Aria SeastarAmy Bauer
CHARACTER BIO
Aria Seastar is a 17 year old, Medium sized, Female Aventi, with Green eyes and Blonde hair. She stands 6' 0" tall and weighs 130 pounds. Her world view is Lawful Good in nature.

CHARACTER LEVELCLASSES and LEVELS
18Monk 14 / Tattooed Monk 4

CURRENT EXPERIENCENEXT LEVEL ATNEEDED TO MAKE LEVELEXPERIENCE GAINED IN PLAY
153,711171,00017,289


Character Sheet (Art) - v. 2.0.14

HP
TRACK

NON
LETHAL

AC
TRACK



ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
15
+2


DEX
18
+4


CON
14
+2


INT
12
+1


WIS
18
+4


CHA
10
+0


TOTAL HIT DIE TYPE DAMAGE
REDUCTION
MOVEMENT TYPES and RATES
HP
POINTS
16414d8 +4d8
SPEED
MOVE
90; Swim 30
AC
ARMOR
252121=10+0+0+4+0+0+11




NORMAL FLAT
FOOTED
TOUCH
AC
BASE ARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
% SPELL
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST
TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
FORTITUDE
CON
+15=13+2+0+0+ + 
REFLEX
DEX
+17=13+4+0+0+ 
WILL
WIS
+17=13+4+0+0+ 
BASE ATTACK
+13/8/3
INITIATIVE
MODIFIER
+8=4+4
TOTAL DEX MOD MISC
GRAPPLE
ATTACK BONUS
+19=13+2
+0
+0
+
MELEE
ATTACK BONUS
+15/10/5=13+2
+0
+0
+
RANGED
ATTACK BONUS
+17/12/7=13
+4
+0
+0
+
TOTAL BASE
ATTACK
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMP
MODIFIER

Weapons (SIZE/DMG TYPE)

Attack
Bonus

Damage

Critical

Lbs

I

Daneth`s Gloves (M/B)

17/12/7

2d8+4

x2



I

Daneth`s Gloves (M/B)

17/17/17/12/7

2d8+4

x2



I2

Crossbow, Aquatic, Masterwork (M/P)

1d8+2

19-20/x2

4



0 – 39 ft

40 – 79 ft

80 – 119 ft

120 – 159 ft

160 – 199 ft

18/13/8

16/11/6

14/9/4

12/7/2

10/5/0

200 – 239 ft

240 – 279 ft

280 – 319 ft

320 – 359 ft

360 – 399 ft

8/3/-2

6/1/-4

4/-1/-6

2/-3/-8

0/-5/-10



I

Adamantine Dagger (M/P)

16/11/6

1d4+2

19-20/x2

1



I

Dagger (M/P)

15/10/5

1d4+2

19-20/x2

1



I — Main hand (Primary)w — Off hand (Secondary)I2 — Two-handed

SKILLSMAX RANKS 21/10.5

NAME (KEY ABILITY)TOT
RNK
ABL
MSC
w
Appraise (Int)1 =
+1
w
Balance (Dex)*27 =21+4+2
w
Bluff (Cha)0 =
+0
w
Climb (Str)*8 =6+2
w
Concentration (Con)2 =
+2
w
Control Shape (Wis)4 =
+4
w
Diplomacy (Cha)2 =
+0+2
w
Disguise (Cha)0 =
+0
w
Escape Artist (Dex)*7 =3+4
w
Forgery (Int)1 =
+1
w
Gather Information (Cha)0 =
+0
w
Heal (Wis)4 =
+4
w
Hide (Dex)*6 =2+4
w
Intimidate (Cha)0 =
+0
w
Jump (Str)*29 =1+2+26

Knowledge–History (Int)6 =5+1

Knowledge–Religion (Int)9 =8+1
w
Listen (Wis)16 =12+4
w
Literacy ()0 =
+0
w
Move Silently (Dex)*8 =4+4
w
Ride (Dex)4 =
+4
w
Search (Int)1 =
+1
w
Sense Motive (Wis)22 =18+4
w
Spot (Wis)8 =4+4
w
Survival (Wis)4 =
+4
w
Swim (Str)*14 =4+2+8

Tumble (Dex)*18 =14+4
w
Use Rope (Dex)4 =
+4

w Can be used untrained * Armor Check penalty** -1 per 5 lbs gear

Equipment Description

Value
Each

Qty

Lbs

Equipment Description

Value
Each

Qty

Lbs

yCoin: gp (14)14 g1(0.3)¬Bracers of Armor +416,000 g11
6Potion of Fast Healing Water500 g2¬Brooch of Shielding1,500 g1
°Adamantine Dagger3,302 g11
°Crossbow, Aquatic, Masterwork800 g14
°Crossbow, light35 g14
°Dagger2 g11
°Daneth`s Gloves7,500 g1(—)
¬Belt, Monk`s13,000 g11

Carried Weight

12 lbs

1-66

67-133

134-200

200

400

1000

Light

Medium

Heavy

Over
Head

Off
Grnd

Push
Drag

u Armor² Gem|Arty Goods6 Potion¡ Ringd Rod
b Scrollv Shieldf Staff! Wand° Weapon¬ Wondrous


Feats

Armor
Light

Armor
Medium

Armor
Heavy

Weapon
Simple

Weapon
Martial

Shield


Blind-Fight — Every time you miss your target due to concealment, reroll your miss chance to see if you actually hit (PH89).

