You are on page 1of 5

Berdah Apso

Male half-elf monk 4/rogue (thug) 1 - CL5 - CR 4


Lawful Neutral Humanoid (Elf, Human); Deity: Oghma;
Age: 26; Height: 5' 9"; Weight: 170 lb.; Eyes: Ambrés;
Hair: Blonds; Skin: Basanée
Ability Score Modifier Temporary

STR 16 +3
STRENGTH

DEX 16 +3
DEXTERITY

CON 16 +3
CONSTITUTION

INT 16 +3
INTELLIGENCE

WIS 17 +3
WISDOM

CHA 16 +3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +7 = +4 +3
(CONSTITUTION)
Elven Immunities: +2 vs. enchantments, Still Mind : +2 vs.
enchantments

REFLEX +9 = +6 +3
(DEXTERITY)
Elven Immunities: +2 vs. enchantments, Still Mind : +2 vs.
enchantments Skill Name Total Ability Ranks Temp

WILL Acrobatics +7 DEX (3) 1


(WISDOM) +7 = +4 +3 Speed greater/less than 30 ft. : +4 to jump
Elven Immunities: +2 vs. enchantments, Still Mind : +2 vs.
enchantments Appraise +7 INT (3) 1
Bluff +7 CHA (3) 1
Elven Immunities Elven Immunities - Sleep
Climb +3 STR (3) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Diplomacy +10 CHA (3) 3
AC 25 = +3 +3 +5 +1
Disable Device +10 DEX (3) 2
Touch AC 22 Flat-Footed AC 17
BAB Strength Size Misc Disguise +3 CHA (3) -
CM Bonus +7 = +3 +3 - - Escape Artist +7 DEX (3) 1
Fly +3 DEX (3) -
BAB Strength Dexterity Size
Heal +3 WIS (3) -
CM Defense 28 = 10 +3 +3 +3 -
Intimidate +11 CHA (3) 5
Base Attack +3 HP 49
Knowledge (geography) +7 INT (3) 1
Damage / Current HP Knowledge (history) +7 INT (3) 1
Initiative +3 Knowledge (local) +7 INT (3) 1
Knowledge (nobility) +7 INT (3) 1
Speed 30 / 40 ft Knowledge (religion) +7 INT (3) 1
Perception +12 WIS (3) 1
Dague de Compagnon
Perform (dance) +7 CHA (3) 1
Main hand: +7, 1d4+4 Crit: 19-20/×2
Perform (sing) +7 CHA (3) 1
Rng: 10'
Ranged: +7, 1d4+4 Light, P/S Profession (Courtier) +10 WIS (3) 4
Masterwork cold iron dagger Ride +7 DEX (3) 1
Sense Motive +10 WIS (3) 4
Main hand: +7, 1d4+3 Crit: 19-20/×2
Rng: 10' Sleight of Hand +9 DEX (3) 3
Ranged: +7, 1d4+3 Light, P/S Stealth +10 DEX (3) 4
Survival +3 WIS (3) -
Swim +7 STR (3) 1

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Activated Abilities & Adjustments Experience & Wealth
Armor Class Bonus: +3 Experience Points: 10000/15,000
Traits Allowed: +2 Current Cash: 274 gp
Feats
Tracked Resources
Armor Proficiency (Light)
Dazzling Display (Unarmed strike) Masterwork silver dagger
Dodge Stunning Fist (4/day, DC 15)
Education
Improved Unarmed Strike Languages
Inner Armor (Ex)
Monk Weapon Proficiencies Chondathan Dwarven
Rogue Weapon Proficiencies Common Elven
Simple Weapon Proficiency - All Draconic
Skill Focus (Perception)
Stunning Fist (4/day, DC 15) Background
Weapon Focus (Unarmed strike) Calculateur et posé, Berdah sert son maître avec
dévotion et ambition. Il aimerait bien le voir à la tête d'un
Traits royaume dont il serait le premier ministre.
Blade Dancer +0AC
Ease of Faith
Masterwork silver dagger
Main hand: +7, 1d4+2 Crit: 19-20/×2
Rng: 10'
Ranged: +7, 1d4+2 Light, P/S

