<div class="floatleft">(https://56.media.tumblr.com/2f99959f0561a61f3f7c8e94548a7a55/tumblr_o0t7wsgGPD1utyn51o1_500.jpg)</div><strong>Name:</strong>Honni Chu-tsan ("Honey")<br/><strong>Class:</strong>Monk (Unchained) 1, Druid 5<br/><strong>Race:</strong>Idyllkin (Agathion-Blooded Aasimar)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Honey (http://www.myth-weavers.com/sheet.html#id=672273)<br/>Futanari Supernaturalist (http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Druid%20Supernaturalist) 5 / Monk (unchained) (http://archivesofnethys.com/Classes.aspx?Class=Monk%20(Unchained)) 1<br/>Neutral Good Medium Outsider (Native)<br/><strong>Init</strong> +3; <strong>Senses</strong> Darkvision 60'; Perception +9<br/><hr/><strong>Defense</strong><br/><hr/><strong>AC</strong> 22, touch 19, flat-footed 19 (+3 dex, +2 Armor, +1 deflect, +1 natural, +5 bonus)<br/><strong>hp</strong> 50 (1d10+2, 5d8+10, +2)<br/><strong>Fort</strong> +9, <strong>Ref</strong> +7, <strong>Will</strong> +10<br/><strong>Resist</strong> acid 5, cold 5, electricity 5<br/><strong>Defensive Abilities</strong> Monk AC BOnus<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Monk AC Bonus</div><div class="spoiler_body">When unarmored and unencumbered, the monk adds his Wisdom <br/>bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and <br/>CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, <br/>up to a maximum of +5 at 20th level.<br/><br/>These bonuses to AC apply even against touch attacks or when the monk is flat-footed. <br/>He loses these bonuses when he is immobilized or helpless, when he wears any armor, <br/>when he carries a shield, or when he carries a medium or heavy load.</div></div><br/><hr/><strong>Offense</strong><br/><hr/><strong>Speed</strong> 30 ft.<br/><strong>Melee</strong> quarterstaff +6 (1d6+3/x3) or<br/>   unarmed strike +6 (1d6+2/x2) or<br/>   Scimitar +6 (1d6+2/18-20)<br/><strong>Ranged</strong> rope dart +7 (1d4+2/x2)<br/><strong>Special Attacks</strong> Unarmed Strike (1d6), Flurry of Blows, Stunning Fist, Spontaneous Casting<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unarmed Strike</div><div class="spoiler_body">At 1st level, a monk gains Improved Unarmed <br/>Strike as a bonus feat. A monk’s attacks can be with fists, elbows, <br/>knees, and feet. This means that a monk can make unarmed strikes with <br/>his hands full. There is no such thing as an off-hand attack for a monk <br/>striking unarmed. A monk can apply his full Strength bonus on damage <br/>rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal <br/>damage, although he can choose to deal nonlethal damage with no penalty <br/>on his attack roll. He can make this choice while grappling as well.<br/><br/>A monk’s unarmed strike is treated as both a manufactured weapon and a <br/>natural weapon for the purpose of spells and effects that enhance or <br/>improve either manufactured weapons or natural weapons.<br/><br/>The damage dealt by a monk’s unarmed strike is determined by the unarmed <br/>damage column on Table 1–2: Monk. The damage listed is for Medium monks. <br/>The damage for Small or Large monks is listed below.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Flurry of Blows</div><div class="spoiler_body">At 1st level, a monk can make a flurry of blows <br/>as a full-attack action. When making a flurry of blows, the monk can make <br/>one additional attack at his highest base attack bonus. This additional <br/>attack stacks with the bonus attacks from haste and other similar effects. <br/>When using this ability, the monk can make these attacks with any combination <br/>of his unarmed strikes and weapons that have the monk special weapon quality. <br/>He takes no penalty for using multiple weapons when making a flurry of blows, <br/>but he does not gain any additional attacks beyond what’s already granted by <br/>the flurry for doing so. (He can still gain additional attacks from a high base <br/>attack bonus, from this ability, and from haste and similar effects).<br/><br/>At 11th level, a monk can make an additional attack at his highest base attack <br/>bonus whenever he makes a flurry of blows. This stacks with the first attack from<br/> this ability and additional attacks from haste and similar effects.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stunning Fist</div><div class="spoiler_body">At 1st level, the monk gains Stunning Fist as a bonus feat, <br/>even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, <br/>the monk gains the ability to apply a new condition to the target of his Stunning Fist. <br/>This condition replaces stunning the target for 1 round, and a successful saving throw <br/>still negates the effect. At 4th level, the monk can choose to make the target fatigued. <br/>At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make<br/> the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen<br/> the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must <br/>choose which condition will apply before the attack roll is made. These effects do not <br/>stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if <br/>hit by Stunning Fist again), but additional hits do increase the duration.