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JUDITH Init: +2 HP:

Monk, 6 Speed: 50 ft Damage


Inquisitor, 1 BAB: +6/+1

STR 20 +5 belt tot bas magi SKILLS total mod rank misc
SAVES abil c misc
al e
DEX 14 +2 FORT +6 5 1 Evasion Acrobatics dex +10 2 5 3
Still mind: +2 vs.
CO 12 +1 Enchantment Bluff cha
N
REFL +7 5 2
Purity of Body:
inmmunity to
INT 8 -1 WILL +9 4 5 Climb str +9 5 1 3
diseases
WIS 20 +5 headba STR DEX MON Diplomacy cha +4 0 1 3
nd
K
CHA 10 0 CMB Disguise cha
CMD 5 2 6 10

total armor shield dex deflec monk misc Intimidate cha +5 0 1 3+


1
AC 24 10 2 - 2 3 6 1 dge Escape Artist dex +10 2 5 3
FF 22 10 2 - - 3 6 1 dge Knwg. Arcana int +5 0+ 2 3
(10) 5
Touc 22 10 - - 2 3 6 1 dge
Knwg. Dugeeon int +5 0+ 2 3
h
(10) 5
Armor: Bracers of armor +2
Knwg. History int +5 0+ 2 3
Shield: (10) 5
Deflection: +3 Shield of Faith (spell)
Dodge: +1 (feat) Knwg. Nature int +5 0+ 2 3
(10) 5
Mobility (feat): +4 AC in attacks of op, when made by moving
Knwg. Planes int +5 0+ 2 3
(10) 5
Weapon Attack Bonus Critical Damage Special
Knwg. Religion int +5 0+ 2 3
Flurry of Blows x2 (10) 5

Unarmed Strike x2 1d8+6 Perception wis +15 5 7 3

Crossbow, heavy 19/20 Profession wis


+1 x2 Ride dex +8 2 3 3
Sense Motive wis +14 5 6 3+
1
Spellcraft int +4 0 1 3
Flurry of Blows: (+6/+6/+1) + (+5 str) + (+1 wodywrap) = (+12/+12/+7) Stealth dex +11 2 6 3
Unarmed Strike (+6/+1) = (+12/7)
Stunning FIst: DC 18, 8/day → stunned for 1 round, drops everything Survival wis +8 5 1 3
held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 Swim str +12 5 4 3
penalty to AC
→ fatigued for 1 round, no run ni charge, -2 total ranks: (37
AC 5x6+7 )
Style Strike (one in flurry of blows): Hammerblow → rolls twice unarmed
dmg dice, no se multiplica en críticos.
Feats
Dodge (Bonus Feat, level 1)
Improve Unarmed Strike (monk)
Stunning Fist (monk)
Evasion (monk)
Combat Reflexes (Bonus Feat level 4)
Mobility (Bonus Feat, level 6)
Combat expertise (level 1)
(level 3)
(level 5)
(level 7) Judgment Surge (treat +3 inquist
level for juds)

lev spell save per Bonu Orisons 1° Level KI POOL (½ level + wis)
el s DC day s Guidance Shield of faith (+3 delf AC)
know Spell Resistance Lethany of Sloth (swit action,
n s Light range close, one creature, 1
0 4 15 - - Virtue round, will DC, Spell Resist)
cannot make atts of op, or
1 2 16 1 2 Ki Strike: unarmed straikes are magic
cast defensively.
1 ki (swf): additional attack in flurry of blows
1 ki (swt): Elemental Fury → 1d6 fire damage,
3 rounds
3 ki (mov): Empty Body → Ethereal state
(etherealness), 1 min
Slow Fall – Sudden Speed

Profficiencies:
Monk: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaf, sai,
short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special
weapon quality. Inquisitor: all simple weapons, plus the hand crossbow, longbow, repeating
crossbow, shortbow, and the favored weapon of her deity.
Monks are not proficient with any armor or shields. Inquisitor profficient with light armor, medium
armor, and shields (except tower 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.

Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting
when the judgment is made, the inquisitor receives a bonus or special ability based on the type of
judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels
thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability
lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must
participate in the combat to gain these bonuses. If she
is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating
in the combat, the ability does not end, but the bonuses do not resume until she can participate in
the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift
action, she can change this judgment to another type. If the inquisitor is evil, she receives profane
bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred
bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon
damage rolls.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the
inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the
judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all
attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This
benefit grants a +1 sacred bonus on concentration checks and caster level checks made to
overcome a target’s spell resistance.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred
bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses.
At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the
inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on
all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At
10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from
magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she
is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy


resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the
judgment is declared. The protection increases by 2 for every three inquisitor levels she
possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s
weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the
inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the
purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s
alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the
inquisitor’s weapons also count as adamantine for the purpose of overcoming damage
reduction (but not for reducing hardness).

Domain strike
jabbing sstyle
kraken style
mantys style
monastic legacy

perfect strike (BAB+8)

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