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Monk Shadow Sorcerer

Description:

CR 14; XP
Human Monk 6 / Sorcerer (shadow) 2 / Monk of the Dark Moon 6
LE Medium humanoid (human)
Init + 3; Senses Perception + 21

DEFENSE
AC 27, touch 23, flat-footed 23 (+ 4 armor, + 2 deflection, + 3 Dex, + 1 dodge, + 1 monk + 6 Wis)
hp 97.5 (6d10+ 2d6+ 6d8+ 26)
Fort + 8, Ref + 10, Will + 14; + 2 vs. enchantment
Defensive Abilities evasion, uncanny dodge; Immune diseases

OFFENSE
Speed 50 ft.
Melee + 1 unarmed strike + 15/+ 10/+ 5 (1d8+ 3/x2) or + 1 unarmed strike flurry of blows + 15/+ 15/+ 10/+ 5 (1d8+ 3/x2)
Ranged + 1 returning mithral Chakram + 15 (1d8+ 3/x2)
Special Attacks flurry of blows, ki strike (magic, cold iron/silver, lawful), shadowstrike (5/day), Sneak Attack (+ 2d6), stunning fist (12/day, WDC 23), style strike (Flying Kick; 1/round)
Monk of the dark Moon Spell Like Abilities
3/day—silent image
Sorcerer Spells Known (CL 5th; concentration + 7)
2nd (5/day)—darkvision b, Resist Energy, Touch of Idiocy
1st (7/day)—ray of enfeeblement b, Alarm, Grease, Shadow Weapon, Shield, True Strike
0 (at will)—Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Prestidigitation, Read Magic
Bloodline Shadow
Bloodline Arcana: Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

TACTICS
Before Combat
During Combat

STATISTICS
Str 14, Dex 17, Con 12, Int 13, Wis 22, Cha 14
Base Atk + 11; CMB + 13; CMD 25
Feats Blind-Fight, Combat Reflexes b, Dodge b, Eschew Materials b, Improved Grapple b, Improved Unarmed Strike b, Mobility b, Panther Claw, Panther Parry, Panther Style, Shadow Weave Magic b, Spring Attack, Stealthy, Stunning Fist b, Weapon Focus (unarmed strike)
Skills (Ranks 70; Background 28; Favorite (monk and human) 14)
Acrobatics + 18 (12), Bluff + 13 (8), Climb + 12 (7), Escape Artist + 22 (12), Intimidate + 13 (8), Knowledge (arcana) + 6 (2), Knowledge (religion) + 7 (2), Perception + 21 (12), Perform (dance) + 12 (7), Profession (shepherd) + 16 (7), Ride + 8 (2), Sense Motive + 18 (9), Spellcraft + 9 (5), Stealth + 22 (12), Swim + 12 (7)
SQ ki pool (12), ki power (Ki Hurricane, Ki Metabolism, Wholeness of Body), Shadow Jump (60 ft.)
Traits Greater Purpose (+ 1 trait bonus on all saving throws to resist death effects and a + 1 trait bonus on Constitution checks made to stabilize while dying., Child of the Temple (+ 1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, Knowledge (nobility) is a class skill.)
Combat Gear
Other Gear amulet of mighty fists + 1, belt of incredible dexterity + 2, bracers of armor + 4, cloak of resistance + 1, headband of inspired wisdom + 4, ring of protection + 2

Bio:

Background

Birth Both of your parents are dead. Raised in the town Purskul in Amn. Adopted
Childhood Event Mentorship
Young Adult Elite Fighting Force, and The Mystic
Moral Conflict Corrupted an Innocent child, reason Religion
Romantic Relationship: Several Significant Relationships
Deity Shar
Story Feat: Fearless Zeal : Once per day, you can add a + 2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to + 4 .
Goal: Die in pursuit of your faith’s goals and be brought back to life. If you die in circumstances that don’t involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.
Completion Benefit: If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a + 2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a + 2 bonus to a single ability score. This ability score can’t be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.

Attractiveness

Str = 4; Dex = 5; Con = 3; Int = 3; Wis = 8; Cha = 4
Attracted to males and Wis; Turned off by Cha; Fetish: Not disclosed
Flirt DC: 23

Relationships & Contacts

Reputation

Fame 42; Prestige Points: 42; Sphere of Influence: 500 miles (Iriaebor)
Titles
Initiate —Church of Shar Skill: Bluff

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Heroes of the Realms Oversight