Gear
Total Weight Carried: 6/230 lbs, Light Load
(Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)
Bracers of armor +3 1 lb
Dague de Compagnon 1 lb
Masterwork cold iron dagger 1 lb
Masterwork silver dagger 1 lb
Money <In: Dropped to ground (1 @ 5.48 lbs)> 5.48 lbs
Scholar's outfit (Free) -
Thieves' tools, masterwork 2 lbs
Special Abilities
Elf Blood
Evasion (Ex)
Fast Movement (+10 ft.)
Flurry of Blows +2/+2 (Ex)
Frightening (Ex)
Ki Defense +4 (Su)
Ki Flurry (Su)
Ki Pool (6/day) (Su)
Ki Speed (Su)
Ki Strike, Magic (Su)
Low-Light Vision
Maneuver Training (Ex)
Slow Fall 20 ft. (Ex)
Sneak Attack +1d6
Stunning Fist (Stun, Fatigue) (Ex)
Unarmed Strike (1d8)
Tracked Resources
Dague de Compagnon
Ki Pool (6/day) (Su)
Masterwork cold iron dagger

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Berdah Apso – Abilities & Gear

Dazzling Display (Unarmed strike) Feat Stunning Fist (4/day, DC 15) Feat
Your skill with your favored weapon can frighten enemies. You know just where to strike to temporarily stun a foe.

Prerequisite: Weapon Focus, proficiency with the selected weapon. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base
attack bonus +8.
Benefit : While wielding the weapon in which you have Weapon
Focus, you can perform a bewildering show of prowess as a full- Benefit : You must declare that you are using this feat before you
round action. Make an Intimidate check to demoralize all foes within make your attack roll (thus, a failed attack roll ruins the attempt).
30 feet who can see your display. Stunning Fist forces a foe damaged by your unarmed attack to
make a Fortitude saving throw (DC 10 + 1/2 your character level +
Dodge Feat your Wis modifier), in addition to dealing damage normally. A
Your training and reflexes allow you to react swiftly to avoid an defender who fails this saving throw is stunned for 1 round (until
opponents' attacks. just before your next turn). A stunned character drops everything
held, can't take actions, loses any Dexterity bonus to AC, and takes
Prerequisite: Dex 13. a –2 penalty to AC. You may attempt a stunning attack once per
day for every four levels you have attained (but see Special), and
Benefit : You gain a +1 dodge bonus to your AC. A condition that no more than once per round. Constructs, oozes, plants, undead,
makes you lose your Dex bonus to AC also makes you lose the incorporeal creatures, and creatures immune to critical hits cannot
benefits of this feat. be stunned.

Special : A monk receives Stunning Fist as a bonus feat at 1st


Education Feat level, even if he does not meet the prerequisites. A monk may
You have been trained in school and know much about your attempt a stunning attack a number of times per day equal to his
country, the lands that sourround it, and their key personalities, monk level, plus one more time per day for every four levels he has
laws and traditions. in classes other than monk.
Appears In : Inner Sea World Guide
Weapon Focus (Unarmed strike) Feat
Choose one type of weapon. You can also choose unarmed strike
Improved Unarmed Strike Feat or grapple (or ray, if you are a spellcaster) as your weapon for the
You are skilled at fighting while unarmed. purposes of this feat.
Benefit : You are considered to be armed even when unarmed – Prerequisites: Proficiency with selected weapon, base attack bonus
you do not provoke attacks of opportunity when you attack foes +1.
while unarmed. Your unarmed strikes can deal lethal or nonlethal
damage, at your choice. Benefit : You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Normal: Without this feat, you are considered unarmed when
attacking with an unarmed strike, and you can deal only nonlethal Special : You can gain this feat multiple times. Its effects do not
damage with such an attack. stack. Each time you take the feat, it applies to a new type of
weapon.
Appears In : Not Star Wars Revised Core Rulebook

