Galen | |
Age: | 25 |
Hair: | Brown |
Eyes: | Blue |
Height: | 6'0'' |
Weight: | 140 lbs |
Race: | Human |
Class: | Monk 2 |
Favored Class: | Monk |
Alignment: | Lawful Neutral |
Level: | 2 |
Experience: | 2143 |
Hit Points: | 22/22 |
Gold: | 2057.37 |
Current Status: | Active |
Played by Scathien |
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 16 | +3 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 10 | +0 | +0 | +0 |
Wisdom | 16 | +3 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Favored Class Selection: Level 1-2: HP
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + 3 Dexterity +3 Wis = 16 | Fortitude | +3 | +2+1(Racial) | +6 | |
Flat-Footed | 13 | Reflex | +3 | +3+1(Racial) | +7 | |
Touch | 16 | Will | +3 | +3+1(Racial) | +7 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+1 | +3 Dex/Str | +4/+4 | +3 | 1 (BaB)+3 (Str) = 4 (6 grappling) | 10 +1 (BaB)+3 (Str)+3 (Dex)+3 (Wis) = 19 (21 grappling) |
+2 | +3 Str/Dex -2 (Flurry) | +3 (Flurry) |
Damage:
Unarmed: 1d6 (b)
Light Improvised Weapon: 1d4 (b)
One Handed Improvised Weapon: 1d6 (b)
Two Handed Improvised Weapon: 1d6/1d6 (b)
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Acrobatics (Dex) | +2 | +3 | +3 | +0 | +8 |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +1 | +1 |
C | Climb (Str) | +0 | +3 | +0 | +0 | +3 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +1 | +1 |
X | Disable Device (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Escape Artist (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +2 | +3 | +3 | +0 | +8 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (History) (Int) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Religion) (Int) | +0 | +0 | +0 | +0 | +0 |
X | Linguistics (Int) | +0 | +0 | +0 | +0 | +0 |
C | Perception (Wis) | +2 | +3 | +3 | +0 | +8 |
C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Pilot (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Profession () (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Sense Motive (Wis) | +2 | +3 | +3 | +0 | +7 |
X | Sleight of Hand (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
C | Stealth (Dex) | +2 | +3 | +3 | +0 | +8 |
X | Survival (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Swim (Str) | +0 | +3 | +0 | +0 | +3 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
Where X is Cross Class and C is a Class Skill
skills per level
Languages Known: Common
Feats:
Human - Catch Off Guard: Foes are surprised by your skilled use of unorthodox and improvised weapons.
Anti-Hero - Skill Focus: You are particularly adept at Healing
Monk 1 - Throw Anything: You are used to throwing things you have on hand.
Level 1 - Improved Grapple: You are skilled at grappling opponents.
Monk 2 - Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Archtype: Monk of the Healing Hand
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
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.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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 (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
FAQ
The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
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.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (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 condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.
Racial Abilities:
Human Racial Traits
CR+0 Humanoid (Human)
+2 to an Ability Score of choice: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Gift of Tongues: Humans gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Fearless: Humans tend to be stubborn and arrogant, shirking caution when other races might heed such. They gain a +2 to all saving throws against fear effects.
Destined: Humans gain a +1 racial bonus on all saving throws.
Life Bound: Humans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
- | - | +0 | x2 | - |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
- | - | - | - | - | ft | lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
backpack
bedroll
1-pint flask
7 days' trail rations
healer's kit
Monk's Outfit
Statistics of Items Here:
16.5 lbs
Galen stands roughly 6 feet tall, well built and toned from years of martial arts training. He wears simple clothing, preferring to blend into the background and stay out of sight so to speak. As a practicing tantrist however, he does like to use his abilities to help, though he is training to use those skills in combat as well, so he tends to not shy away from a fight.
Galen came to the city in search of adventure and perfection, seeing the city as a means to test himself and his skills. As a young child, he was taken from his parents after a kobold raid destroyed his village, leaving him one of a few number of survivors, a passing band of monks took Galen in and brought him to their monastery where he was trained in their arts. Though he did not agree with every one of their teachings, and when he struck out on his own it came as no surprise to those in his order, they wished him well and allowed him to leave, hoping that he found the path he was searching for. Galen's code urges him to find a balance within himself and the world around him, and as long as he adheres to that code he believes he will find the path that he seeks, and perhaps a little fun along the way….