Wind Monk

Wind Monk
Level 11 (+5)
"Let the anger flow past. Let it be as the wind, do not fight, but rather allow it to enter your space, and whip around you. It will disappear as quickly as it came."
——Grandmaster of Clouds, Wind Monk
Wind Monks wear light armor made of thick rope and cloth but carry no other weapons. These unusual warriors fight with well-trained unarmed strikes of almost impossible power, striking at flesh as if with a heavy club. In addition, they have learned to harness their spiritual energy into elemental attacks of wind and lightning, their transcendent resonance functioning as its own sort of weapon. Wind Monks follow a religious order that harnesses the power of the sky, as well as teaches balance and harmony within oneself. These versatile combatants are rarely seen by the common populace, as they inhabit monasteries high upon the mountaintops so that they can be closer to their subject of martial and religious study.
Awareness
17
Senses
Normal
Initiative
21/1d8
Hitpoints: 112
Healing Value: 22
Resilience: +2
Morale
2
AC
22/25
Touch
20
Fort
18
Reflex
20
Will
19
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
12 / 15
DEX
16 / 19
CON
9 / 12
INT
13 / 16
WIS
10 / 13
CHA
11 / 14
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs AC (ArN 3)
Monk Strike
2d8+5 (avg 14) Bludgeoning damage
Melee Reach 5ft
2d8+5 (avg 14) Bludgeoning damage
Grapple +11
Special Attacks (3 AP)
+14 vs AC (ArN 3)
Fist Flurry
Make two attacks, on the same or different targets. On a each hit, deal 2d8+5 (avg 14) Bludgeoning damage. If both attacks hit the same creature, the target is also Dazed for 1d6+2 segments. (Advanced)
+14 vs AC (ArN 3)
Flying Fist
The Monk focuses his chi into a fist of pure force that flies towards his opponent. Target one creature within 50ft. On a hit, the attack deals 4d8+5 (avg 23) Force damage. (Advanced)
+9 vs Reflex
Call Lightning [4 AP]
The Monk calls forth a great storm, bringing lightning down upon his foe. Target one creature within 200ft. On a hit, the target suffers 4d8+30 (avg 48) Lightning damage. Deal half damage on a Miss. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 3 Balance [+5], Rank 4 Climb [+6], Rank 2 Escape [+4], Rank 3 Jump [+5], Rank 1 Riding [+1], Rank 5 Stealth [+10], Rank 1 Swim [+0], Rank 2 Tumble [+3], Rank 2 Listen [+5], Rank 4 Spot [+9], Rank 3 Investigate [+6], Rank 5 Ki Arts [+11], Rank 3 Charm [+7], Rank 2 Coercion [+4], Rank 2 Deception [+5], Rank 2 Manipulation [+5], Rank 5 Persuasion [+11], Rank 2 Aloofness [+5], Rank 2 Bravery [+4], Rank 5 Intuition [+11], Rank 5 Tolerance [+10], Rank 2 Suspicion [+5]
Feats: Improved Speed, Fast Initiative, Heavy Hitter
Philosophies: Rank 3 Mental, Rank 3 Physical, Rank 5 Ki
Combat Training: Melee 5, Cast 3, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Corded
Charm
+7
Coercion
+4
Deception
+5
Manipulation
+5
Persuasion
+11
Aloofness
+5
Bravery
+4
Intuition
+11
Tolerance
+10
Suspicion
+5
Social
Composure: 19
Languages: Common, Primal (Understood)
Motives:
Prejudices: