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Brother Yoshi - Stats
Yoshi is a solid person. He has straight dark brown hair cut short with untidy bangs. His eyes are also dark brown. The shape of his eyes and the color of his skin clearly show his mixed ethnicity. He has a thin mouth and pale lips, pointy chin, and high cheekbones. He wears a serene expression. He wears an off-white monk's outfit.

Yoshi CR 14
Male human Monk 14
LG Medium humanoid
Init +6; Senses Listen +20, Spot +20
Languages Common, Regional
Height 5 ft. 8 in., weight 150 lb., age 22, XP 91,000 (0)


AC 26, touch 26, flat-footed 24; Dodge, chronocharm of the grand master
hp 94 (14 HD)
Immune normal disease (purity of body), all poison (diamond body)
Resist SR 24 (diamond soul); improved evasion
Fort +15, Ref +15, Will +20 (+22 against enchantments (still mind))

Speed 70 ft. (14 squares), chronocharm of the horizon walker
Melee unarmed strike (magic and lawful) +15/+15/+15/+10 (2d8+2/19-20) with rapidstrike and flurry of blows 3/day or
unarmed strike (magic and lawful) +13/+13/+13/+8 (2d8+2/19-20) with flurry of blows or
kama or siangham +14/+14/+14/+9 (1d6+2/20) with rapidstrike and flurry of blows 3/day or
kama or siangham +12/+12/+12/+7 (1d6+2/20) with flurry of blows or
Ranged shuriken +14/+14/+14/+9 (1d2+2/20) with rapidstrike and flurry of blows 3/day or
shuriken +12/+12/+12/+7 (1d2+2/20) with flurry of blows
Base Atk +10; Grp +12
Attack Options Combat Reflexes, Defensive Throw, Stunning Fist 15/day (DC Fort 26), ki strike (magic and lawful)
Special Actions Heal 28 hp/day (wholeness of body)
Combat Gear anklet of translocation, chronocharm of the celestial wanderer, chronocharm of the fateweaver, chronocharm of the grand master, chronocharm of the horizon walker, potion of cure light wounds (2), ring of invisibility
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 25, Cha 10
SQ fast movement, abundant step, slow fall 70 ft.
Feats Close-Quarter Fighting, Combat ReflexesB, Defensive Throw, Dodge, Dreamspeaking, Improved Critical (Unarmed Strike), Improved Initiative, Improved TripB, Improved Unarmed StrikeB, Stunning FistB, Sun School, Weapon Focus (Unarmed Strike), Weapon Group (Basic, Monk Weapons). 8 2/3 General Feat Points available.
Skills Balance +2, Bluff +0, Climb +2, Concentration +2, Diplomacy +0, Escape Artist +12, Jump +2, Listen +20, Move Silently +19, Search +0, Sense Motive +29, Spot +20, Tumble +17, Use Rope +2
Possessions circlet of wisdom +6 (head), third eye expose (face), rapidstrike bracers (arms), Ki straps (hands), monk's belt (waist), rags of restraint (torso) cloak of resistance +4 (shoulders), anklet of translocation (feet), ring of protection +4 (ring 1), ring of invisibility (ring 2), chronocharm of the celestial wanderer (throat), chronocharm of the fateweaver (throat), chronocharm of the grand master (throat), chronocharm of the horizon walker (throat), 15 shuriken, cold iron kama, silver kama, cold iron siangham, silver siangham, gold arm ring (300 gp, gift from centaur chieftain), monk's outfit, backpack, everlasting rations, flint & steel, magic bedroll, replenishing skin, 50' silk rope, sack, belt pouch, potion of cure light wounds (2), 5,497 gp.
Other Possessions

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus ×1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as 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 her unarmed strikes than a normal person would.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses


Anklet of Translocation (1,400) (MIC 71)

A pewter chime hangs from this simple leather ankle-band.

Up to twice a day, when activated via a swift command, you can instantly teleport without error up to 10 feet. The new space must be within line of sight and line of effect. You cannot move into a space occupied by another creature or a solid object; attempting this wastes the activation. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Chronocharm of the Celestial Wanderer (500) (MIC 85)

This charm resembles an ebony starburst.

Once a day you can immediately reroll a single Spot or Listen check that you just attempted, The result of the second roll replaces the first result.

Chronocharm of the Fateweaver (500) (MIC 85)

This tiny golden spindle dangles from a thin chain of grey steel.

Once a day you can immediately reroll a single Balance, Climb, or Tumble check that you just attempted, The result of the second roll replaces the first result.

Chronocharm of the Grand Master (500) (MIC 86)

This tiny hollow glass flower dangles from a slim golden chain.

Once a day you gain a +5 dodge bonus to your AC against a single ranged attack.

Chronocharm of the Horizon Walker (500) (MIC 86)

This charm shows a rising sun half obscured by the horizon.

Once a day, you may move up to half your speed as part of the same swift action used to activate the charm. This movement does not provoke attacks of opportunity. When determining the distance you can move, round down to nearest 5-foot increment.

Everlasting Rations (350) (MIC 160)

This nondescript, small leather pouch has a light blue silk drawstring.

This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day's worth of rations.

Ki Straps (5,000) (MIC 113)

These two leather straps are worn and frayed at the edges.

When wrapped around both hands, these straps grant a +2 enhancement bonus to the DC of your Stunning Fist attack (or any other effect gained by expending daily uses of that feat).

Magic Bedroll (500) (MIC 163)

This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender.

A magic bedroll grants you a comfortable and peaceful night's sleep. As long as you lie in it, you gain the benefit of an endure elements spell. After sleeping for 8 hours in the bedroll, you recover 1 hit point per character level, in addition to the hit points you recover normally. Getting into or out of a magic bedroll is a full-round action.

Monk's belt (13,000) (DMG 248)

This simple rope belt, worn around a character's waist, confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th level monk. The AC bonus functions just like a monk's AC bonus.

Rags of Restraint (3,200) (MIC 119)

The ancient strips of cloth that make up this ragged shirt are dirty and tattered.

Rags of restraint allow you to channel ki power to heal your own injuries. When you activate this item, you must either expend a daily use of your Stunning Fist feat (if you are a monk) or a daily use of your ki power class feature (if you are a ninja). Doing so heals you of damage equal to your monk or ninja level (or the sum of both if you have both classes).

Rapidstrike Bracers of Armor +2 (8,650) (MIC 119)

This pair of polished mithril bracers are of simple but elegant craftmanship, contoured to fit the forearms perfectly.

Rapidstrike bracers increase the accuracy of a monk's flurry of blows. When you activate these bracers, you gain a +2 competence bonus on attack rolls made as part of a flurry of blows until the end of your turn. This ability functions three times per day.

Replenishing Skin (1,000) (MIC 173)

This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive.

Whenever a repleneshing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours. .

Third Eye Expose (2,500) (MIC 141)

Emitting a white glow, this crystal seems to shed light into the deepest shadows.

This crystal grants you a +5 competence bonus on Sense Motive checks.


Copyright © 2013 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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