
Fly11 | +0 | +4 | 0 | 0 |
Handle Animal12 | +0 | -3 | 0 | 0 |
Heal13 | +0 | +4 | 0 | 0 |
Intimidate14 | +3 | -3 | 0 | 0 |
Knowledge15 | +3 | 0 | 0 | 0 |
Linguistics16 | +0 | 0 | 0 | 0 |
Perception17 | +3 | +4 | 1 | 0 |
Perform18 | +3 | -3 | 0 | 0 |
Profession19 | +3 | +4 | 0 | 0 |
Psicraft20 | +0 | 0 | 0 | 0 |
Ride21 | +3 | +4 | 0 | 0 |
Sense Motive22 | +3 | +4 | 1 | 0 |
Sleight of Hand23 | +0 | +4 | 0 | 0 |
Spellcraft24 | +0 | 0 | 0 | 0 |
Stealth25 | +3 | +4 | 1 | 0 |
Survival26 | +0 | +4 | 0 | 0 |
Swim27 | +3 | +4 | 0 | 0 |
Use Magic Device28 | +0 | -3 | 0 | 0 |
Use Psionic Device29 | +0 | -3 | 0 | 0 |
Total Skill Points Spent | 4 |
Crafting Skills | |
---|---|
Knowledges | History, Religion |
Languages Spoken | Common, Kreen |
Languages Read | Common, Kreen |
Perform Specialties | Kata |
Professions | Monk |
Feats:
Improved Unarmed Strike (Monk)
Stunning Fist (Monk)
Improved Grapple (Monk)
Multiattack (Level 1)
Class Abilities:
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
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 her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as 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 her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Racial Abilities:
* +2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Kreen are strong and quick, but they think differently from most humanoids and have a hard time relating to folk of other races.
* Monstrous Humanoid: Kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Medium: As Medium creatures, kreen have no special bonuses or penalties due to their size.
* Normal Speed: Kreen have a base speed of 30 feet.
* Darkvision: Kreen can see in the dark up to 60 feet.
* Kreen Immunities: Kreen are immune to magic sleep effects
* +2 Natural Armor: A kreen’s exoskeleton is tough and resistant to blows.
* Multiple Limbs: Kreen have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Kreen can also take the Multiattack feat. (These are not bonus feats.)
* Natural Attacks: Kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. they can make this attack as a full-round action, and can only attack with claws that are empty.
* Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
* Leap (Ex): Kreen are natural jumpers and climbers. They have a +4 racial bonus on acrobatics and climb checks.
* Weapon Familiarity: Kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
* Kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
* Automatic Languages: Common, Kreen. Bonus Languages: Dwarven, Elven. While they can only speak kreen, learning other languages can allow them to understand other races.
Weapon | Attack Bonus | Damage | Crit | Range | Damage Type |
---|---|---|---|---|---|
Claws | 0 | 1d6 | 19-20/x2 | 0 | Bashing or Slashing |
Bite | 0 | 1d4 | 19-20/x2 | 0 | Piercing+Poison |
Armor Name | Armor Bonus | Max Dex | Arcane Spell Failure | Movement Speed | Weight |
---|---|---|---|---|---|
None | 0 | 10 | 0% | 30 ft | 0 lb |
None | 0 | 10 | 0% | 30 ft | 0 lb |
Slot | Item | Description |
---|---|---|
Head | ||
Face | ||
Neck | ||
Shoulders | ||
Torso | ||
Arms | ||
Hands | ||
Right Ring | ||
Left Ring | ||
Waist | ||
Feet | ||
Pack |
Other Possessions
A piece of fulgurite on a wire around his thorax.
Pack
Flint and steel
Nothing!
Leaving the deserts of his homeland he became lost in what many of the desert call Shaitan, the storm that brings both end and beginning to all that lies within the sands. When the sands faded, leaving his chitin scarred and marked by it's passage he found himself in Sigil of all places, only his meagre belongings to remind him of his home amongst the wonders of this new place. He has since sought refuge amongst the Ciphers with whom he shares a personal desire for enlightenment and self-improvement.