Remove these ads. Join the Worldbuilders Guild

Ylysya

HUMANOID
Class
Monk
Size
Medium
Alignment
NG
XP
Level
  20  
Hero Points
Deity
Yddras the Brilliant (gold dragon)
Human (Skilled)
Fortune Teller
55ft
+3
Str
Modifier
Strength
Score
16
+6
Dex
Modifier
Dexterity
Score
22
+4
Con
Modifier
Constitution
Score
18
+2
Int
Modifier
Intelligence
Score
14
+5
Wis
Modifier
Wisdom
Score
20
+2
Cha
Modifier
Charisma
Score
14
Total
42
Base
10
Key
6
Item
0
Prof
26
U T E M L
      +6  

 
HP
0/288
Temp. HP
0
Total
29
Prof. Mod
24
Att. Mod (Wis)
5
Item Mod
0
U T E M L
    +4    

 
Total
44
AC Base
10
Dex Bonus (or AC Cap)
6
Item
0
Prof
28
U T E M L
        +8

 
Unarmored
U T E M L
        +8

 
Light
U T E M L
+0        

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 28 4 24 0 4
Reflex (DEX) 32 6 26 0 6
Will (WIS) 31 5 26 0 6
Simple Weapons
U T E M L
      +6  

 
Martial Weapons
U T E M L
+0        

 
WeaponProficiency Level
UnarmedMaster
WeaponAttackDamageType
Fist+26 + 3 (gauntlets)1d6 + 3d10 (striking rune) + 5 (dex) + 6 (weapon specialization)Bludgeoning, Cold Iron, Silver, Magical
Dragon Stance Strikes+26 + 3 (gauntlets)1d10 + 3d10 (striking rune) + 5 (dex) + 6 (weapon specialization)Bludgeoning
Total Prof. Mod Ability Mod Item Mod Armor Mod
+34 Acrobatics (dex) 28 6 0
+22 Arcana (int)   2 20
+23 Athlethics (str)   3 20
+22 Crafting (int)   2 20
+22 Deception (cha)   2 20
+24 Diplomacy (cha) 22 2 0
+22 Intimidation (cha)   2 20
+0 Lore: fortune telling 0 Legendary (d20 + Lvl + 8 + Int) 0
+31 Medicine (wis) 26 5 0
+25 Nature (wis)   5 20
+24 Occultism (int) 22 2 0
+22 Performance (cha)   2 20
+27 Religion (wis) 22 5 0
+22 Society (int)   2 20
+26 Stealth (dex)   6 20
+25 Survival (wis)   5 20
+28 Thievery (dex) 22 6 0
BEAM of FREEDOM
-------------------------
FREEDOM OF MOVEMENT - You are immune to any effect that would make you Restrained, Controlled, Slowed, Grabbed, Paralyzed, or reduce your movement speed.
UNABATED - When you Interact with an object with a lock, it counts as unlocked.
FREE THE SPIRIT - When you Interact with a creature, you can remove from them one condition that you are immune to.
UNTETHERED - You gain 4th level Air Walk as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain Spell Turning as a 7th level Divine Innate spell that you can cast once per day.

RAY of JUSTICE
--------------------------
The first time you damage an evil, tyrannical, or oppressive creature with a Strike on your turn, they must succeed a Fortitude Save against your Monk Save DC. If they fail, they are Stunned 1. If they Critically Fail, they are Stunned 2. If your attack is a crit, then increase the Stunned value by 1.
You can spend a Ki Point, in which case they are instead Stunned 3 on a Failure, and Petrified on a critical failure.

FORTUNE TELLER ABILITY
---------------------------------------
Trained in Occult and Fortune Telling Lore.

FORTUNE TELLER FEAT
----------------------------------
Oddity Identification (+2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or Scrying traits).

HUMAN FEATS
---------------------
Natural Ambition (gain a second 1st level Monk Feat)
Arcane Tattoo - (cast Daze at will)
Ornate Tattoo - (cast Befuddle once per day)
Infused Tattoo - (cast Paralyze once per day)

MONK ABILITIES
-------------------------
Powerful Fist (Fists do 1d6+2 damage and are lethal),
Flurry of Blows (once per round, make two attacks with one action, and only apply damage resistances once)
Incredible Movement (+30 movement speed while not armored)
Mystic Strikes (unarmed attacks are magical).
Metal Strikes: (unarmed attacks are Silver and Cold Iron and Adamantine)
Weapon Specialization: (simple weapon and unarmed strikes do +2 damage, which is included above)

MONK FEATS
--------------------
Dragon Stance - (enter the stance for one action, your attacks do 1d10 Bludgeoning damage and are Brawling, Backswing, Nonlethal, and Unarmed).
Ki Strike - (you have a Focus Pool with 1 point. Use that point to add a +1 to attack and +1d6 Lawful, Force, Negative, or Positive damage).
Dancing Leaf - (add 5ft to jump distance and jump height when jumping. When taking fall damage, do not count distance fallen while adjacent to a wall).
Stand Still - (make an Attack of Opportunity if someone uses a Move action within 5ft of you, if you crit, they also can't move that turn)
Ki Blast - (spend a Ki point to activate. 1 Action: 15ft cone, 3d8 Force damage; 2 Actions: 30ft cone, 4d8; 3 Actions: 60ft cone, 4d8 damage)
Wind Stance - (spend a Ki point to enter the stance for 1 action. Punches do 1d6 Force damage and have a range of 30ft)
Wind Jump - (spend a Ki point to fly until the end of your turn)
STANCE SAVANT - (activate a stance is a free action)
WILD WINDS GUST - (while in Wild Winds Stance, use 2 actions to punch everyone in a 30ft cone or a 60ft line. Each punch counts against the multiattack penalty, but not until afterwards.)

