Species | Reptilian |
Subspecies | Kobold |
Size | Small |
Type | Humanoid (Reptilian) |
Hit Dice | 7d8+7 (38hp) |
Speed | 50 ft. |
Abilities | str 11, dex 17, con12, int 10, wis 12, cha 6 |
Special Qualities | Darkvision 60ft. Light sensitivity |
Environment | Temperate forests |
Organization | gang (4 - 9), warband (10 - 24 plus 2 - 4 dire weasels), Band (10-100 plus 100% noncombatants plus 1 3rd level sergeant per 20 adults and 1 leader 4th-6th), Tribe (40-400 plus 100% Noncombat 1 3rd per 20 adults, 1 or 2 4th or 5th level, 1 leader 6th - 8th level, 5 - 8 dire weasels) |
Treasure | Standard, Ring of Protection + 1 (2000gp) |
Alignment | Usually lawful evil |
Advancement | by character class |
Level Adjustment | +0 |
Skills |
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Balance 1d20+4 , Climb 1d20+1 , Concentration 1d20+2 , Craft(Trapmaking) 1d20+2 , Craft(Bowmaking) 1d20+1 , Diplomacy 1d20-1 , Escape Artist 1d20+4 , Hide 1d20+4 , Jump 1d20+1 , Knowledge(Arcana) 1d20+1 , Knowledge(Religion) 1d20+1 , Listen 1d20+2 , Move Silently 1d20+4 , Perform(Oratory) 1d20-1 , Profession 1d20+4 , Search 1d20+2 , Sense Motive 1d20+2 , Spot 1d20+2 , Swim 1d20+1 , Tumble 1d20+4 |
Feats |
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Benefit
You get a +2 bonus on all Listen checks and Spot checks.
Special
The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Stunning Fist Deflect Arrows Improved trip Description
You can react more quickly than normal in a fight
Benefit
You get +4 on initiative checks
Special
A fighter may select this feat as one of his bonus feats (PH 38)
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Combat | |
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Initiative | 1d20+7 |
Armor Class (AC) | 18, Touch 15, Flatfooted 17 |
Base Attack | +5/ +1 Grapple |
Attack | Fist 1d20+6 melee 1d6+0 X3, Sling 1d20+9 ranged 1d3 |
Full Attack | Fist 1d20+6 melee 1d6+0 X3, Sling 1d20+9 ranged 1d3 , Flurry of Blows 1d20+5 x2 1d6 |
Space/Reach | 5ft/5ft |
Special Attacks | -- |
Saves | Fort 1d20+6 , Ref 1d20+8 , Will 1d20+6 |
Description |
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Purity of Body(Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. 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. 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. 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 x 1-1/2 or x 1/2) 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. Unarmed Strike(Ex): 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. 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. 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. Bonus Feat(Ex): 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. Fast Movement(Ex): At 3rd level, a monk gains an enhancement bonus to her speed. Level Speed Bonus 3 10ft 6 20ft 9 30ft 12 40ft 15 50ft 18 60ft A monk in armor or carrying a medium or heavy load loses this extra speed. 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). 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. Wholeness of Body(Ex): 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. |