WU DIZHEN CR 12 Male Human (Tian-Dan) Monk 5 Wizard 8 LE Large Humanoid (Human) Init +1; Senses Perception +1 -------------------- DEFENSE -------------------- AC 23, touch 13, flat-footed 22 (+4 armor, +4 shield, +1 Dex, -1 size, +2 natural, +1 deflection) hp 101 (5d8+8d6+39) Fort +13, Ref +12, Will +14 Defensive Abilities Evasion; Immune disease -------------------- OFFENSE -------------------- Spd 40 ft., Earth Glide Melee Unarmed Strike +15/+10 (2d6+8/20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Acid Cloud (1d6+4) (5/day) (DC 16), Flurry of Blows +3/+3, Ki Strike, Magic Wizard Spells Known (CL 8, 12 melee touch, 7 ranged touch): 4 (2/day) Stone Shape, Crushing Despair (DC 16), Detonate (DC 16) 3 (3/day) Magic Weapon, Greater (DC 15), Stinking Cloud (DC 15), Dispel Magic, Fireball (DC 15) 2 (4/day) Resist Energy (DC 14), False Life (DC 14), Acid Arrow, Blur (DC 14), Bull's Strength (DC 14) 1 (5/day) Shield (DC 13), Mage Armor (DC 13), Burning Hands (DC 13), Enlarge Person (DC 13), Grease (DC 13), Grease (DC 13) 0 (at will) Ray of Frost, Acid Splash, Detect Magic, Mage Hand -------------------- STATISTICS -------------------- Str 16/22, Dex 12, Con 14, Int 14, Wis 13, Cha 8 Base Atk +7; CMB +16 (+18 Bull Rushing+18 Grappling); CMD 28 (30 vs. Bull Rush30 vs. Grapple) Feats Combat Casting, Combat Reflexes (2 AoO/round), Deflect Arrows, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Power Attack -2/+4, Scribe Scroll, Stunning Fist (7/day) (DC 17), Toughness +13, Weapon Focus: Unarmed Strike, Wizard Weapon Proficiencies Skills Acrobatics +14, Climb +14, Escape Artist +17, Fly -1, Knowledge (Arcana) +18, Knowledge (Nature) +18, Linguistics +8, Spellcraft +18, Stealth -3, Swim +14 Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Terran, Tien SQ AC Bonus +2, Air, Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp), Earth Supremacy +3 (Su), Fast Movement (+10'), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8) Other Gear Amulet of Natural Armor +2, Belt of Incredible Dexterity, +2, Cloak of Resistance, +3, Potion of Cure Serious Wounds (2), Ring of Protection, +1, Scroll: Obscuring Mist, Scroll: Stoneskin, Scroll: Wall of Stone, Spell component pouch, Spellbook, wizard's (blank) -------------------- TRACKED RESOURCES -------------------- Acid Cloud (1d6+4) (5/day) (DC 16) (Su) - 0/5 Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp) - 0/1 Earth Glide (Ex) - 0/0 Ki Pool (Su) - 0/3 Potion of Cure Serious Wounds - 0/2 Stunning Fist (7/day) (DC 17) - 0/7 -------------------- SPECIAL ABILITIES -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Acid Cloud (1d6+4) (5/day) (DC 16) (Su) 5'r cloud deals 1d6+4 Acid damage and sickens for 1r. Fort halves/negates. Air Classical opposition school for: Earth You must spend 2 slots to cast spells from the Air school. Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Combat Casting +4 to Concentration checks to cast while on the defensive. Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed. Deflect Arrows Deflect an incoming arrow once per round. Earth Glide (Ex) Gain a burrow speed Earth Supremacy +3 (Su) +3 CMD vs. bull rush, drag, reposition, trip, and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full action. High Jump (+5) (Ex) +5 to Acrobatics checks made to jump. Immunity to Disease You are immune to diseases. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Grapple You grapple at +2, with no attacks of opportunity allowed. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex) CMB = other BABs + Monk level Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Still Mind (Ex) +2 to saves against enchantment spells and effects. Stunning Fist (7/day) (DC 17) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue) (Ex) 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 conditio Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. 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