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spontaneous Casting</div><div class="spoiler_body">A druid can channel stored spell energy into summoning spells <br/>that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any <br/>summon nature's ally spell of the same level or lower. </div></div><br/><strong>Spell-Like Abilities</strong> (CL 6th; concentration +11)<br/>   1/day - <em>summon nature's ally II</em><br/><strong>Druid Spells Prepared</strong> (CL 5th; concentration +10)<br/>   <br/><hr/><strong>Statistics</strong><br/><hr/><strong>Str</strong> 14, <strong>Dex</strong> 16, <strong>Con</strong> 14, <strong>Int</strong> 8, <strong>Wis</strong> 20, <strong>Cha</strong> 14<br/><strong>Base Atk</strong> +4; <strong>CMB</strong> +6; <strong>CMD</strong> 19<br/><strong>Feats</strong> (1) Power attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final), (3) Spirit Focus (http://www.d20pfsrd.com/feats/general-feats/spirit-focus[/url), (5) Celestial Servant (http://www.d20pfsrd.com/feats/racial-feats/celestial-servant-aasimar)<br/><strong>Bonus Feats</strong> Stunning Fist (http://www.d20pfsrd.com/feats/combat-feats/stunning-fist-combat---final), Psychic Sensitivity (http://www.d20pfsrd.com/feats/general-feats/psychic-sensitivity), Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final), Improved Grapple (http://www.d20pfsrd.com/feats/combat-feats/improved-grapple-combat---final)<br/><strong>Adventuring Skills</strong> acrobatics +8, climb +6, diplomacy +6, escape artist +7, fly +7, heal +9, intimidate +6, <br/>knowledge: arcana +4 knowledge: nature +4, knowledge: religion +3, perception +9, ride +7, sense motive +9, <br/>spellcraft +3, stealth +7, survival +12, swim +6<br/><strong>Background Skills</strong> appraise +2, handle animal +13, knowledge: geography +3, knowledge: history +3, linguistics +0, <br/><strong>Languages</strong> Common, celestial, druidic, sylvan, draconic<br/><strong>SQ</strong> Eldritch Botanist, Paranormal Scholar, Nature Bond, Animal Spirit, Woodland Stride<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Botanist</div><div class="spoiler_body">A supernaturalist can affect plants with mind-affecting effects<br/> she creates and with spells that normally affect animals. Any such spell that allows a Will<br/> save can instead be negated by the target plant with a successful Fortitude save at the same<br/> DC. She also can choose plant bond and green empathy, as a treesinger druid (Advanced Race <br/>Guide 25), in place of nature bond and wild empathy.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Paranormal scholar</div><div class="spoiler_body">A supernaturalist gains Psychic Sensitivity as a bonus feat and<br/> adds Diplomacy, Knowledge (arcana), and Sense Motive as class skills. At 3rd level and every<br/> 3 levels thereafter, she can select a spell from the psychic class’s spell list (Occult <br/>Adventures 69) and add it to her druid spell list, and is able to prepare and cast it as a <br/>druid spell. This replaces nature sense, trackless step, and resist nature’s lure.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nature Bond</div><div class="spoiler_body">At 1st level, a druid forms a bond with nature. This bond can take one of<br/> two forms. The first is a close tie to the natural world, granting the druid one of the following<br/> cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers <br/>and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid<br/> level. A druid that selects this option also receives additional domain spell slots, just like a<br/> cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to <br/>cast a spell spontaneously.<br/><br/>The second option is to form a close bond with an animal companion. A druid may begin play with <br/>any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the <br/>druid on her adventures.<br/><br/>Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats <br/>advance as the druid advances in level. If a character receives an animal companion from more than <br/>one source, her effective druid levels stack for the purposes of determining the statistics and <br/>abilities of the companion. Most animal companions increase in size when their druid reaches 4th or<br/> 7th level, depending on the companion. If a druid releases her companion from service, she may gain<br/> a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment <br/>where the new companion typically lives. This ceremony can also replace an animal companion that has <br/>perished.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Animal spirit</div><div class="spoiler_body">At 4th level, a supernaturalist can perform a seance to call an animal<br/> spirit of any animal with which she is familiar to serve as her companion and guide. The <br/>supernaturalist gains spirit, spirit bonus, spirit surge, and taboo abilities as a medium <br/>(Occult Adventures 30) 3 levels lower than her druid level. The supernaturalist’s allies cannot<br/> participate in this seance. This ability replaces wild shape. The spirit abilities of the <br/>animal spirit are as follows.<br/><br/><em>Spirit Bonus:</em> Your spirit bonus applies on attack and damage rolls with natural weapon<br/>s and on skill checks relating to animals and plants.<br/><br/><em>Seance Boon:</em> Your natural armor bonus to AC increases by 1.