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Hokubi (Hydrazine) Pathfinder Society

Updated: 10:18 AM 14 October, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Hokubi (Hydrazine) ---

Name:       Hokubi
PFS Number: 43545-3

Race:       Human
Class:      Monk (Tetori)
Faction:    Andoran
Alignment:  Lawful Neutral
Age:        26
Eyes:       Brown
Hair:       Bald
Features:   His ears are lumpy and deformed; a common condition amoung wrestlers.
Height:     5'8"
Weight:     160 lb
Size:       M
Gender:     M
Level:      3
Exp:        7

Str: 13  +1
Dex: 18  +4
Con: 14  +2
Int: 07  -2
Wis: 16  +3
Cha: 07  -2

HP:       	 27/27  (d8/class + 2/con, per level after 1st)
Speed:    	 40 ft
 with armor:     30 ft


Fortitude: +5 = +3(base) +2 (con)
Reflex:    +7 = +3(base) +4 (dex)
Will:      +6 = +3(base) +3 (wis)
*+2 Vs enchantment

Base Attack  = +2

Melee:   6   =  2(base) +4(dex*) +0(size)
Ranged:  6   =  2(base) +4(dex) +0(size)

CMB:     9   =  3(base) +4(dex) +0(size) +2(imp. grapple)
CMD:    23   =  3(base) +1(str) +0(size) +4(dex) +3(wis) + 10 +2(imp grapple)

CMB:     7   =  3(base) +4(dex) +0(size)
CMD:    20   =  2(base) +1(str) +0(size) +4(dex) +3(wis)+ 10

Total AC        =  Base  Shield  Dex  Armour  Size   Misc
standard:    19 =  10    +x      +4   +1      +x     +3(wis)+1(style)
vs Touch:    17 =  10    --      +4   --      +x     +3
Flatfooted:  14 =  10    +x      --   +1      +x     +3

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
Unarmed		+6      1d6+1(str)            x2    melee  M     B & P
Short sword     +6      1d6+1(str)     (19-20)x2    melee  M     slashing
Light Crossbow  +6      1d8            (19-20)x2    80 ft  M     Piercing

ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
My skill is my armor.

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 3 = 4(class)-2(int)+1(human)
Total Spent: 9/9       +0(favoured class)

Acrobatics                    dex* 10 =  +4     3       +3(class) -0(AC penalty)
Climb                         str*  5 =  +1     1       +3(class) -0(AC penalty)
Craft                         int
Escape Artist                 dex*  4 =  +4     0       +0 -0(AC penalty)
Intimidate                    cha   0 =  +      0       +0(class)
Knowledge (history)           int
Knowledge (religion)          int
Perception                    wis   9 =  +3     3       +3(class) +0(racial)
Profession                    wis
Perform                       cha   0 =  +      0       +0
Ride                          dex*  0 =  +      0       +0(class) -0(AC penalty)
Sense Motive                  wis   7 =  +3     1       +3(class) 
Stealth                       dex*  8 =  +4     1       +3 -0(AC penalty)
Swim                          str*  0 =  +      0       +0(class) -0(AC penalty)
--Cross Class---------------- ---------------------------------------------
Appraise                      int   0 =  +      0       +0
Bluff                         cha   0 =  +      0       +0
Diplomacy                     cha   0 =  -2     0       +0
Disable Device                dex*                         -0(AC penalty)
Disguise                      cha   0 =  +      0       +0
Fly                           dex*  0 =  +      0       +0 -0(AC penalty)
Handle Animal                 cha  
Heal                          wis   0 =  +      0       +0(healer's kit)
Knowledge (arcana)            int
Knowledge (dungeoneering)     int
Knowledge (engineering)       int
Knowledge (geography)         int
Knowledge (local)             int
Knowledge (nature)            int
Knowledge (nobility)          int
Knowledge (planes)            int
Linguistics                   int     
Sleight of Hand               dex*  0 =  +      0       +0 -0(AC penalty)
Spellcraft                    int                       +0(class)
Survival                      wis   3 =  +      0       +0
Use Magic Device              cha   
*armour check penalty applies

Agile Maneuvers: Use dex modifier instead of Str for CMBs.

Weapon Finesse: Use dex modifier instead of str for attack rolls with light weapons.

(Bonus 1st)
Improved Grapple
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.

(Bonus 2nd)
Stunning Pin
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.

Snapping Turtle Style
While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.


RACIAL Bonuses

CLASS Bonuses

	Graceful Grappler (Ex):
 A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes (Pathfinder RPG Bestiary 301), and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack (Bestiary 298), inf licting his unarmed strike damage on any successful grapple check.This ability replaces flurry of blows.

	Stunning Fist DC 14, 3/day
 You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, canít take actions, loses any Dexterity bonus to AC, and takes a Ė2 penalty to AC.no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 2nd level or higher, a monk can avoid damage from many area-effect attacks. 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.

	Stunning Pin
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.

Monk AC Bonus

Improved Unarmed Strike

Fast Movement

	Still Mind
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

	Maneuver Training
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.

DEITY Bonuses


SPELLS (specialisation/opposed school #1,opposed school #2)
Lvl/Dom or School   Spell
0 ---------------------------------------------- 3
 A  Spell   (A = Abjuration, c = Conjuration, etc)
 C  Spell
 En Spell
 E  Spell
 I  Spell
 T  Spell
 U  Spell
1 ---------------------------------------------- 1 + 1(wis) + 1(dom)
 D  Domain Spell
 D  Domain Spell

INVENTORY                                      Cost       Weight
 Armor                                         (??gp)     xxlb
 Ammo  (20)  Crossbow bolts                    (02gp)      2lb
 Weaps   Crossbow                              (35gp)      4lb
 	 short sword			       (10gp)      2lb

 Bag    -  Backpack                            (2gp)      2lb
 Outfit -  Explorer's Outfit                   (0gp)      8lb

 Arms   - Bracers of Armor +1		    (1000gp)      1lb
 Back   -  
 Face   -  
 Head   -  
 Neck   -  
 Torso  -  
 Hands  -  
 LHand  -  
 RHand  -  
 Feet   -  
 Belt   - masterwork manacles w/ simple lock*   (70gp)     3lb

In Backpack
 (1)  Flint & Steel                             (1gp)      0lb
 (1)  Grappling Hook                            (1gp)      4lb
 (1)  Rope, hempen                              (1gp)     10lb
 (1)  Torch                                     (1cp)      1lb
 (1)  Waterskin                                 (1gp)      4lb
 (1)  Wand, CLW (45 charges)                    (2Pp)      1lb   
Total Personal Load:                                     40lb
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)      xlb
(0) Barding (type, if owned)                 (???gp)      xlb

In Saddlebags (if owned)                       (4gp)      8lb

Total Mount Load                                         xxlb
 + Personal Load                                        xxxlb

*escaping Manacles: DC 35 Escape Artist, DC 28 Str, DC 20 Disable device

Personal Encumberance

Light Load:  50 lb or less
Medium Load: 51 lb - 100 lb
Heavy Load:  101 lb - 150 lb
Mount's Encumberance

Light Load:  xxx lb or less
Medium Load: xxx lb - yyy lb
Heavy Load:  xxx lb - yyy lb

pp     0
gp     4021.5
sp     0
cp     0

Prestige    8
Fame        10

Boon Name (from Scenario x-xx)
Boon Description

Boon Name (from Scenario x-xx)
Boon Description



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