Asura, Level 3 Monk.
Name: Asura
Race: Human
+ 2 to Wisdom;
+ 1/8 level bonus to Acrobatics;
+ 1 to Attack (Racial).
Class: Monk
Level: 3
Tracks:
- Discipline of the Dragon;
- Discipline of the Serpent;
- Discipline of the Crane;
- Path of Ancestors.
Stats:
- Str: 14
- Dex: 12
- Con: 14
- Int: 10
- Wis: 20 (16 +2 Racial, +2 Level)
- Cha: 10
Max HP: 40
KOM: +5 (Wisdom)
KDM: +2 (Constitution)
BAB: +3
Combat Maneuver: 16 (10+1/2 Level+KOM) (+2 to Discipline of the Serpent's DCs, +2 to Grapple, Trip and Disarm)
AC: 16 (10, +2 KDM, +3 BAB, +1 Armor) | 17 (10, +2 KDM, +3 BAB, +1 Armor, +1 Guardian)
DR: 1 (Con mod/2)
Speed: 50 ft (30ft Racial, +5ft Level, +5ft Athletics, +10ft Fast Movement)
Initiative: +2 (+1 Dex, +1 Lineage) | +4 (+1 Dex, +1 Lineage, +2 Deft)
Saves:
- Fortitude: +6 (4 Base, +2 Con)
- Reflex: +2 (1 Base, +1 Dex)
- Willpower: +9 (4 Base, +5 Wis)
Defenses:
- Awareness: 18
- Bluff: 18
- Diplomacy: 13
- Intimidate: 13
- Perception: 13
Trained skills:
- Acrobatics: 5 (3, +1 Dex, +1 Racial)
- Athletics: 5 (3, +2 Str)
- Intimidate: 3 (3)
- Perception: 8 (3, +5 Wis)
- Stealth: 4 (3, +1 Dex)
- Vigor: 7 (3, +2 Con, +2 Martial Magister)
Feats:
- Martial Magister (+2 to Discipline of the Serpent's DCs, +2 to Grapple, Trip and Disarm, +2 to Vigor);
- To Iron Married (18-20 Critical Threat Range);
- A Song Of Arrows (Immediate Action attack, 3/Encounter).
Weapons:
- Unarmed Strikes: His fists have not failed him so far. Neither have his feet, elbows, knees...
[Brutal 3] [Parrying] [Unbalancing]
Range: Melee
Attack: 1d20+9 (+3 BAB, +5 KOM, +1 Racial)
Damage: 1d6+10 (+1 Str, +5 KOM, +3 Brutal, +1 Brutal Level)
- Metal Studs: Part of his almost non-existent armor, they are little more than studded polished steel plates shaped as smooth pieces of armor, usually worn over his feet, knees and/or elbows.
[Brutal] [Deft] [Guardian]
Range: Melee
Attack: 1d20+9 (+3 BAB, +5 KOM, +1 Racial)
Damage: 1d6+7
- Kanabō: A long iron club with a thicker head tapering towards a slender handle and several studs on its upper half. It looks brutal, and it most certainly hurts.
[Brutal 2] [Reach]
Range: Melee
Attack: 1d20+9 (+3 BAB, +5 KOM, +1 Racial)
Damage: 1d6+9
- Throwing Knife: A simple throwing knife, made of steel and with a hilt covered in navy-colored cloth, it is usually employed as a tool for eating rather than combat.
[Guardian] [Quick-Draw] [Thrown]
Range: Close
Attack: 1d20+9 (+3 BAB, +5 KOM, +1 Racial)
Damage: 1d6+6
- Rokusun-Nobi: A slender and elegant composite longbow with a height of over two meters and made of a white-grey wood, it can cause amounts of damage it probably shouldn't be able to whenever it is in his hands.
[Brutal] [Distant 2]
Range: Long
Attack: 1d20+9 (+3 BAB, +5 KOM, +1 Racial)
Damage: 1d6+7
Mundane Items:
- Light Armor: Bandages & Muscles (+1 AC).
Magic Items:
None
Appearance: A tall, young man with a fair skin and an athletic build, Asura always seems ready to spring into action due to his appearance and stance. His eyes are electric blue and provide a strong contrast to his messy black hair, which seems to be slowly turning white, starting from its roots. Usually wearing little more than the loose and comfortable blue pants for martial artists he favors, cotton bandages wrapped around his midsection, legs and arms and a few pieces of steel armor more prone to be used as weapons, he is a striking and unusual sight.
Background:
Born to a family with some tradition to martial arts and having undergone martial training during his childhood, Asura had never truly felt the calling of combat as some members of his family did. He was one of the calmer individuals in a long line of hot-blooded and passionate fighters, most of them possessing such a fiery fury and power to back it up that a rumour they had inhumanly powerful ancestors spread like wildfire. Some of his branch family's relatives preferred the subtler nuances of precise fighting and it was under their guidance that he learned some martial arts, trying to avoid being drafted into his house's wild fighting style. As his siblings grew to be fighters, he shared his schedule between martial training and several activities his family felt unnecessary, such as studying general matters and reading about commerce.
Unfortunately for any of his aspirations, the gossip about his family was recently proven to be true; without giving any warning and quite suddenly, he felt his blood starting to boil with energy day after day and his behavior started to change as the telltale signs of an emerging ancestry erupted. With a renewed taste for combat and martial arts, Asura started to train with more dedication for a few months and after being hit by wanderlust he was granted permission from his - now quite proud - family to try to survive on his own and follow the flow of life wherever it may take him.
Track Abilities:
- Discipline of the Dragon:
1st Circle: Dance of the Sun and MoonEX: You embark upon the path of the Careful Sun or the Reckless Moon.
Careful SunEX: Once per [Encounter], when you make a successful Fortitude or Will save against an offensive action that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half”), you instead ignore the effect entirely.
2nd Circle: Obsidian MindEX: Monks learn to protect their minds from the clouds of fear. You gain [Immunity] to [Fear] effects and the in-combat use of the Intimidate skill.
- Discipline of the Serpent:
1st Circle: External TechniquesEX
Choose five weapon properties other than [Arcane], [Barbed ], [Distant], [Hold-out] or [Quick-draw]. At 3rd, 5th and 7th circles, you may choose an additional weapon property. Your Unarmed Strike natural attack gains those properties. If you possess any other natural attacks, they gain any 2 of your Unarmed Strike natural attack’s chosen properties at 1st circle, and 1 more at 3rd, 5th and 7th circles. These choices are permanent. Additionally, whenever you switch to a weapon, you may grant it a number of weapon properties your Unarmed Strike natural attack possesses. You may grant it 2 such properties at 1st circle, 3 at 3rd, 4 at 5th, and 5 at 7th. The weapon retains those properties for as long as you wield it. Attacks you make as part of a Disarm, Grapple, Pin, or Trip attempt deal additional [Precision] damage equal to your level. (+3)
- Path of Ancestors:
1st Circle: LineageEX
Any effect that would heal you but does not originate from you heals 1 extra point of damage for every level you possess. (+3)
GuidanceEX: You gain a bonus equal to half your level (minimum 1) on initiative rolls. (+1)
- Discipline of the Crane:
1st Circle: Fast MovementEX
You gain a bonus to your movement speed equal to 5 ft, plus an additional 5 ft per circle you possess from this track (to a maximum of a 40 ft bonus at 7th circle). (+10ft)