Inner Armor (Ex) Feat Blade Dancer +0AC Trait


Permits Monks to add a dodge Charisma mod bonus to AC (do Your fancy footwork grants you a +1 to the AC bonus granted by
manually) if in total defense or fighting defensively. They cannot the Dodge Feat (total of +2).
wear any armor or use any shield or use spells or items that
recreate such armor class bonuses. This bonus does not count if
considered flat-footed, when you would be denied your dex bonus Ease of Faith Trait
to AC or immobilized. Your mentor, the person who invested your faith in you from an
early age, took steps to ensure that you understood that what
powers your divine magic is no different than that which powers the
Skill Focus (Perception) Feat magic of other religions. This philosophy makes it easier for you to
Choose a skill. You are particularly adept at that skill. interact with others who may not share your views. You gain a +1
bonus on Diplomacy checks, and Diplomacy is always a class skill
Benefit : You get a +3 bonus on all checks involving the chosen for you.
skill. If you have 10 or more ranks in that skill, this bonus increases
to +6. Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits, Ultimate Campaign
Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.

Appears In : Not Consolidated Skills Elf Blood Racial Ability (Half-Elf)


Half-elves count as both elves and humans for any effect related to
race.

Elven Immunities Racial Ability (Half-Elf)


+2 racial bonus on saving throws against enchantment spells and
effects.

Elven Immunities - Sleep Unknown


You are immune to magic sleep effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Berdah Apso – Abilities & Gear

Low-Light Vision Racial Ability,Senses Frightening (Ex) Class Ability (Rogue)


A creature with low-light vision can see twice as far as a human in Whenever a thug successfully uses Intimidate to demoralize a
starlight, moonlight, torchlight, and similar conditions of dim light. It creature, the duration of the shaken condition is increased by 1
retains the ability to distinguish color and detail under these round. In addition, if the target is shaken for 4 or more rounds, the
conditions. thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.
Unarmed Strike (1d8) Unknown
At 1st level, a monk gains Improved Unarmed Strike as a bonus Ki Defense +4 (Su) Class Ability (Monk)
feat. A monk’s attacks can be with fists, elbows, knees, and feet. A monk can spend 1 point from his ki pool to give himself a +4
This means that a monk can make unarmed strikes with his hands dodge bonus to AC for 1 round.
full. There is no such thing as an off-hand attack for a monk striking
unarmed. A monk can apply his full Strength bonus on damage rolls Ki Flurry (Su) Class Ability (Monk)
for all his unarmed strikes. A monk’s unarmed strikes deal lethal By spending 1 point from his ki pool, a monk can make one
damage, although he can choose to deal nonlethal damage with no additional attack at his highest attack bonus when making a flurry of
penalty on his attack roll. He can make this choice while grappling blows attack.
as well.

