0% found this document useful (0 votes)
10 views3 pages

Dalek 5

Uploaded by

Famille Guy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views3 pages

Dalek 5

Uploaded by

Famille Guy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Dalek Karanian Dranngvit Jalmeray Lawful Evil

Character Name Player Name Deity Region Alignment


Monk (Monk of the Four Winds) 5 Dwarf / Humanoid Medium / 5 ft. 4' 11" / 132 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
5 (4) 15000 / 23000 64 Mâle Verts Cendrés, Chauve
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 14 +2 14 +2 HP 53 Walk 30 ft.


hit points
Strength

DEX 19 +4 19 +4 AC 20 : 15 : 19 = 10 + 1 + 0 + 4 + 0 + 0 + 0 + 1 + 0 + 0 + 0 + 0 + 4
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 14 +2 14 +2
Constitution INITIATIVE +4 =
+4 +
+0 0 +0 0
modifier
INT 13 +1 13 +1 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 16 +3 16 +3 Encumbrance Light TOTAL SKILLPOINTS: 25
SKILLS MAX RANKS: 5/5
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 6 -2 6 -2 ✓
MODIFIER

=
MODIFIER

+ +
MODIFIER

Charisma Acrobatics DEX 13 4 5 4


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ Acrobatics (Jump) DEX 18 = 4 + 5 + 9
SAVE
✓ Appraise INT 1 = 1
FORTITUDE +6 =
+4 +
+2 +
+0 +
+0 +
+0 +
(constitution) ✓ Appraise (Treasure found in or under the water)
INT 3 = 1 + 2
REFLEX +8 =
+4 +
+4 +
+0 +
+0 +
+0 + ✓ Bluff CHA -2 = -2
(dexterity)
✓ Climb STR 12 = 2 + 5 + 5
WILL +7 =
+4 +
+3 +
+0 +
+0 +
+0 +
✓ Craft (Untrained) INT 1 = 1
(wisdom)
✓ Diplomacy CHA -2 = -2
Conditional Save Modifiers: ✓ Disguise CHA -2 = -2
+2 vs. poison, spells, and spell-like abilities ✓ Escape Artist DEX 9 = 4 + 2 + 3
✓ Fly DEX 4 = 4
+2 vs. enchantment spells and effects
✓ Heal WIS 3 = 3
Conditional Combat Modifiers:
✓ Intimidate CHA 2 = -2 + 1 + 3
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip
✓ Perception WIS 10 = 3 + 4 + 3
attempt while standing on the ground.
✓ Perform (Untrained) CHA -2 = -2
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Profession (Sailor) WIS 11 = 3 + 1 + 7
MELEE +5 = +3 + +2 + +0 + +0 + 0 +
✓ Ride DEX 4 = 4
attack bonus
✓ Sense Motive WIS 7 = 3 + 1 + 3
RANGED +7 = +3 + +4 + +0 + +0 + 0 +
✓ Stealth DEX 12 = 4 + 5 + 3
attack bonus
✓ Survival WIS 3 = 3
CMB +9 = +3 + +4 + +0 + + +
✓ Survival (Sea) = +
attack bonus WIS 5 3 2
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN ✓ Swim STR 9 = 2 + 2 + 5
CMB +11 +9 +9 +9 +9 +9 = + +
= + +
CMD 26 28 24 24 28 24
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
(nonlethal only) +7 1d8+2 20/x2 5 ft.
Special Properties:
Flurry of Blows TOTAL ATTACK BONUS
+7/ +7
HAND TYPE SIZE CRITICAL REACH
*Sword, Short +1 directrice P M 19-20/x2 5 ft.
To Hit Dam To Hit Dam
1H-P +8 1d6+3 2W-P-(OH) +2 1d6+3
1H-O +4 1d6+2 2W-P-(OL) +4 1d6+3
2H +8 1d6+3 2W-OH +0 1d6+2
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Bracers of Armor +1 +1 +0 0

