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- Unnamed Hero Player: Luke Male Human Monk 3 - CR 2 Lawful Neutral Humanoid (Human); Deity: Irori; Age: 18;

Height: 5' 9"; Weight: 175lb.; Eyes: Brown; Hair: Bald + Pony Tail; Skin: Olive
Ability Score Modifier Temporary

STR
STRENGTH

14 15 16 10 17 9
Total Base Ability

+2 +2 +3 0 +3 -1
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+6 = +5 = +6 = = 10

+3 +3 +3

+3 +2 +3
Size Natur Deflec Dodge Misc

REFLEX
(DEXTERITY) (WISDOM)

WILL

Total

Armor Shield Dex

AC

16

+2 16 +5 20 = = 10 Flat-Footed AC
BAB Strength

+1 13
Size

+3

Touch AC CM Bonus CM Defense


Total

Misc

+2
BAB

+2
Strength

Dexterity

Size

+2

+2

+2

Skill Name Total Ability Ranks Temp

Damage / Current HP

HP

29 +2 Initiative Speed +2 30 / 40 ft

Base Attack

Brass Knuckles

Mainhand: +4, 1d3+2

Crit: 20/x2 Light, B, Monk

Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS), +1 Brass Knuckles Crit: 20/x2 Mainhand: +5, 1d3+3
Light, B, Monk

Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS), +1 Brass Knuckles Crit: 20/x2 Mainhand: +5, 1d3+3
Light, B, Monk

Shuriken

Mainhand: +4, 1d2+2 Ranged: +4, 1d2+2

Crit: 20/x2 Rng: 10' Light, P, Monk

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim
Bullied
+1 to hit with unarmed AoEs.

+8 +0 -1 +8 -1 -1 +2 +2 +3 -1 +9 +2 +7 +8 +3 +7

DEX (2) INT (0) CHA (-1) STR (2) CHA (-1) CHA (-1) DEX (2) DEX (2) WIS (3) CHA (-1) WIS (3) DEX (2) WIS (3) DEX (2) WIS (3) STR (2)

3 3 3 1 3 2

Feats, Traits & Flaws

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Gear
Total Weight Carried: 21.5/175lbs, Light Load (Light: 58lbs, Medium: 116lbs, Heavy: 175lbs)
Assorted Gems (worth 450 gp) Backpack (empty) Brass Knuckles Damaged Dagger - Crest - "Arallel" Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS) Martial Wrap: Iomedae (+1d4 vs UnD or Evil OS) Monk's Outfit (Free) Potion of Cure Light Wounds Potion of Cure Moderate Wounds Pouch, belt (empty) Powder Rope, silk (50 ft.) Shuriken x5 Shurikens (P) (DC12, 1d4 turns, -1 Att & AC, 10') Temple Sword x20 Waterskin 2lbs 1lb 1lb 1lb 1lb 0.5lbs 0.5lbs 5lbs 0.1lbs 0.1lbs 3lbs 4lbs

Experience & Wealth


Experience Points: 5219/9000 Current Cash: 55 GP, 3 SP, 450 GP of Valuables

Special Abilities
Evasion (Ex)
If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, you takes no damage with a successful saving throw.

Fast Movement (+10')


At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. By spending 1 point from his ki pool, he can increase his speed by 20 feet for 1 round.

Flurry of Blows +1/+1 (Ex)

Shurikens (P) (DC12, 1d4 turns, -1 Att & AC, 10'), Shuriken Crit: 20/x2 Mainhand: +4, 1d2+2

