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Monk Build: Fey-Touched Gnome Guide

Sandochan is a level 20 small gnome monk with exceptional skills in various areas including Acrobatics, Stealth, and Thievery. He possesses high defenses with an AC of 45 and a significant HP of 288, along with multiple combat abilities such as Flashy Dodge and Flurry of Blows. His unique abilities and feats enhance his combat effectiveness and mobility, making him a formidable opponent in battle.

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0% found this document useful (0 votes)
37 views2 pages

Monk Build: Fey-Touched Gnome Guide

Sandochan is a level 20 small gnome monk with exceptional skills in various areas including Acrobatics, Stealth, and Thievery. He possesses high defenses with an AC of 45 and a significant HP of 288, along with multiple combat abilities such as Flashy Dodge and Flurry of Blows. His unique abilities and feats enhance his combat effectiveness and mobility, making him a formidable opponent in battle.

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bjorr
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We take content rights seriously. If you suspect this is your content, claim it here.
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Sandochan Monk 20

N Small Gnome Fey-Touched Gnome Humanoid


Perception +33; Low-Light Vision
Languages None selected
Skills Acrobatics +28, Athletics +24, Intimidation +21, Lore: Sailing +28, Medicine +26, Nature +26, Stealth +26, Survival
+26, Thievery +29
Str +2, Dex +4, Con +3, Int +0, Wis +4, Cha -1
Items +3 Armor Resilient (Major) Unarmored
AC 45; Fort +30, Ref +35, Will +33
HP 288
Flashy Dodge Trigger A creature you can see targets you with an attack. Requirements You aren't encumbered. You
deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. If the Strike misses,
you gain panache until the end of your next turn.
Stand Still Trigger A creature within your reach uses a move action or leaves a square during a move action it's
using. You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a
critical hit and the trigger was a move action, you disrupt that action.
Opportune Riposte Trigger An enemy within your reach critically fails on a Strike against you. You take advantage of
an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering enemy or attempt
to Disarm it of the weapon it used for the Strike.
Speed 55 feet
Melee +3 Weapon Striking (Major) Scimitar +33 (Forceful, Sweep, Magical, Agile, Finesse, Monk), Damage 4d6+8 S
Swaggering Initiative (Swashbuckler) Trigger You are about to roll initiative. You swagger readily into any fight. You
gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in
combat, you gain panache.
Dirty Trick (Attack, General, Manipulate, Skill) Prerequisites trained in Thievery Requirements You have a hand free
and are within melee reach of an opponent. You hook a foe's bootlaces together, pull their hat over their eyes, loosen
their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the
target's Reflex DC. Critical Success The target is clumsy 1 until they use an Interact action to end the impediment
Success As critical success, but the condition ends automatically after 1 round. Critical Failure You fall prone as your
attempt backfires.
Flurry of Blows (Flourish, Monk) Make two unarmed Strikes. If both hit the same creature, combine their damage for
the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish
ability, you can use Flurry of Blows only once per turn.
Confident Finisher (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses.
Make a Strike with the following failure effect. Failure You deal half your precise strike damage to the target. This
damage type is that of the weapon or unarmed attack you used for the Strike.
Boarding Assault (Flourish) Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but
usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked
from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Precision Damage Precise Strike Finisher 6d6
Primal Innate Spells DC 33, attack +23; Cantrips Rousing Splash
Additional Feats Additional Lore, Animal Accomplice, Cat Fall, Fey-Touched Gnome, Finishing Follow-Through, Gnome
Polyglot, Illusion Sense, Monastic Weaponry, Rolling Landing, Steady Balance, Stunning Blows, Toughness, Underwater
Marauder
Additional Specials 1st ABP Skill +1 (Thievery), 1st ABP Skill +2 (Not Selected), 1st ABP Skill +3 (Not Selected), 2nd ABP
Skill +1 (Not Selected), 2nd ABP Skill +2 (Not Selected), 2nd ABP Skill +3 (Not Selected), 3rd ABP Skill +1 (Not Selected),
3rd ABP Skill +2 (Not Selected), 4th ABP Skill +1 (Not Selected), 4th ABP Skill +2 (Not Selected), 5th ABP Skill +1 (Not
Selected), 6th ABP Skill +1 (Not Selected), ABP Apex Ability (Not Selected), Adamantine Strikes, Assured Evasion,
Confident Evasion, Continuous Flair, Eternal Confidence, Exemplary Finisher, Expert Strikes, Graceful Legend, Graceful
Mastery, Incredible Movement, Keen Flair, Light Armor Mastery, Master Strikes, Metal Strikes, Mystic Strikes, Panache,
Path to Perfection (Not Selected), Perception Mastery, Perfected Form, Powerful Fist, Precise Strike, Reinforced Ego,
Second Path to Perfection (Not Selected), Stylish Combatant, Stylish Tricks, Swashbuckler's Style (Rascal), Third Path to
Perfection (Not Selected), Vivacious Speed, Weapon Mastery

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