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Avasha
Black Guard Lv2/Monk Lv4/Ranger Lv11
Flowing Monk, Qinggong Monk, Vow of Silent, Urban Ranger, Guide, Skirmisher
Noble Drow Vampire, Medium undead (augement)
Init +19; Senses darkvision 60 ft., low-light vision; Perception +46
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DEFENSE
AC 42, touch 36, flat-footed 28 (+13 Dex, +2 Monk, +7 Wis, +6 NAC, +1Dodge, +2 Def, +1 Insight)
hp 241 (13d10+4d8+147)
Fort +34, Ref +37, Will +30
Defensive Abilities: Channel Resistance +4, Evasion, Fast Healing 5, SR28, Unholy Resilience, DR10/Magic and Silver, Resistance to Cold and Electricity 10, Immune to undead traits
Weaknesses: vampiric weaknesses
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OFFENSE
Speed 30 ft.
Melee Flurry +34/+34/+29/+29/+24/+24/+19 (2d6+18)
Range +1 Composite Longbow +29/+29/+24/+19/+14 (1d8+2/x3, 110ft.)
Special Attacks: Smite Good(swift, 1/day, +2 dmg, cha to atk/ac against good target), Ranger's Focus(swift, 4/day, +6 atk/dmg against target), ki pool(11 point per day)
Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each.
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STATISTICS
Str 13, Dex 36, Con —, Int 15, Wis 24, Cha 24
Base Atk +16; CMB +18; CMD 53
Languages Common, Undercommon, Elven, Drow Sign Language, Necril
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Feats
Race Bonus: Dodge, Combat Reflexes, Lightning Reflex, Improved Initiative, Toughness
Monk Bonus: Improved Trip
Qinggong Monk: Power Attack (1 ki point)
Ranger Style: Rapid Shot
Ranger Style: Manyshot
Ranger Style: Improved Precise Shot
Lv1: Weapon Finesse
Lv3: Weapon Focus(Unarmed)
Lv5: Crane Style
Lv7: Monastic Legacy
Lv9: Crane Wing
Lv11: Crane Reposte
Lv13: Dazzling Display
Lv15: Shatter Defense
Lv17: Deadly Aim
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Skills (120)
Acrobatic: Rank 17, Class+3, Dex+12 = +32
Disable Device: Rank 17, Class+3, Dex+12 = +32
Stealth: Rank 17, Class+3, Dex+12, Racial+8 = +40
Perception: Rank 17, Class+3, Wis+7, Racial+10, Feat+4, Com+5 = +46
Sense Motive: Rank 17, Class+3, Wis+7, Racial+8, Feat+4 = +39
Survival: Rank 17, Class+3, Wis+7 = +27
Bluff: Rank 1, Class+3, Cha+7, Racial+8 = +19
Intimidate: Rank 17, Class+3, Cha+7 = +27
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Trait: Honored Fist of the Society, +1 ki point in ki pool
Trait: Reactionary, gain a +2 trait bonus on initiative checks.
Trait: Second Chance, Once per day reroll a failed save
Drawback: Paranoid, Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
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SPECIAL ABILITIES
Drow: Ambitious Schemer
Seduction and treachery are tools for advancement in drow society, even for the martially inclined. drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks.
Drow: Poison Use
Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Drow: Seducer
Certain drow possess an innate understanding of the darkest desires that lurk in every heart. drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities.
Drow: Surface Infiltrator
Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Anti-Paladin: Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Anti-Paladin: Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Anti-Paladin: Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Anti-Paladin: Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Anti-Paladin: Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Monk: AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Monk: Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Monk: Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Flowing Monk: Redirection (Ex)
At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC 24 to halve the duration). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
Monk: Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Flowing Monk: Unbalancing Counter (Ex)
At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 24 negates)
Flowing Monk: Flowing Dodge (Ex)
At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
Monk: Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Monk: Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Monk: Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Urban Ranger
At 1st level, an urban Ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Favored Community (Ex) (Evernight, Oronzersa)
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Trapfinding (Ex)
At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Push Through (Ex)
At 7th level, an urban Ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the Ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Ranger’s Focus (Ex)
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
Terrain Bond (Ex)
At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
Ranger’s Luck (Ex)
Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The Ranger must take the result of the second roll even if it is worse. A Ranger can use this ability once per day.
Inspired Moment (Ex)
At 11th level, the guide can have an inspired moment once per day as a free action. The Ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level.
Ranger Skirmisher: Hunter's Trick (Total 12/day)
Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag's Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.
Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
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Equipment(75,000):
1,500gp +1 Composite Longbow(+1)
8,000gp Agile Ghost Touch Amulet of Mighty Fist
20,000gp Headband of mental prowss +4
18,000gp Belt of Dexterity +6
12,500gp Cloak of Resistance +5
6,000gp Boots of Haste
6,000gp Monk's Robe
6,000gp Hat of Disguise, Greater
4,000gp Ring of Protection +2
1,250gp Eyes of Eagle
500gp Quick Runner's Shirt
4,000gp Ioun Stone, Pale Green Prism, Cracked*2
2,000gp Ioun Stone, Dusty Rose Prism, Flawed
7500gp Permenent: Magic Fang, Grater(+5)
Total: -22250gp
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