Ranged: +4, 1d2+2


Temple Sword

Rng: 10' Light, P, Monk

Mainhand: +4, 1d8+2 Both Hands: +4, 1d8+3 Mainhand: +4, 1d6+2

Crit: 19-20/x2 1-Hand, S, Monk, Trip

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 Maneuver Training monk does not meet the prerequisites for the feat). Fighting feat (even if the (Ex) For the purpose of calculating CMB, monk's your attack bonus is rather than For the purpose of these attacks, theyou add base full monk levels, equal to 3/4 of your monk levels. his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the Still Mind (Ex) monk uses his normal base attack bonus. A monk of 3rd level or higher gains a +2 bonus on saving throws against At 8th level, the monk can make two additional attacks when he uses flurry of enchantment spells and effects. blows, as if using Improved Two-Weapon Fighting (even if the monk does not Stunning Fist (Stun) the feat). meet the prerequisites for (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the the monk can make three additional 4 levels thereafter, of At 15th level, prerequisites. At 4th level, and every attacks using flurry the monk as if the ability to apply a new condition to the target monk does not blows,gains using Greater Two-Weapon Fighting (even if theof his Stunning Fist. the condition replaces stunning meet This prerequisites for the feat). the target for 1 round, and a successful Unarmed Strike (1d6) effect. At 4th level, he can choose to make the saving throw still negates the At 1st level, a his gains he can Unarmed Strike rolls for all successful target fatigued.monkfull Strength bonus to the target sickened for feat. A A monk appliesAt 8th level,Improvedmake his damageas a bonus 1 minute. At monk's made may be the target staggered attacks are made with that a 12th level, he can flurry of blows, whether the for 1d6+1 rounds. At 16th offattacks attackswith makewith fist, elbows, knees, and feet. This means an level, monk with a weapon wielded in with target. At 20th may he can paralyze he canmay make unarmed strikes both hands. A full. There substitute thing hand orpermanently blind or deafen thehis hands monk level, is no such disarm, as target for 1d6+1 rounds. The striking unarmed. A monk may thus apply the an off- hand combat a monk monk must choose which part of a will apply sunder, and tripattack formaneuvers for unarmed attacks as condition flurry of his full Strength bonus made. weapon other his unarmed strikes. before the attack roll is on anyThese effects do not stack with themselves blows. A monk cannot usedamage rolls for all than an unarmed strike or a (a creature sickened by as part Fist cannot become monk with natural special monk weaponStunning of a flurry of blows. A nauseated if hit by Usually monk's unarmed weapons as Stunning cannot use such strikes deal do increase the of he can duration. weapons Fist again), but additional hits lethal damage, butblows, choose to Potiona of Cure Light Woundspart of a flurryattack roll. nor can he deal natural damage addition to no penalty on his He has the makenonlethalattacks in instead withhis flurry of blows attacks. same choice to deal lethal or nonlethal damage while grappling.

Tracked Resources

Unarmed Strike
Crit: 20/x2 Light, B, Nonlethal

Potion of Cure Moderate Wounds

at his highest bonus when a flurry of attack. Shuriken attackthe purpose ofmaking and effectsblowsenhance or improve natural weapon for spells that either manufactured turns, -1 or natural weapons. Shurikens (P) (DC12, 1d4weapons Att & AC, 10') A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Stunning Fistamount given there15) his unarmedSmall monk deals less (3/day) (DC with damage than the attacks, while a Large monk deals more damage.

By spending 1 point from his ki pool, a monk can make one additional attack A monk's unarmed strike is treated as both a manufactured weapon and a

Feats, Traits & Flaws


Deflect Arrows
Deflect an incoming arrow once per round.

Dodge
+1 AC.

Languages
Common

Improved Unarmed Strike


Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Mobility
+4 to AC against some attacks of opportunity.

Monk Weapon Proficiencies


You are proficient with the Club, Crossbow (Light and Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Sickle, Siangham and Sling.

Relentless
You gain a +2 bonus to Con checks and other checks to continue tiring activities, but are exhausted when you would normally become fatigued.

Scorpion Style (DC 14)


Standard action: Unarmed strike also reduces target's land speed to 5'

Stunning Fist (3/day) (DC 15)


You can stun an opponent with an unarmed attack.

Toughness +3
You gain +3 hit points.

Special Abilities
AC Bonus +3
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 flatfooted. He loses theseHero Lab when he Hero Lab logo are Registeredwhen he bonuses and the is immobilized or helpless, Trademarks of LWD Technology, Inc. Free download at http://www.wolflair. com wears any armor, when he carries a shield, or when hemarks and medium or heavy Pathfinder and associated carries a logos are trademarks of Paizo Publishing, LLC, and are used under license. load.

Background
- Born: small village, south of Lington, in Tyriba - Birthday: 20th of Lamashan (10th Month) 796 Year, 2nd Era - Family: Father, Mother, 2 x brothers, 1 x sister. - Poor family, farmers - At the age of ten, a fire engulfed your house and killed everyone except you (you were pulled out by neighbours) - You were taken by the neighbours to the village of Lington and handed to the monks of the temple of Irori - You were raised along with other unfortunate children - The other children bullied you and you learnt to stand up forself and strike back. The other children soon learnt to leave you alone. - You trained in martial arts and pushed yourself to physical collasp every day. - You were selected to defend the temple at an early age and joined the temple guard - A stranger arrived at the temple, by the name of Gallan. He tells you he was one of the neighbours that pulled you out of the burning house eight years before. He tells you that he saw cloaked figures running away from the house, and one dropped a dagger by accident in the fire, which Gallan retrieved. - Gallan had kept this a secret for eight years but due to guilt he now tells you this and gives you the dagger. A curved blade, engraved with a crest (eagle grabbing a snake) and a word "Arallel" - You can not focus on your training and duties and after discussing it with your master, you decide you must find out how killed your parents and bring them to justice. Further: - You are told that you bear a striking resemblence to Prince Zelfon, a cousin to the King of Tyriba. - Prince Zelfon came through Lington, near your birth villiage, about 18 years ago. - The emblen on your burnt dagger belongs to a group of murderers, assassins and dark wizards that operated out of Edarmor, the Capital of Tyriba, about 20 years ago.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair. com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.