A monk’s unarmed strike is treated as both a manufactured weapon Ki Pool (6/day) (Su) Class Ability (Monk)
and a natural weapon for the purpose of spells and effects that At 4th level, a monk gains a pool of ki points, supernatural energy
enhance or improve either manufactured weapons or natural he can use to accomplish amazing feats. The number of points in a
weapons. monk's ki pool is equal to 1/2 his monk level + his Wisdom
modifier.
The damage dealt by a monk’s unarmed strike is determined by the
unarmed damage column on Table 1–2: Monk. The damage listed is A monk gains additional powers that consume points from his ki
for Medium monks. The damage for Small or Large monks is listed pool as he gains levels.
below.
The ki pool is replenished each morning after 8 hours of rest or
meditation; these hours do not need to be consecutive.
Evasion (Ex) Class Ability (Monk) For a Ninja, the Ki Pool is based on Charisma, rather than Wisdom.
If exposed to any effect that normally allows you to attempt a
Reflex saving throw for half damage, you take no damage with a Note: Unchained monks gain this ability at 3rd level.
successful saving throw.
Ki Speed (Su) Class Ability (Monk)
Fast Movement (+10 ft.) Class Ability (Monk) By spending 1 point from his ki pool, a monk can increase his base
At 3rd level, a monk gains an enhancement bonus to his land speed by 20 feet for 1 round.
speed. A monk in armor or carrying a medium or heavy load loses
this extra speed. By spending 1 point from his ki pool, he can
increase his speed by 20 feet for 1 round.
Ki Strike, Magic (Su) Class Ability (Monk)
At 4th level, ki strike allows a monk's unarmed attacks to be treated
as magic weapons for the purpose of overcoming damage
Flurry of Blows +2/+2 (Ex) Class Ability (Monk) reduction.
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, Note: Unchained monks gain this ability at 3rd level, when they
taking a -2 penalty on all of his attack rolls, as if using the Two- gain a ki pool.
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
Maneuver Training (Ex) Class Ability (Monk)
of these attacks, the monk's base attack bonus from his monk class For the purpose of calculating CMB, you add your full monk levels,
levels is equal to his monk level. For all other purposes, such as rather than 3/4 of your monk levels.
qualifying for a feat or a prestige class, the monk uses his normal
base attack bonus. Slow Fall 20 ft. (Ex) Class Ability (Monk)
At 4th level or higher, a monk within arm's reach of a wall can use
At 8th level, the monk can make two additional attacks when he it to slow his descent. When first gaining this ability, he takes
uses flurry of blows, as if using Improved Two-Weapon Fighting damage as if the fall were 20 feet shorter than it actually is. The
(even if the monk does not meet the prerequisites for the feat). monk's ability to slow his fall (that is, to reduce the effective
distance of the fall when next to a wall) improves with his monk
At 15th level, the monk can make three additional attacks using level until at 20th level he can use a nearby wall to slow his
flurry of blows, as if using Greater Two-Weapon Fighting (even if descent and fall any distance without harm.
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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Berdah Apso – Abilities & Gear

Sneak Attack +1d6 Class Ability (Rogue)


If a character can catch an opponent when he is unable to defend
himself effectively from her attack, she can strike a vital spot for
extra damage.

The character's attack deals extra damage anytime her target would
be denied a Dexterity bonus to AC (whether the target actually has
a Dexterity bonus or not), or when the character flanks her target.
Should the character score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an


unarmed strike), a character can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a
weapon that deals lethal damage to deal nonlethal damage in a
sneak attack, not even with the usual –4 penalty.

The character must be able to see the target well enough to pick
out a vital spot and must be able to reach such a spot. A
character cannot sneak attack while striking a creature with
concealment.

Stunning Fist (Stun, Fatigue) (Ex) Class Ability (Monk)


At 1st level, the monk gains Stunning Fist as a bonus feat, even if
he does not meet the prerequisites. At 4th level, and every 4 levels
thereafter, the monk gains the ability to apply a new condition to
the target of his Stunning Fist. This condition replaces stunning the
target for 1 round, and a successful saving throw still negates the
effect. At 4th level, the monk can choose to make the target
fatigued. At 8th level, he can make the target sickened for 1
minute. At 12th level, he can make the target staggered for 1d6+1
rounds. At 16th level, he can permanently blind or deafen the
target. At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack
roll is made. These effects do not stack with themselves (a creature
sickened by Stunning Fist cannot become nauseated if hit by
Stunning Fist again), but additional hits do increase the duration.

Bracers of armor +3 Wondrous Item (Wrist)


These items appear to be wrist or arm guards, sometimes etched
with symbols of protection or depictions of vigilant-looking animals.
Bracers of armor surround the wearer with an invisible but tangible
field of force, granting him an armor bonus of +3, just as though he
were wearing armor. Both bracers of armor must be worn for the
magic to be effective.

Construction
Requirements: Craft Wondrous Item, mage armor , creator’s caster
level must be at least two times that of the bonus placed in the
bracers; Cost 4,500 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

You might also like