Ki Pool
Uses per day ❏❏❏❏❏
EQUIPMENT You can avoid damage from many area-effect attacks. If you make a successful
Reflex saving throw against an attack that normally deals half damage on a successful
ITEM LOCATION QTY WT / COST
save, you instead take no damage. Evasion can only be used if you are wearing light
Besmara's Bicorne Equipped 1 1 / 1,700
armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Bracers of Armor +1 Equipped 1 1 / 1,000
Fast Movement (Ex) [Paizo Inc. - Core
Sword, Short +1 Equipped 1 2 / 2,310 Rulebook, p.59]
Gloves ( Skill Bonus (Competence) Equipped 1 0 / 400 You gain a +10 feet enhancement bonus to your land speed. If you wear armor or
(Climb +2)) carry a medium or heavy load, you lose this extra speed.
Competence bonus to selected skill of Climb|+2 Greed (Ex) [Paizo Inc. - Core
TOTAL WEIGHT CARRIED/VALUE 4 lbs. 5,410gp Rulebook, p.21]
Hardy (Ex) [Paizo Inc. - Core
WEIGHT ALLOWANCE
Rulebook, p.21]
Light 58 Medium 116 Heavy 175
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-
Lift over head 175 Lift off ground 350 Push / Drag 875 like abilities.
MONEY High Jump (Ex) [Paizo Inc. - Core
Total= 0 gp [Unspent Funds = 96.6 gp] Rulebook, p.59]
You can adds +5 to all Acrobatics checks made to jump, both for vertical jumps and
MAGIC horizontal jumps. In addition, you always count as having a running start when making
Languages jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action,
you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
Common, Dwarven, Undercommon
Humanoid Traits (Ex) [Paizo Inc. - Core
Other Companions Rulebook, p.308]
Humanoids breathe, eat, and sleep.
Archetypes Immunity to Disease (Ex) [Paizo Inc. - Bestiary,
Monk of the Four Winds [Paizo Inc. - Advanced p.301]
Player's Guide, p.112] You are never subject to disease effects.
The monk of the four winds is connected to the natural world in a way few other Maneuver Training (Ex) [Paizo Inc. - Core
creatures-even other monks- can hope to match. He can call upon the elements and Rulebook, p.59]
the spirits of the world in times of need, and as he nears his goal of perfection, he gains A monk uses his monk level in place of his base attack bonus when calculating
the ability to slow down time and even defeat death itself. A monk of the four winds his combat maneuver bonus. Base attack bonuses granted from other classes are
has the following class features. unaffected and are added normally.
Purity of Body (Ex) [Paizo Inc. - Core
Traits Rulebook, p.59]
Acrobat [Paizo Publishing - You are immune to all diseases, including supernatural and magical diseases.
Ultimate Campaign, p.59] Saltbeard (Ex) [Paizo Inc. - Advanced
Having trained from a young age, you're capable of amazing feats of daring. You gain Race Guide, p.12]
a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such
-5 penalty when using the Climb skill to attempt an accelerated climb.
cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They
Dirty Fighter [Paizo Inc. - Advanced gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures
Player's Guide, p.328] with the aquatic or water subtype. Their greed racial trait applies only to treasure found
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, in or under the water, but applies to all such treasure regardless of whether or not it
or companion on whom you could always count to distract your enemies long enough contains metal or gemstones.
to do a little bit more damage than normal. When you hit a foe you are flanking, you Slow Fall (Ex) [Paizo Inc. - Core
deal an additional 1 point of damage (this damage is added to your base damage, and Rulebook, p.59]
is multiplied on a critical hit). This additional damage is a trait bonus.
You can use a nearby wall to slow your descent. If you are within arm's reach of a
wall, you can use it to slow your descent. You take damage as if the fall were 20 feet
Special Attacks shorter than it actually is.
Flurry of Blows (Ex) [Paizo Inc. - Core Stability (Ex) [Paizo Inc. - Core
Rulebook, p.57] Rulebook, p.21]
You can make a flurry of blows as a full-attack action. You can make a flurry of blows Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a
as a full-attack action. When doing so, you may make one additional attack, taking a -2 bull rush or trip attempt while standing on the ground.
penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks Steady (Ex) [Paizo Inc. - Core
can be any combination of unarmed strikes and attacks with a monk speciak weapon Rulebook, p.21]
(you do not need to use two weapons to utlilize this ability). For the purpose of these
Dwarves never have their speed reduced by armor or encumbrance.
attacks, your base attack bonus is equal to your monk level. For all other purposes,
such as qualifying for a feat or a prestige class, you use your normal base attack bonus. Still Mind (Ex) [Paizo Inc. - Core
Rulebook, p.59]
Ki Pool (Su) [Paizo Inc. - Core
Rulebook, p.59] You gain a +2 bonus on saving throws against enchantment spells and effects.
You have a pool of 5 ki points, supernatural energy he can use to accomplish amazing Unarmed Strike [Paizo Inc. - Core
feats. You have a pool of 5 ki points, supernatural energy you can use to accomplish Rulebook, p.58]
amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks
strike. Ki Strike allows your unarmed attacks to be treated as magic weapons for the may be with fist, elbows, knees, and feet. This means that a monk may make unarmed
purpose of overcoming damage reduction. By spending 1 point from your ki pool, you strikes with his hands full. There is no such thing as an off-hand attack for a monk
