Statistics

Primary Stats

STR: 17 (+ 3)
DEX: 12 (+ 1)
CON: 14 (+ 2)
INT:  9 (- 1)
WIS: 15 (+ 2)
CHA:  5 (- 3)




Secondary Stats

BAB:          +0       {1st level}
Speed:        20 ft    (racial)

Melee Hit:    +3     = {BAB 0 + STR 3 + SIZE 0}
Rngd Hit:     +1     = {BAB 0 + DEX 1 + SIZE 0}
CMB:          +3     = {BAB 0 + STR 3 + SIZE 0}
CMD:          16     = {BAB 0 + STR 3 + DEX 1 + SIZE 0 + WIS 2 + 10}
                        WIS 2 bonus only if if unarmored & unencumbered

Fort Save:    +4     = {Base save bonus 2 + CON 2}
Rflx Save:    +3     = {Base save bonus 2 + DEX 1}
Will Save:    +4     = {Base save bonus 2 + WIS 2}

AC:           13     = {10 + Arm 0 + Shld 0 + DEX 1 + Size + WIS 2}
Touch AC:     13     = {10 + DEX 1 WIS 2}
Flat-Footed:  12     = {10 + Armor + Shield WIS 2}

Light Load:   86
Mdm Load:     173
Hvy Load:     260
Carrying:     ____






Racial Abilities

  • Ability Scores: +2 CON, +2 WIS, -2 CHA
  • Type: Dwarves are humanoids with the dwarf subtype.
  • SizeDwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • LanguagesDwarves begin play speaking Common and Dwarven. 
  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense (CMD) when resisting a bull rush or trip attempt while standing on the ground.
  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
  • Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.





Class Abilities

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and Flurry of Blows abilities.


Bonus to AC & CMD
  • When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD 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 to AC 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

Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.




Improved Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, 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 as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would. The unarmed damage values listed on Table: Monk are 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.)


Skills

The monk's class skills are:

Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier = 3 = 4 + INT (-2)

Chosen Skills:



Feats

Monk Bonus Feats

  • 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.
  • Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The 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.
  • Improved Unarmed Strike 



-------
CMB = Combat Maneuver Bonus
CMD = Combat Maneuver Defense

No comments:

Post a Comment