Its best you listen to me

Monk VI (Mystic Monk, Qinggong Monk and Sensei); Allignment: Lawful
Ability Ability Score
Strength 10
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 20
Charisma 11
HP AC Touch Flat-footed Fortitude Reflex Will
00 00 00 00 7 7 9
4 +4 +7

Full attack:

Movement and vision
Speed 30 ft, perception .

Skill Name Ranks Ability Trained Misc Total
Diplomacy 2 0 3 6
Perform (oratory) 6 1 3 1 11
Heal 2 5 3 0 10
Knowledge (nature) 1 1 3 2 7
Knowledge (arcana) 1 1 3 2 7
Knowledge (geography) 1 1 3 2 7
Knowledge (history) 1 1 3 2 7
Knowledge (dungeoneering) 1 1 3 2 7
Knowledge (engineering) 1 1 3 2 7
Knowledge (local) 1 1 3 2 7
Knowledge (nobility) 1 1 3 2 7
Knowledge (planes) 1 1 3 2 7
Knowledge (religion) 1 1 3 2 7
Perception 6 5 3 (2) 14 (16)
sense motive 2 5 3 0 10
Survival 2 5 3 1 11

Special abilities
Human Race
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

AC Bonus (Ex): 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.

Advice (Ex):A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

This ability replaces flurry of blows, fast movement, and improved evasion.

Unarmed Strike: 1d8

Bonus Feat: Dodge

Stunning Fist (Ex): 6/day, Stun or fatigue, DC 17

Insightful Strike (Ex): At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.

Maneuver Training (Ex)

Ki Mystic (Su): At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check.

This ability replaces still mind.

Ki Pool (Su)

Mystic Insight (Su): At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit.

This ability replaces purity of body.

Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).

At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.

Qinggong Ki Ability: Barkskin (self only, 1 ki point)

Replaces Slow fall

Qinggong Ki Ability: True strike (self only, 1 ki point)

Replaces High Jump

Combat Reflexes
Dodge (bonus)
Extra Ki +2 ki points
Extra Ki +2 ki points

Background Traits

  • Militia veteran +1 survival
  • Mentored +1 perform (oratory)
  • Spirit Sense +2 vs being surprised or ambushed and +2 to detect invisible or incoporeal creatures
  • Power Hungry

Common, Some other language

Battle gear

On Person: X

In Whatever Else Is On Hand: X

Money: X

Total weight on person: XX lbs

Light load Medium load Heavy load
0-X lbs. X–XX lbs. XX–XX lbs.

Human homelands: Town or Village: You gain access to the Militia Veteran regional trait.
Human Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
*{color:blue}Older Sister and Brother. You gain access to the Kin Guardian combat trait.

Circumstance of Birth: Lower-Class Birth: You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Parents’ Profession: Serfs/Peasants: You gain access to the Poverty-
Stricken social trait.

Major Childhood Event: Mentorship/Patronage: A mentor or patron too an interest in your development and volunteered to train or sponsor you. This creature’s motives might not be entirely clear, but without its influence you would not be who you are. You gain access to the Mentored social trait.

Monk Background: Spirit Teacher: Your martial training is both physical and metaphysical in nature, allowing you to unlock a higher state of consciousness that allows you to draw on the wisdom and power of long-dead masters. You gain access to the Spirit Sense faith trait.

Influentual Associate:The Mentor: You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you the heroic abilities you possess, or simply a kindred spirit who helped form your worldview. You gain access to the Mentored social trait.

Moral Conflict: Conflict: Malign Associates: You allied with a destructive creature, organization, or individual (4), Subject: Gangster or underworld figure, Motivation: Money (3), Resolution: No Guilt : Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conf lict, but you don’t deny it when confronted either. (2)

  • Romantic Relationships: Experience but No Substantial Relationships: You’ve had a fling or two, but have so far shied away from any ties or commitments.

Power: You long for the ability to influence the world around you, whether that’s as small as a village or as large as a plane of reality. You gain access to the Power-hungry drawback.


Dragon Brawl Dinictus edgewalker