Male Tiefling (Oni-Spawn) Monk (Martial Artist) 7
Lawful Neutral Medium Outsider (native)
Player xJx (3674-9)
Favored Class Monk (+7 hp)
Init +4 (+2 dex, +2 trait)
Senses Darkvision 60 ft, Perception +14
AC 21, touch 19, flat-footed 18; (+2 dex, +4 wis, +2 natural, +1 deflection, +1 dodge, +1 monk)
hp 59 (7d8 +14 con +7 favored)
Fort +10, Ref +10, Will +12
Resistance cold 5, electricity 5, fire 5
Immune fatigue Special Defenses Evasion, Exploit Weakness10, Physical Resistance11
Speed 50 ft.4
Melee Unarmed Strike +11 d8+7 /x2, bludgeoning
Melee Flurry of Blows +11/+11/+6 d8+7 /x2, bludgeoning
Melee MWK Cold Iron Temple Sword +11 d8+7 19-20/x2, slashing, trip
Melee Flurry of Blows +11/+11/+6 d8+5 19-20/x2, slashing, trip
Ranged Shuriken +7 d2+5 x2, piercing, 10' range increment
Ranged Flurry of Shuriken +7/+7/+2 d2+5 x2, piercing, 10' range increment
Special Attacks Stunning Fist (8/day, DC 20), Exploit Weakness10
Str 20, Dex 14, Con 14, Int 8, Wis 18, Cha 8
Base Atk +5; CMB +128; CMD 28
Feats Improved Unarmed StrikeB, Stunning FistB, DodgeB, Improved GrappleB, Armor of the Pit1, Mantis Style2, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Improved DisarmB
Skills Acrobatics +8 (3), Heal +7 (3), Perception +14 (7), Sense Motive +14 (7), Swim +9 (1)
Traits Reactionary3, Soul Drinker4
Languages Common, Infernal
SQ Darkvision 60 ft., Flurry of Blows, Evasion, Fiendish Resistance, Fiendish Sprinter5, Prehensile Tail 6, Spell-like ability (alter self 1/day, CL 7th), Maneuver Training, Pain Points7, Martial Arts Mastery9, Exploit Weakness10, High Jump, Extreme Endurance, Physical Resistance11
On person Monk's Outfit (2 lbs), Belt of Giant Strength +2, (1 lbs), Headband of Inspired Wisdom +2 (1 lb), Armbands of the Brawler8 (1 lb), MWK Cold Iron Temple Sword (3 lbs), Shuriken (10) (1 lb), Cloak of Resistance +3 (1 lb), Ring of Protection +1, Acid Flask (1 lb), Alchemist Fire (1 lb), Sunrod, Backpack (2 lbs)
In backpack Cold Weather Outfit (7 lbs), Pathfinder's kit [backpack, bedroll, belt pouch, clay mug, dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, week’s worth of trail rations, whetstone.] (22 lbs)
Magic items Wand of Mage Armor (32 charges), Wand of Infernal Healing (39 charges), Wand of CLW (33 charges), Oil of Magic Weapon, Potion of Mage Armor
Wealth 7680 gp
Encumbrance 14 lb. without backpack, 43 lb. with backpack (133 lb. light/266 lb. medium/400 lb. heavy)
B bonus feat
1 +2 natural armor
2 You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
3 +2 initiative
4 Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
5 You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions.
6 Can be used to retrieve small, stowed objects carried on your person as a swift action.
7 At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1.
8 +1 competence bonus to grapple checks and checks to break a grapple.
9 A martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.
10 As a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Ref lex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.
11 At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level).