Jalyk
Human
Monk: 2
Psychic Warrior: 11
Fist of the Forest: 3
Level: 16
Effective Monk Level: 25(3[Tattoo]+2[monk]+11[Psy]+4[feat]+[tattoo])
Stats:
Hp: 134
Ac: 29(10+4[monk]+4[wis]+7[dex]+2[con]+2[bracers])
BaB: 12/7/2(8[psy]+1[mnk]+3[FoF])
Flurry: 23/23/23/23/23/18/13(7[dex]+4[tattoo]-2[snapkick])
***Natural BaB, Flurry, 11th level flurry, Bracers of Majere, Snapkick
Dmg: 12d8+1(+2[fof]+1[feat])
Speed: +70
Fort: 17(3[monk]+7[psy]+3[FoF]+2[con]+2[feat])
Ref: 16(3[monk]+3[psy]+3[FoF]+7[dex])
Will: 11(3[monk]+3[psy]+1[FoF]+4[wis])
(Str) 13 +1
(Dex) 25 +7
(Con) 15 +2
(Int) 13 +1
(Wis) 16 +4
(Cha) 13 +1
Skills: 30+44+12=86-5-5-8-8=60 max rank of 19 3 skills
AutoHypnosis: 5
Concentration: 5
Handle Animal:(4[rank]+ *crossclass
Survival:(4[rank]*+ *crossclass
Hide: 19
Move Silently: 19
Tumble: 19
Spot: 3
Feats:
Human: Great Fortitude
1st: Monastic Training
Monk: Improved Unarmed Strike
Monk 1st: Stunning Blow
Monk 2nd: Combat Reflexes
PsyW 1st: Beast Strike
3rd: Knockdown
PsyW 2nd: Power Attack
6th: Tashalatora
Psyw 5th: Superior Unarmed Strike
9th:Improved Natural attack
Psyw 8th: Weapon Finesse
12th: Snap Kick
15th: Freezing the Lifeblood
Psyw 11th: Robilar's Gambit
Features:
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).These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
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 × 1½ or ×½) to herdamage 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.
Greater Flurry - 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.
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.
Power points/day: 51
Powers Known: 11 4th level
Inertial Armor - Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.
Compression: You grow smaller.
Expansion - This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size. All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage. Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.
AugmentYou can augment this power in one or more of the following ways.
If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size.
If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 round per level.
Thought Shield: Gain PR 13 against mind-affecting powers.
Force Screen -You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Psionic Lion’s Charge A: You can make full attack in same round you charge.
Animal Affinity A: Gain +4 enhancement to one ability.
Claws of the Beast A: Your hands become deadly claws.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Hustle: Instantly gain a move action.
Dimension Door, Psionic: Teleports you short distance.
AC Bonus (Ex): While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40).
Fast Movement (Ex): Your base land speed is faster than the norm for your race. See the barbarian class feature (PH 25). If you already have fast movement from another class, the bonuses to your speed stack.
Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes on gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action. The damage for this attack is ld6 + your Str modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH 25-26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day.
Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you.
Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal ld8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH 41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.
Uncanny Dodge (Ex): At 2nd level, you cannot be caught flat-footed, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge.
Untamed Strike (Su): On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk's ki strike class feature (PH 41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time.
Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name {MM 314).
Transforming takes your 'move action', you can shift and do an attack, but not a full.
Wyvern Form (SU)Size: Huge
Natural Armor Bonus: 1/2 CL
Attribute: +6 Str, +4 Con, +2 Int
Flight: 1.5 your ground speed.
Breath Weapon: Fire 30ft Cone 1d8 (increase d8 every 4 CL) Cost: Can be used 1 per day, It can be recharged by spending 1/8 your total PP.
Heart of Fire: "RR: Gain a bonus +1 Hit, and +2 Damage until the end of round. This effect can only be activated up to 5 times in a round."
Darkvision 60ft
Immunity to Sleep, Paralysis, and Fire energy damage.
Attacks:
- Sting 1d8+ Con plus Poison
- Talon 2d8+ 1/2 STR
- Wing 1d10+ 1/2 STR
- Bite 1d20+ STR
Full Attack: 1 Sting, 2 Talon, 2 wing, 1 Bite
Feat: Flyby Attack
Speak: Draconic
(Yes you can take any Monster feat that can effect this, but only will activate while tranformed.)
Tattoo - Only is active while you are not wielding a weapon.
5 Bonus +5 Concentration checks.
6 Master's Grace - +2 Dexterity
7 Fist become +1 Magical Items
8 Student of the Master - You are treated as a Monk 1 level higher the your actual monk level for purpose of Armor class bonus and unarmed damage. You can make one additional stunning attack per turn.
9 Master's Grace - +1 Dexterity
10 Fist becomes +2 Defending Magical Items
11 Student of the Master - You are treated as a Monk 1 level higher the your actual monk level for purpose of Armor class bonus and unarmed damage. You can make one additional stunning attack per turn.
12 Master's Grace - +1 Dexterity
13 Fist become a +3 Defending Magical Item
14 Student of the Master - You are treated as a Monk 1 level higher the your actual monk level for purpose of Armor class bonus and unarmed damage. You can make one additional stunning attack per turn.
15 Master's Grace - +1 Dexterity
16 Fist become a +4 Holy Defending Magical Item
Equipment: Bracers of Majere: The armor bonus provided by the bracers increases to +2, and the monk can make an additional attack during his flurry of blows at his highest attack bonus.
Monk's Belt: The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day.
Cloak of Elvenkind: +5 competence bonus on Hide checks.
Backstory:
"Ex-Marine turned MMA fighter Jalyk (the bloodless) Mellir has had a hot streak since his debut.
His first fight was over in seconds when he landed a perfectly located stunning blow to his opponets head.
Lets just say it caught some attention. Even more surpriseing is the fact that despite his first victory his preferred
method of victory is through submission. His tapout record is impressive. Able to stand toe to toe with guys whose reach
puts him at a distinct disadvantage has made him a major fan favorite. But now will his streak come to an end? His next
fight is against UFC Flyweight champion of the world, John Dodson."
Jalyk turned the television off and goes back to training, punch after punch landing on the bag, "You know this all
started as a way for me to vent my anger in the marines. I didn't plan on becomeing famous, I didn't want to be a
celebrity, just wanted to stop feeling like I was about to snap at people for nothing. They said it was PTSD, and they
are probably right, but the term doesn't cover how it feels."
Brett, his manager, walks over, "I understand man, remember I was there with you. I got my own ways of coping. Course
this don't mean you shouldn't go stomp a mudhole in Dodson and take the title." He says with a grin.
Jalyk smiles, does a quick jab, then flashes into a spinning back heel kick. "He is good, but that gold is mine!"