Name: Flea Race: Wunderkind Gender: Female Alignment: CN Deity: None Home Plane: Outlands Physical Description: Strength (STR): 19 [+4] Level: Monk 6 Dexterity (DEX): 13 [+1] Experience Points: 22735/23000 Constitution (CON): 14 [+2] BAB: +4 Intelligence (INT): 9 [-1] Fort Save: 5 (+2 Con) = +7 Wisdom (WIS): 11 [+0] Ref Save : 5 (+1 Dex) = +6 Charisma (CHA): 12 [+1] Will Save: 5 (+0 Wis) = +5 Speed/Base Speed: 50 ft Hit Points: (8+5d8)+(6*+2 Con)+(6*1 FC)+(6 feat) = 51/51 Melee: Silver knuckles, mwk (1d8+4, 20/x2, monk): +4 (+4 Str +1 Enhancement) = +9 Cold iron knuckles, mwk (1d8+4, 20/x2, monk): +4 (+4 Str +1 Enhancement) = +9 Flurry of Blows (1d8+4, 20/x2): +4/+4/-1 (+4 Str +1 Enhancement) = +9/+9/+4 Other Equipment: Amulet of Mighty Fists +1 (Thundering) (Neck) Thundering: +1d8 sonic on a critical, plus permanently deafen opponent if they fail a DC 14 Fortitude save Belt of Giant Strength +2 (Belt) +2 to Strength Bracers of Armor +2 (Wrists) +2 force-based armor bonus Ring of protection +1 (Ring) +1 force-based deflection bonus to armor Armor Class: 10 (+2 Natural +2 Armor +1 Deflection +1 Dex +0 Wis +1 Class) = 17, 16 flat-footed, 14 touch Armor Check Penalty: -0 Arcane Spell Failure: 0% Initiative: +1 Dex = +1 CMB: +6 Level +3 Str +0 Size = +9 CMD: 10 +46 Level +3 Str +1 Dex +0 Size = 20 FEATS: -Lvl1 Toughness (+3 hit points, +1 per Hit Die beyond 3) -Mnk1 (bonus) Improved Grapple (+2 bonus on grapple, no AoOs) -Mnk2 (bonus) Throw Anything (No penalties for improvised ranged weapons) -Lvl3 Power Attack (-2 melee attack bonus/CMB for +4 damage) -Lvl5 Defensive Combat Training (Use HD for CMD instead of BAB) -Mnk6 Improved Bull Rush (+2 bonus on bull rush, no AoOs) SKILLS: [c] denotes class skill *: Armor check penalty applies Skills: 3/level Total Points: 18 -[c] Acrobatics [Dex]: 6 (+1 Mod +3 Class) = +10 -[c] Perception [Wis]: 6 (+0 Mod +3 Class) = +9 -[c] Perform (Act) [Cha]: 6 (+1 Mod +3 Class) = +10 SIZE: Small (Medium) LANGUAGES: Common Class Specials: AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC 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 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): Make an additional attack in a full-round attack as if using the Two-Weapon Fighting feat. This attack must be either an unarmed strike or a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, or siangham). For purposes of these attacks, his BAB is his base monk level. At 8th level, a monk gains two additional strikes, attacking as if using Improved Two-Weapon Fighting. At 15th level, this further improves to three additional attacks, attacking as if using Greater Two-Weapon Fighting. A monk may apply his full Strength bonus to all successful attacks, and may substitute disarm, sunder, or trip combat maneuvers for unarmed attacks. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist or with 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 both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. At 3rd level and higher, a monk's unarmed strike becomes masterwork. A monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table 4-8. The unarmed damage on Table 4-8 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. 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, a monk gains Stunning Fist as a bonus feat. At 4th level, and every 4 levels afterwards, the monk can apply a new condition to the target of Stunning Fist, replacing stunning the target for 1 round. These effects do not stack with themselves, but further attacks can increase the duration. Evasion (Ex): At 2nd level or higher, 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. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table 3-10. A monk in armor or carrying a medium or heavy load loses this extra speed. Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Racial Specials: Size: Though physically Small, wunderkind count as Medium for purposes of all modifiers related to size. Composite Plating (Ex): Wunderkind receive an innate +2 natural bonus to armor. However, they also have a 5% arcane spell failure chance, and cannot wear any other sort of armor. Natural Weapon (Ex): A wunderkind has a natural weapon in the form of a slam attack that deals 1d4 points of damage. Living Construct Subtype (Ex): Wunderkind are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Wunderkind are living constructs that combine aspects of both constructs and living creatures, as detailed below. Unlike other constructs, a wunderkind has a Constitution score, does not have low-light vision or darkvision, is not immune to mind-affecting spells and abilities, and is subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. As a living construct, a wunderkind can be raised or resurrected. A wunderkind does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. Although living constructs do not need to sleep, a wunderkind wizard must rest for 8 hours before preparing spells. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. A wunderkind cannot heal damage naturally. However, as living constructs, wunderkind can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a wunderkind can be healed by a cure light wounds spell or a repair light damage spell, for example, and a wunderkind is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a wunderkind. A wunderkind responds slightly differently from other living creatures when reduced to 0 hit points. A wunderkind with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a wunderkind is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert wunderkind does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. The unusual physical construction of wunderkind makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A wunderkind takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a wunderkind is affected by repel metal or stone as if he were wearing metal armor. A wunderkind is repelled by repel wood. The iron in the body of a wunderkind makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A wunderkind takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a wunderkind. Equipment and Inventory ----------------------- Neck: Amulet of Mighty Fists +1 (Thundering) [------ lbs.] < 5000 gp> Waist: Belt of Giant Strength +2 [ 1 lbs.] < 4000 gp> Wrist: Bracers of Armor +2 [ 1 lbs.] < 4000 gp> Ring: Ring of Protection +1 [------ lbs.] < 2000 gp> Carried: Silver knuckles, mwk [ 1 lbs.] < 321 gp> Carried: Cold iron knuckles, mwk [ 1 lbs.] < 302 gp> Subtotal: lbs. Backpack: Item in backpack [------ lbs.] Subtotal: lbs. / lbs. Pack mule: Subtotal: lbs. Total: gp GP #.## Total Weight: # lbs Loads: # lbs Light, # lbs Medium, # lbs Heavy =========================================================