SKILL FEATS
-------------------
Student of the Canon (Religion) - (Critical Fails when deciphering religious writing or recalling religious knowledge are just Fails. Recalling Knowledge about your own faith, a Fail is a Success, and a Success is a Critical Success).
Kip Up - (standing up is a free action that does not trigger reactions)
Unmistakeable Lore - (crit fails on a Lore roll that you are Trained in are regular fails instead)
Aerobatics Mastery - (+2 to Acrobatics to Maneuver in Flight, and you can combine 2 maneuvers into 1, using the DC of the higher maneuver)
Battle Medicine - (make a Treat Wounds check (using Medicine skill) as a single action. Can only apply to each person once per day)
CAT FALL - (no fall damage)
TELL FORTUNE - (use Lore (Fortune Telling) to cast Augury a number of times per day equal to your Wisdom modifier.)

GENERAL FEATS
------------------------
DIEHARD - (you die at Dying 5 instead of Dying 4)
Untrained Improvisation - (add your level instead of 0 to Untrained checks, but do not count as Trained for meeting prerequisites)
CLOUD JUMP - (when you long jump (2 actions; max distance = your speed), tripple the result on your Acrobatics check to determine jump distance. Spend an extra action to add 50 to the max distance)
WALL JUMP - (If you end a jump next to a wall, you don't fall as long as your next action is a jump. Your next jump can be either a Long Jump, Height Jump, or Leap.)


QUIVERING PALM (monk) - (as 2 actions, make an unarmed Strike. If it hits a living target, then for the next month you can spend an action and speak a word to make them make a Fortitude save.
Crit Success: the spell ends and they are immune to Quivering Palm for 24 hours.
Success: The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.
Failure: The target is stunned 3 and takes 80 damage, and is immune to the death word of Quivering Palm for 24 hours.
Crit Failure: The target dies.

KI FORM (monk) - (+2 to resist Mental effects, -2 vs Emotion effects.You gain a fly speed equal to your normal speed. Your skin glows, and choose Force, Law, Negative or Positive damage. All your Strikes deal 1d6 extra damage of the chosen type, and creatures who start their turn within 5ft of you take 2d6 of the damage type. You can spend an action to increase the radius of the damage to 30ft until the beginning of your next turn. The aura Counteracts darkness effects.)

WHIRLING DRAGON STANCE (monk, Fuse Stance) - (Fuse of Wild Winds and Dragon Stance. Just like Dragon Stance, except your attacks gain a 30ft range, and add you Strength to the damage when ranged.)

TRUE SEEING (fortune telling skill feat) - Use a Concentrate action to gain Truesight or turn it off. In certain situations, it may require more actions or a check to turn it off.)

TUMBLE THROUGH - (make an Acrobatics check. For every 10 you roll, you can step an extra 5ft.)

PARAGON BATTLE MEDICINE (medicine skill feat) - (When you use Battle Medicine, you can also reduce Sickened, Enfeebled, or Clumsy by 1)

BOUNCE BACK - (when you recover from Dying, once per day as a free action, do not increase your Wounded value)

 
These dinosaur-leather gloves are embedded with carefully crafted shards of the primary fang of one of the first dragons who ever lived.

When the wielder misses an unarmed attack, the attack does not count toward the multiple attack penalty for that round.

When this weapon deals damage to an enemy that serves a different deity than the wielder, increase the number of damage dice rolled by 1. If the victim's deity's alignment is directly opposite of that of the wielder, then the victim is also Stunned 1.

============================

The Surprise. +2
--------------------
+2 to attacks.
3d6 Piercing damage.

Range Increment 60ft -2 for every additional 30ft if in Wind Stance range penalty is -1 instead.


If the enemy hit is within 30ft you teleport to an adjacent space and deal 4D10 force damage to all enemies within 10 feet. And enemies must make a reflex save to avoid being knocked prone. Teleporting to an enemy reloads the crossbow.

On a miss you can use an action to teleport to the bolt no damage done.

If the enemy hit is more then 30ft you may use an action to teleport to an adjacent space. All other rules apply.
Spell Attack Roll
Total Key Prof
31 5 26
Spell DC
Total Base Key Prof
41 10 5 26
Magic Tradition
Divine
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
4
Spellbook
DAZE
--------------
Cast Two Actions somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.


BEFUDDLE
--------------
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 round
You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

Critical Success The target is unaffected.
Success The target is clumsy 1 and stupefied 1.
Failure The target is clumsy 2 and stupefied 2.
Critical Failure The target is clumsy 3, stupefied 3, and confused.


PARALYZE
------------------
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.

Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Skill Feats

Student of the Canon - Skill Feat 1, General Feat 1
TRAIT

Requirements trained in Religion
Description You’ve researched many faiths enough to recognize notions about them that are unlikely to be true.
Applications If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Statblocks for your spells.


Created by

TheStoryBeard.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed