Alignment: Lawful Good
Languages: Common, Elven, Celestial, Chondathan
Str 14 +2
Dex 16 +3
Con 13 +1
Int 14 +2
Wis 18 +4
Cha 13 +1
Hit Points: 36
CMB: 5 (+4 Grapple)
Flat Footed: 14
Stunning Fist: 3 dmg, crit x2, Close Range, Blunt
– Can Stun or Fatigue, if target fails throw (FORT).
Flurry of Blows: 8, 1d8+3 dmg, crit x2, Close Range, Blunt
Scorpion Style: 3 dmg, crit x2, Close Range, Blunt
– If target is hit, its speed is reduced to 5 for the number of turns equal to WIS modifier UNLESS it makes a FORT save. (DC10 + 1/2 character lv + WIS)
Improved Unarmed Strike: 3 dmg, crit x2, Close Range, Blunt
-Can deal either lethal or nonlethal damage.
+15 (10, +5 from Ring Of Jumping)
Sleight of Hand
Use Magic Device
Improved Unarmed: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Intuitive Attack: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
Vow of Impartiality: As a tool of the Even-Handed, you must seek to never be an influence on the Scales of Justice. As such, your devotion to justice must be personified by absolute impartiality in your rulings, deeds, and decisions. If in the event you intentionally violate this vow, you immediately lose all standing within the order and are cast out irrevocably, which includes all associated benefits attained from being a member in good standing of the Order. If you are found to have unwittingly violated this vow, you lose all abilities associated with being a member of the Order in good standing until such time as you seek atonement for such violations.
Combat Reflexes: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Grapple:You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Scorpion Style: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Weapon Focus (Unarmed) You gain a +1 bonus on all attack rolls you make using the selected weapon
Stunning Fist: 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 condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Evasion At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 3–10. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall: At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Ring of Jumping: +5 to all Acrobatics checks
Light Load: 58 lbs.
Medium: 116 lbs.
Heavy: 174 lbs.
Lift over Head: 348 lbs.
Push/Drag: 870 lbs.
Waterdeep Lawyer’s Robes (formal)
Deep Draught (x2)
-4 lbs (full)
Trail Rations (x5)
Hemp Rope (50 ft)
Flint & Steel
Monk’s outfit (wearing)
Signet Ring (Tyr’s symbol, wearing)
Total weight: 37 lbs
Born to a leatherworker and his wife in Faerun, Magnyss grew up in Waterdeep.
She lost her family at a young age, and was subsequently taken in by the Order of the Even-Handed, a monastic order dedicated to the god of justice, Tyr.
Over the years, Magnyss became one of the Order’s top monks, as well as one of Tyr’s most loyal followers. She began her journey to spread Tyr’s word throughout the world on her 18th birthday- a journey that would prove a bigger test of her faith than she could have ever imagined.
After a year of travelling, Magnyss found herself in Assur, taking on a quest to discover the cause of the sudden halt in trade with surrounding cities. Before long, she and her new comrades discovered things were far more sinister than they appeared.
Their investigation lead them to the Curna Mountains, where they discovered the temples had been desecrated. Demons and undead were swarming the site, and many lives were lost. Magnyss would have been one of them, had it not been for Ruby, a devout follower of Ilmater.
Despite the darkness that surrounded them, Magnyss grew close to the others in her caravan, regarding them as her family in a way.
After months of being trapped underground, the group finally managed to find their way out with the help of a new friend, a half-elf named Drugaes. Sadly, Drugaes was killed not long after in an attempt to help them escape.
Near the end of her journey, the group stumbled on a mysterious portal. After much discussion, it was decided that Magnyss would go though and investigate.
Upon passing through the portal, she found herself in a strange new land. It was deserted. Literally. It was a desert. It was hot, sandy, and there wasn’t a soul in sight. The portal was gone, as well.
After a few days of walking, she came upon the city of Osirion.
It didn’t take long for Magnyss to realize that the portal hadn’t just taken her to another town, but to another world.
Long gone were the places, and the people, and the even gods she once knew, but Magnyss was adaptable. She began to learn about the local culture, and returned to her quest as a travelling lawyer- helping those she can, and putting wrongdoers behind bars.
Magnyss never discovered what happened to the portal, or to her friends. She misses and worries for them deeply, and wants nothing more than to see them again, but she keep moving forward.
Magnyss is still a loyal follower of Tyr.