Xe
It is troublesome how much xe talks. Xe tells stories and forgets sometimes where truth ends and belief begins, finding xirself in more trouble than xe can handle. Xe is not conning, maybe cunning, and even at worst only playing.
Xe tells stories because xe wants stories, travels far and wide for stories. Listens with elders, mothers, spirits, trees, rivers. Long is the span of knowledge, and within it is great and mysterious power. Xe wonders about power.
Level 1 Gestalt Monk + Arcanist
Basics:
- Race: Tamarini
- Pronouns: xe / xir
- Age: –
- Appearance: –
- Alignment: True Neutral
- Hit die: d8
- Skills per level: 7 (4 base, 1 favored class, INT)
- Base attack bonus: +0 (+0.75 per level)
- Initiative: +2 (DEX):
- Languages:
- Common
- Tamarini
- Harp
- Kitsune
- CMB: +0 (bab, STR)
- CMD: 12 (10, bab, DEX, STR)
Wealth: 62gp
Health:
- HP: 10 (gain 1d8+2 each level)
- Current HP: –
AC:
- Base: 15 (10, 1 dodge, DEX, WIS)
- Touch: 15 (1 dodge, DEX, WIS)
- Flat-footed: 12 (WIS)
Saves:
- Fortitude: +3 (2 base, CON)
- Reflex: +4 (2 base, DEX)
- Will: +4 (2 base, WIS)
Attributes:
- STR: 11, +0
- DEX: 15, +2 (+2 racial)
- CON: 13, +1
- INT: 14, +2
- WIS: 14, +2 (-2 racial)
- CHA: 17, +3 (+2 racial)
Skills:
- Acrobatics: +8 (3 class, 1 rank, 2 racial, DEX)
- Bluff: +8 (3 class, 1 rank, 1 trait, CHA)
- Knowledge (Arcana): +6 (3 class, 1 rank, INT)
- Perception: +6 (3 class, 1 rank, WIS)
- Sense Motive: +6 (3 class, 1 rank, WIS)
- Spellcraft: +6 (3 class, 1 rank, INT)
- Stealth: +8 (3 class, 1 rank, 2 racial, DEX)
Proficiencies:
- All simple weapons, plus brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Special:
- Tamarini:
- Climb speed 20ft
- Nimble: +2 Acrobatics and Stealth
- Low-Light Vision: See twice as far as a race with normal vision in dim light.
- Prehensile Tail: A tamarini has a long, flexible tail that can be used to carry objects weighing no more than ten pounds. They cannot wield weapons with their tail, but the tail does allow a tamarini to retrieve a small, stowed object carried on their person as a swift action.
- Monk:
- Bonus Feats:
- Flurry of Blows (-1, -1): May make an extra attack, applying a -2 penalty to all attacks made. Any attacks in this series may be made with monk weapons, unarmed strikes, or combat maneuver attempts.
- Stunning Fist: Declare a melee attack as a stun attempt. If it hits, target must make a Fortitude save (DC 10 + 1/2 level + WIS) or be stunned until the start of your next turn. Stunned characters drop what they are holding, can’t act, lose DEX to AC, and take -2 to AC.
- Unarmed Strike 1d6
- Arcanist:
- Spellbook: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
- Arcane Resevoir (4 / 4): The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost.
- Arcanist Exploits:
- Aspect of Innocence: As an immediate action gain a +10 competence bonus to Bluff to convince others of your innocence, as the spell Innocence:
- Cantrips:
- 0: Prepare up to 4 each day.
- Spells (spell list):
- Consume Spells: Spend spell slots to add points to the arcane resevoir equal to the spell’s level, up to its maximum.
- Feats:
- Two-Weapon Fighting: Reduces penalties for fighting with two weapons to (-4, -4), or (-2, -2) if the off-hand weapon is light. Note: “double” weapons are considered to have a light off-hand.
- Traits:
- Fast-Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Equipment:
- Weapons:
- Unarmed Attack:
- Attack: +0 (bab, STR)
- w/ FoB: -1 / -1
- Damage: 1d6 (STR)
- Type: Bludgeoning
- Note: A caster may hold the charge of any spell requiring a touch attack in their hand and deliver this charge either as a free action against the target’s touch AC, or with an unarmed strike (such as during flurry of blows). Such an attack must overcome the target’s normal AC rather than its touch AC, but deals normal damage and applies the effects of the spell. If the attack misses, you are still holding the charge.
- Ranged Touch Attack:
- Quarterstaff:
- Attack: +0 (bab, 1.5xSTR)
- w/ FoB: -1 / -1
- Damage: 1d6 (1.5xSTR)
- Type: Bludgeoning
- Quarterstaff, as double:
- Attack: -2 / -2
- w/ FoB: -3 / -3 / -1
- Damage: 1d6 (STR)
- Type: Bludgeoning
- Armor: (none)
- Misc.:
- Spellbook, containing:
- All 0-level sorcerer/wizard spells.
- Stone Shield (1): As an immediate action, cause a 1-inch-thick slab of stone to spring up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover until your next turn, after which it crumbles.
- Vanish (1): Become invisible for 1 round/level.
- Comprehend Languages (1)
- Kit, Monk’s: This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.