seasong
First Post
So for some reason, my last update to the website didn't take. So in the meantime, here's the monk:
BAB: As Monk
Good Saves: Fortitude and Reflexes
Poor Save: Will
HD: 1d8
Special Abilities
1 - Monk's unarmed strike abilities, evasion, unarmed 1d6,
Wisdom Bonus to AC
2 - Deflect arrows feat, SURGE 1/DAY
3 - +10 ft movement, unarmed 1d8 (1 level early)
4 - LIGHTNING FLURRY
5 - AC +1
6 - Improved Trip, +10 ft move, Bonus Feat (martial)
7 - Unarmed 1d10 (1 level early)
8 - RAPTOR WING
9 - Improved Evasion
10 - AC +2, +10 ft move, Bonus Feat (martial)
11 - Unarmed 1d12(1 level early)
12 - EARTH ADVOCATE
13 -
14 - Bonus Feat (martial)
15 - Unarmed 1d20 (1 level early), AC +3, +10 ft move
Surge (Ex): As a free action you can focus your mind and body to enter a natural state of perfect coordination, resulting in a surge of speed-increasing adrenaline. Your base speed increases by +20ft. (up to a maximum of 50ft.), you gain a +2 haste bonus to AC, and your attack roll penalties when using flurry of blows or lightning flurry are reduced by one. These bonuses last for up to three rounds plus your Constitution bonus, if any. After the surge is over, you lose these bonuses and are fatigued (-2 to Strength and Dexterity, cannot run or charge) until the end of the encounter. You can only surge once per encounter. You may only surge when not wearing armor and carrying no more than a light load. You must surge on your turn, and cannot surge in response to an event. For example, if you attack with a flurry of blows and miss by one point, you couldn't begin to surge to cause the attack to hit.
Lightning Flurry (Ex): When unarmored, you can use flurry of blows to make two extra attacks, instead of just one, with unarmed strikes or with monk or light weapons. Instead of a –2 penalty to your attack rolls, all of your attacks have a –4 penalty. You must use the full attack action when using this secret.
Raptor’s Wing (Ex): Like a bird of prey, you prefer to attack from the air. You can use the full attack action to make a single extra-high, leaping unarmed strike. Your attack roll has a +1 competence bonus for every 5 ranks you have with the Jump skill. You may not move while using this ability, except for a 5ft. step before attacking.
Earth Advocate (Ex): Your style is heavily focused on grapples and throws. You do not provoke an attack of opportunity when starting a grapple and gain a +4 bonus to opposed rolls when attempting to trip an opponent or when someone attempts to trip you.
BAB: As Monk
Good Saves: Fortitude and Reflexes
Poor Save: Will
HD: 1d8
Special Abilities
1 - Monk's unarmed strike abilities, evasion, unarmed 1d6,
Wisdom Bonus to AC
2 - Deflect arrows feat, SURGE 1/DAY
3 - +10 ft movement, unarmed 1d8 (1 level early)
4 - LIGHTNING FLURRY
5 - AC +1
6 - Improved Trip, +10 ft move, Bonus Feat (martial)
7 - Unarmed 1d10 (1 level early)
8 - RAPTOR WING
9 - Improved Evasion
10 - AC +2, +10 ft move, Bonus Feat (martial)
11 - Unarmed 1d12(1 level early)
12 - EARTH ADVOCATE
13 -
14 - Bonus Feat (martial)
15 - Unarmed 1d20 (1 level early), AC +3, +10 ft move
Surge (Ex): As a free action you can focus your mind and body to enter a natural state of perfect coordination, resulting in a surge of speed-increasing adrenaline. Your base speed increases by +20ft. (up to a maximum of 50ft.), you gain a +2 haste bonus to AC, and your attack roll penalties when using flurry of blows or lightning flurry are reduced by one. These bonuses last for up to three rounds plus your Constitution bonus, if any. After the surge is over, you lose these bonuses and are fatigued (-2 to Strength and Dexterity, cannot run or charge) until the end of the encounter. You can only surge once per encounter. You may only surge when not wearing armor and carrying no more than a light load. You must surge on your turn, and cannot surge in response to an event. For example, if you attack with a flurry of blows and miss by one point, you couldn't begin to surge to cause the attack to hit.
Lightning Flurry (Ex): When unarmored, you can use flurry of blows to make two extra attacks, instead of just one, with unarmed strikes or with monk or light weapons. Instead of a –2 penalty to your attack rolls, all of your attacks have a –4 penalty. You must use the full attack action when using this secret.
Raptor’s Wing (Ex): Like a bird of prey, you prefer to attack from the air. You can use the full attack action to make a single extra-high, leaping unarmed strike. Your attack roll has a +1 competence bonus for every 5 ranks you have with the Jump skill. You may not move while using this ability, except for a 5ft. step before attacking.
Earth Advocate (Ex): Your style is heavily focused on grapples and throws. You do not provoke an attack of opportunity when starting a grapple and gain a +4 bonus to opposed rolls when attempting to trip an opponent or when someone attempts to trip you.