can make one additional attack at your highest attack bonus when making a Flurry of striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for
Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he
1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge can choose to deal nonlethal damage instead with no penalty on his attack roll. He has
bonus to AC for 1 round. Each use of these powers is activated as a swift action. The the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed
ki pool is replenished after 8 hours of rest or meditation; these hours do not need to strike is treated as both a manufactured weapon and a natural weapon for the purpose
be consecutive. of spells and effects that enhance or improve either manufactured weapons or natural
weapons. A monk also deals more damage with his unarmed strikes than a normal
person would, as shown above on Table 3-10. The unarmed damage values listed on
Special Qualities
Table 3-10 is for Medium monks. A Small monk deals less damage than the amount
AC Bonus (Ex) [Paizo Inc. - Core
given there with his unarmed attacks, while a Large monk deals more damage; see
Rulebook, p.57]
Small or Large Monk Unarmed Damage on the table given below.
When unarmored and unencumbered, you add +4 to your AC and your CMD. These
Weapon Familiarity (Ex) [Paizo Inc. - Core
bonuses apply even against touch attacks or when you are flat-footed. You lose these
Rulebook, p.21]
bonuses when you are immobilized or helpless, when you wear any armor, when you
carry a shield, or when you carry a medium or heavy load. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any
weapon with the word "dwarven" in its name as a martial weapon.
Darkvision (Ex) [Paizo Inc. - Bestiary]
+1 Skill Bonus (Profession (Sailor), Profession [Paizo Inc. - Core
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all,
(Sailor), Swim, Swim) Rulebook]
out to a range specified for the creature. Darkvision is black and white only (colors
cannot be discerned). It does not allow characters to see anything that they could not GM awarded PC with +1 skill bonus.
see otherwise-invisible objects are still invisible, and illusions are still visible as what +1 Skill Rank (Profession (Sailor)) [Paizo Inc. - Core
they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. Rulebook]
The presence of light does not spoil darkvision. GM awarded PC with +1 skill rank (won't exceed max ranks).
Evasion (Ex) [Paizo Inc. - Core
Rulebook]
Feats
Agile Maneuvers [Paizo Inc. - Core
Rulebook, p.117]
You learned to use your quickness in place of brute force when performing combat
maneuvers.
You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength
bonus.
Djinni Style [Paizo Inc. - Ultimate
Combat, p.97]
Your hands sheathed in an auras of lightning, you move like the wind.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per
day. While you are in this style you must use Elemental Fist to deal electricity damage
and you gain a bonus on electricity damage rolls equal to your Wisdom bonus (3).
Further, while you are using this style and have remaining Elemental Fist attempts, you
also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition
that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.
Weapon Finesse [Paizo Inc. - Core
Rulebook, p.136]
You are trained in using your agility in melee combat, as opposed to brute strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on
attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Elemental Fist [Paizo Inc. - Advanced
Player's Guide, p.158]
You empower your strike with elemental energy
When you use Elemental Strike pick one of the following energy types: acid, cold,
electricity, or fire. On a successful hit, the attack deals damage normally plus 2d6+3
points of damage of the chosen type. You must declare that you are using this feat
before you make your attack roll (thus a failed attack roll ruins the attempt). You may
attempt an elemental fist attack 6 times per day, but no more than once per round.
When you use Elemental Strike with Djinni Style, on a successful hit, the attack deals
damage normally plus 2d6+3 points of electrical damage.
Improved Unarmed Strike [Paizo Inc. - Core
Rulebook, p.128]
You are skilled while fighting unarmed.
You are considered to be armed even when unarmed-you do not provoke attacks of
opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal
or nonlethal damage, at your choice.
Dodge (Granted) [Paizo Inc. - Core
Rulebook, p.122]
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.
Improved Grapple (Granted) [Paizo Inc. - Core
Rulebook, p.127]
You are skilled at grappling opponents.
You do not provoke an attack of opportunity when performing a grapple combat
maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You
also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
tries to grapple you.

Proficiencies
Battleaxe, Bo Staff, Brass Knuckles, Broadsword (Nine Ring), Butterfly
Sword, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dan
Bong, Double Chicken Saber, Emei Piercer, Fighting Fan, Flurry of Blows,
Grapple, Handaxe, Javelin, Jutte, Kama, Kama (Double-Chained), Kusarigama
(Sickle and Chain), Kyoketsu Shoge, Lungchuan Tamo, Monk's Spade,
Nine-Section Whip, Nunchaku, Pick (Heavy), Quarterstaff, Rope Dart, Sai,
Sansetsukon, Shang Gou, Shortspear, Shuriken, Siangham, Sling, Spear,
Spells (Ray), Spells (Touch), Splash Weapon, Sword (Seven-Branched),
Sword (Short), Sword (Temple), Sword (Tri-Point Double-Edged), Temple
Sword, Tiger Fork, Tonfa, Unarmed Strike, Urumi, Warhammer, Wushu Dart

Bonus de +2 aux jets de Bluff, d'Intimidation et de Diplomatie sur l'équipage


Or :
Potions :

You might also like