Water Element Master 1
Male Human (Ulfen) Element Master (Waterbender) 1
CG Medium humanoid (human)
Init + 4, Senses Perception + 7
AC 18, touch 18, flat-footed 14 (+ 4 Dex, + 4 Wis)
hp 13 (1d8+ 5)
Fort + 4, Ref + 6, Will + 6
Speed 30 ft.
Melee unarmed strike + 4 (1d4+ 4)
Ranged water element (3d4+ 3 cold + ½ movement, DC 14 Ref for ½, range 10 ft./chakra)
Special Attacks child of the moon, flurry of blows
Spell-Like Abilities (CL 1st; concentration + 4)
—Healing Water Kata 1d6+ 1 healing
Str 16, Dex 18, Con 15, Int 14, Wis 18, Cha 16
Base Atk + 0, CMB + 3, CMD 21
Feats Alertness, Combat Reflexes, Healing Water Kata, Toughness
Skills Knowledge (history) + 6, Knowledge (religion) + 6, Perception + 7, Sense Motive + 10, Spellcraft + 3, Stealth + 8, Survival + 5
Languages Abyssal, Common, Giant, Skald
SQ ac bonus, chakra, unarmed strike (element master)
Other Gear amulet of mighty fists + 1, 350 gp
AC Bonus + 4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Child of the Moon (Su) Kata bonus during the night
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Healing Water Kata (Su) You may lay your hands upon a living creature and channel positive energy to them via water as a full round action. You heal them of 1d6 points of damage, plus 1 point per chakra Level. A healed subject is relieved of the fatigue and exhaustion conditions.
Restore Body: You lay your hands upon a living creature and channel positive energy to them via water, directing it to where it is needed most. You heal the target of two points of ability damage and one point of ability drain, and relieve them of the fatigue and exhaustion conditions. This form only works on a target once per hour.
Unarmed Strike (Element Master) (1d4) (Ex) The Monk does lethal damage with his unarmed strikes.
Water Element Range: 10 ft. per your chakra level, Effect: You sharply lower the air temperature around your target, inflicting non-lethal cold damage equal to 2d4+ 1d4 points per your chakra level plus charisma modifier. The target of this attack may make a Fortitude saving throw to reduce the damage by one-half (DC 10 + chakra level + cha mod.). The target of this attack must also make a Fortitude saving throw (DC 10 + chakra level + cha mod.) or have his movement speed reduced by half for one-minute. If this saving throw is failed your target also suffers a – 4 penalty to all Dexterity based skills for the same time period. Although you can use this power with multi-attacks, you cannot attack the same target with this power more than once per round.