Xilanqyx of the Crouching Dragon/Hidden Tiger monastery
Half-dragon(gold) natural lycanthrope(weretiger) Mnk 12 Singh Rager 4
Medium-sized Dragon (Good, Lawful)
Hit Dice: 16d10 + 128 (245)
Initiative: +6
Speed: 90 natural/180 boots
BAB: 12/7/2
UAB: 12/9/6/3
AC: human 42, hybrid/tiger 44, raging human 40, [/i]raging hybrid/tiger[/i] 42 touch 30 raging touch 28
(6 Dex, 5 wis, 4 mnk, 5 def, 8 armor, 4 nat(6 nat when hybrid/tiger) -2 when raging
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normal 42/39/36/33............}
flurry 40/37/34/31/40.......} Damage: 4d6 + 25(27 raging)
lighting 37/34/31/28/37/37..}
Attacks: Fists +5 (Crits for all 19-20/x2, When raging add 2 to attack mods)
charge 44/41/38/35............} mantis leap doubles str mod
crg flrry 42/39/36/33/42.......} tiger leap(item) does double damage
crg litng 39/36/33/30/39/39..} Damage: 8d6 + 90(98 raging)
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Teeth +5 2 less than main attack} Damage: 2d6 + 25(27 rag) or 2d6 + 45(49 rag)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities:
Racial abilities
Lycanthropic Empathy:Lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands such as 'friend', 'foe', 'flee', and 'attack'
Curse of Lycanthropy: Any humanoid bit by a lycanthrope's bite attack in animal form must succeed at a fortitude save (DC 15) or contract lycanthropy.
Alternate forms: All lycanthropes can shift into animal form as though using the polymorph self spell(although their gear doesn't change). Weretigers can also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. Upon assuming any alternate form the lycanthrope regains hp as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. Seperated body parts retain their animal form, however.
Damage reduction: A lycanthrope in animal or hybrid form gains damage reduction 15/silver
Half-dragon template: Breath weapon 6d10 cone of fire(DC 20 reflex) 1/day, Immune to Sleep, Paralysis, Fire, Low-light and Darkvision to 60ft
Monk Class abilities
Unarmed strike: A monk fighting unarmed gains the benefits of the improved unarmed strike feat, gets extra attacks more frequently, and deals more damage.
Flurry of Blows: A monk may take a -2 penalty to all attacks to get an extra attack
Still Mind: Gain a +2 bonus to saving throws against spells and effects from the enchantment school.
Fast Movement: A monk moves faster than normal. Fast movement is a supernatural ability for base speeds beyond 50ft.
Slow Fall: Treat all falls as 50ft less if a wall is in arm's reach.
Purity of Body: Immune to all diseases except magical ones.
Improved Trip: If succeed at a trip attempt, may immediately attack again as if the attack was not used to trip.
Wholeness of body: Heal self 24 hp per day. May be divided up into multiple uses. Supernatural ability
Leap of the Clouds: Jumping distance is not limited according to monk's height.
Improved Evasion: No damage on successful reflex save. Damage is halved on failed save.
Ki Strike: Unarmed strike is treated as a +1 weapon with regards to damage reduction. Supernatural ability.
Diamond body: Immune to all poisons. Supernatural ability.
Abundant step: May d-door 1/day as a 6th level caster.
Gave up Stunning attack and deflect arrows for fists of iron and ki shout as per OA monk.
Singh Rager class abilities
Dropped bab to 3/4, hd to d8, to have monks UAB, speed, and damage grow as if continuing in the monk class.
Lions Roar: Can use Ki shout or greater ki shout 4 + cha mod times/day. DC of those feats is increased by 4.
Greater Ki Shout: When you Ki shout, your opponents are panicked for 2d6 rounds unless they make their will save(DC 24)
Lion's Fury: As barbarians rage. May use 3/day.
Lion's Courage: Immune to fear(magical or otherwise) and gain +4 bonus on will saves against other mind-influencing spells and effects.
Remain conscious: When hp <0 may take a partial action each round until -10 is reached or hp >=0
Saves: Fort: 27 Ref: 20 Will: 26
Abilities: Str: 51(55 fury), Dex: 23, Con 27(33 fury), Int: 20, Wis 21, Cha 15
Loads(lb): Light: 9792 Medium: 19584 Heavy 29440 Over head: 29440 Off ground 58880 Push/drag 147200
Skills: Jump 19/81, Hide 19/30, Tumble 19/27, Bluff 8/10, Balance: 19/27, Climb 19/39, Escape artist: 19/25, Knowledge(Religion): 18/23, Move Silently:19/30
Feats:
Blind-fight: reroll miss chance, free from weretiger
Multiattack: only -2 for secondary natural attacks, free from weretiger
Power attack: subtract up to 15 from hit to add same amount to damage, free from weretiger
Improved control shape: full control over shifting, free from weretiger
Ki shout: may use to cause all within 30ft to make a will save vs 24 or be shaken, traded in monk ability
Iron will: +2 to will saves
Fists of iron: additional 1d4 damage 3/day, traded in monk ability
Sunder: no AoO for attacking opponents weapons
Lightning fists: 2 extra attacks possible per round, -5 to all attacks
Mantis leap: when charging with a leap str bonus is doubled
Improved crit: unarmed: double threat range with unarmed attacks
Eagle claw: may attack items with fists at no penalty
Empty hand mastery: increase unarmed damage one step
ECL, XP: 20, 190000/210000
Alignment: Lawful Good
Equipment:
Manual of Gainful Exercise +5: read and gained +5 inherent strength bonus.
Boots of dexterity +6, striding and springing, jumping, silently moving, and tiger leap: Gives +6 enhancement bonus to dexterity, doubles speed, +10 competence bonus to jump, perform flying kick on charges - treat as unarmed attack that deals double damage, +5 competence bonus to move silently.
Monk's belt of giant strength +6: (lawful only) - grants +6 enhancement bonus to strength, gives 1 additional stunning attack per day, 10 rounds of haste per day.
Monk's tattoo: ac, monk damage, speed as if monk of 4 levels higher
Vest of health +6: +6 enhancement bonus to con
Headband of intellect +6 and comprehending languages and reading magic: +6 enhancement to int, 90% chance to understand unknown tongue, 80% chance to read magic
Bracers of armor +8: +8 armor bonus
Ring of mighty fists +5: (lawful only) - +5 enhancement bonus to natural attacks
Cloak of hiding and resistance +5: +5 resistance bonus to saves, +5 competence bonus to hide skill
Periapt of wisdom +6 and faithfullness: +6 enhancement bonus to wis and knowledge of any action that could adversely affect alignment - knowledge is ahead of time if a moment is spent to contemplate the action.
Ring of protection +5, sustenance and breathing: +5 deflection bonus, only need 2 hours of sleep, do not need food, water, or air
Goggles of lucky attacks +5: +5 luck bonus to attacks)
Heward's Handy Haversack: holds up to 120 pounds in 2 20 pound pouches and an 80 lb pouch, retrieving item is a free action
Mundane equipment: bedroll, winter blanket, chalk x5, crowbar, fishing net, 5 pitons, hammer, silk rope, sack, vial x5, monk's outfit, ink x2, inkpen, paper x5
100 gp left - in haversack