Combat Reflexes — You can make a number of additional attacks of opportunity equal to your Dex mod (PH92).

Danger Sense — Reroll initiative once per day (CAdv106).

Deflect Arrows — Deflect incoming arrows, crossbow bolts, spears, etc. (PH93).

Endurance — You get a +4 bonus to checks for extended physical action (running, swimming, and so on) (PH93).

Improved Grapple — You are skilled at grappling opponents.

Improved Initiative — You can react more quickly than normal in a fight. You get a +4 bonus on initiative checks (PH96).

Improved Trip — If you trip an opponent, you get an extra attack on that opponent. (PH96).

Improved Unarmed Strike — You suffer no attacks of opportunity when attacking without a weapon (PH96).

Stunning Fist — You can stun your melee opponent. (PH101).

Toothed Blow — You are able to hammer your foes more effectively underwater (SW94)


Protective Items

Bonuses
Provided

Lbs

Brooch of Shielding

This brooch can absorb up to 101 points of magic missile damage (DMG250).

Bracers of Armor +4

Armor +4

1

This item adds a +4 armor bonus to the wearer`s AC (DMG250).

Belt, Monk`s

Unnamed +5
Unnamed +1
Unnamed +1

1

The character can treat their AC Bonus as though they were 5 levels higher, and can make an additional stunning attack per day. (DMG248)




Class Features

Monk

Abundant Step

AC Bonus (+3)

Deflect Arrows

Diamond Body

Diamond Soul (SR 47)

Evasion

Greater Flurry of Blows

Improved Evasion

Improved Trip

Ki Strike (Magic, Lawful)

Monk Bonus Feat - 1st Level

Monk Bonus Feat - 2nd Level

Monk Bonus Feat - 6th Level

Proficiency: Crossbow, Light, +1 Rapid

Proficiency: Monk Weapons

Purity of Body

Slow Fall (70 ft.)

Still Mind

Stunning Fist

Unarmed Strike

Wholeness of Body

Wisdom Bonus to AC (Max: 100)

Tattooed Monk

Crane

Dragon

Monk Abilities

Tattoo

Special Qualities

Amphibious (Ex)


Languages

Common


Coins

New Coins
Gained in Play

0 cp 
0 sp  
14 gp  
0 pp  
14 gp Total gp equivilent (approximate)


Personal History

The daughter of famed Aventi paladin Kallaebri Seastar and her husband, Lord Tagren, Aria found herself alone at the age of three when her parents mysteriously disappeared. A monastery associated with the Order of the Pearl took the girl in and saw to her education. Now a quiet, introspective, intensely curious young lady, Aria has come to Marhaven to adventure and, perhaps, to one day learn what became of her parents.


Quick Reference Notes

Daneth's Gloves

A lawful good monk who wears Daneth's Gloves gains the following benefits:

+2 on all attack and damage rolls for unarmed strikes, including flurry of blows

Adaptive Flurry: When executing a flurry of blows, each blow after the first gains a +2 adjustment bonus on the attack roll for each consecutive previous blow that failed to hit. (Example: the first blow is at +2; if that misses, the second is at +4; if that also misses the third blow is at +6; etc.) The attack bonus resets to +2 upon a successful hit and only applies to attacks against the same opponent.

Adaptive Strike: When you hit an opponent with your unarmed strike and the damage is reduced by damage reduction, the gloves adapt to take on the property necessary to overcome that damage reduction. For instance, if you hit a creature with DR10/silver the gloves adapt so that subsequent attacks are treated as if made with a silver weapon. If the opponent's DR requires multiple properties to overcome (ie, DR10/cold iron + good) the gloves take on one property with each hit until they have fully adapted. The adaptation lasts until the end of that encounter or until you hit an opponent with different DR properties (which causes the gloves to adapt to that opponent).


Miscellaneous Notes

** FLURRY OF BLOWS: The monk's belt grants Aria damage and attacks per flurry as a monk 5 levels higher. This is not reflected in the weapon stats on the character sheet, so check PHB 40 to verify the number of attacks per flurry.