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...AKASHI...

Male middle-aged human (Tian) unchained monk 10


LN Medium humanoid (human)
Init: +6; Senses: Perception +20
DEFENSE

AC 33, touch 25, flat-footed 30 (+4 armor, +4 natural, +3 monk, +7


Wis, +3 Dex, +2 deflection)
hp 82 (10d10+2)
Fort +9, Ref +12, Will +12
Defensive Abilities improved evasion; Immune disease
OFFENSE

Speed 60ft.
Melee unarmed strike +14/+9 (2d6+2 plus 1d6 acid) or unarmed
strike flurry of blows +14/+14/+9 (2d6+2 plus 1d6 acid)
Ranged Touch scorching ray +13/+13 (4d6 fire)
Special Attacks flurry of blows, stunning fist (12/day, DC 24,
stunned, fatigued, sickened), style strike (flying kick, leg sweep)
Spell-Like Abilities (CL 10th; concentration +17)
1 ki point barkskin (self only)
2 ki points abundant step, restoration (self only), scorching
ray
TACTICS

Before Combat Akashi takes an hour every morning to use his


Meditation Master feat. In a potentially dangerous situation, he
activates barkskin, then drinks a potion of mage armor. He is
permanently under the effect of magic fang (CL 9th).
During Combat Akashi closes in with a flying kick using the Stunning
Fist feat and the leg sweep style strike. If he trips his target
successfully, he activates Piranha Strike and makes two attacks of
opportunity, one from Vicious Stomp, and the other from Greater Trip.
After that, he finishes his flurry of blows (using a ki point for an extra
attack at full base attack) plus two extra attacks from Medusas Wrath
if the victim is stunned or flat-footed.
His modus operandi for other rounds should follow a similar logic,
using flying kick or the Acrobatics skill to get to the opponent. If he is
needed in ranged combat, he shoots two scorching rays up to 70 ft.
Akashi never spends his 2 last ki points, in case he needs to escape.
Morale If hes the last man standing in battle and is reduced to 20 hit
points or less, Akashi activates abundant step in order to flee. He will
not abandon his teammates under any other circumstances.
STATISTICS

Str 10, Dex 16, Con 10, Int 13, Wis 24, Cha 8
Base Atk +10; CMB +10 (+17 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved
Trip, Improved Unarmed Strike, Mantis Style, Meditation Master,
Medusas Wrath, Piranha Strike, Stunning Fist, Vicious Stomp, Weapon
Finesse
Skills Acrobatics +20, Climb +4, Diplomacy 3, Escape Artist +16,
Heal +13, Knowledge (religion) +14, Perception +20, Profession
(choose) +11, Sense Motive +20, Stealth +10, Swim +4
Languages Common, Tien
SQ fast movement, ki pool (18 points), ki powers (abundant step,
barkskin, restoration, scorching ray), ki strike (cold iron, lawful, magic,
silver)
Traits Heavy Hitter, Reactionary, Wisdom in the Flesh
Drawback Anxious
Vows Cleanliness, Truth
Gear ioun torch, cracked dusty rose prism ioun stone, bandolier (with
elemental breath, bloodblock, meditation tea, potion of mage armor
(4), soap), belt pouch (with 11gp 9sp 8cp 3pp), belt pouch (with spool
of twine (50ft.), shaving kit and sunrod), canteen, belt of incredible
dexterity +2, cloak of resistance +2, deliquescent gloves, feather
step slippers, headband of inspired wisdom +4, monks robe, ring of
protection +2, swarmbane clasp. Encumbrance Light (12 lbs.)
Description xxxxxxx

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