<br/><br/><em>Favored Location:</em> Native terrain of the animal type being invoked.<br/><br/><em>Influence Penalty:</em> You become wild and savage, taking a penalty equal to your spirit bonus<br/> on caster level checks, Charisma- and Intelligencebased ability checks, and skill checks.<br/><br/><em>Taboos:</em> Choose one: you must not speak (except with animals and plants); you must not wield<br/> manufactured weapons; you must not eat anything you did not kill or harvest yourself.<br/><br/><em>Totem Transformation (Lesser, Su):</em> You gain any of the following abilities possessed by the <br/>animal you select as your animal spirit: bite (1d6 for a Medium druid), 2 claws (1d4 for a Medium <br/>druid), darkvision, improved land movement speed (up to a +20-foot enhancement bonus to the druid’s <br/>base land movement speed), low-light vision, scent, and swim (up to 30 feet).<br/><br/><em>Pack Leader (Intermediate, Su):</em> When you summon animals that match your animal spirit, they <br/>gain a +2 bonus on attack rolls, damage rolls, and saving throws.<br/><br/><em>Wildstrike (Greater, Su):</em> You can allow your animal spirit to gain 1 point of influence over <br/>you as a swift action to allow an animal or plant (including your companion) within 30 feet that can <br/>see or hear you to immediately take an additional standard action.<br/><br/><em>Wild Heart (Supreme, Ex):</em> You gain a +4 bonus on saves against enchantment and mind-affecting<br/> effects, and immunity to effects that affect only humanoids. Once per day, you can cast any summon<br/> nature’s ally spell you can cast spontaneously as a standard action without expending a spell slot.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Woodland Stride</div><div class="spoiler_body">Starting at 2nd level, a druid may move through any sort of undergrowth (such<br/> as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking <br/>damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically <br/>manipulated to impede motion, however, still affect her.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wild Empathy</div><div class="spoiler_body">A druid can improve the attitude of an animal. This ability functions just like a Diplomacy<br/> check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid <br/>level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a <br/>starting attitude of indifferent, while wild animals are usually unfriendly.<br/><br/>To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. <br/>Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take <br/>more or less time.<br/><br/>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she <br/>takes a –4 penalty on the check.</div></div><br/><strong>Traits</strong>: Enlightened Warrior (http://www.d20pfsrd.com/traits/race-traits/enlightened-warrior-aasimar--idyllkin), Monk weapon Skill (http://www.d20pfsrd.com/traits/combat-traits/monk-weapon-skill-combat) (quarterstaff)<br/><strong>Other gear</strong> Bracers of Armor +1, Amulet of Natural Armor +1, Lesser Rod of Extend Spell<br/></div></div><br/><strong>Background:</strong>Honni's was a difficult birth. The first child of newly-we farmers, the labor lasted far longer than it should... And when the midwife gasped and drew forth the boy-child with fleecy calves and hooved feet, her fate was sealed. Fearing curses and evil spirits, the parents left their "deformed" child in the woods for the wild beasts to devour, or the fairies to take, or whatever happened to such strangelings.<br/>Maybe it would have happened that way as well, had it not been for the intervention of Konnu Gen-la, a wandering mendicant. Drawn by the shivering cries of the infant, the blind old beggar eushed to spare his cloak and hat for swaddling and a cradle. when he felt the child's hooves, he thanked the divine for the challenge they set before him. And when he first cleaned the child he... became rather puzzled. he named the child Honni after one of the five hundred and fifty saints, and she became his ward, and later, his student.<br/>Konnu was more than just a wandering beggar; he was a seeker of enlightenment, a kundalini yoga. And it was only natural that the youngster in his care would emulate her "father's" forms and practices. But the truth was, Honni had a much stronger connection to the world around him; where Konnu sought to liberate himself from the world to gain enlightenment, Honni found her path very different, gaining enlightenment by joining with the earth. This only made Konnu laugh, and say that there is no one road to the truth<br/>That there was more than one road became apparent when Honni began... changing. It was easy enough to accept that being a traveling beggar sporting horns and hooves was a problem... But when Honni's breasts began to swell, and her hips widen, she was genuinely shocked; Konnu had never figured the discussion to be an important one to have, and had placed the sex of his ward far from his mind after infancy. After all, it was only flesh. But then it wasn't Konnu's body. Honni's shock and plethora of questions left the old monk questioning his ability to teach. he bade his ward to seek the answers from the saints of the past and the spirits of the woods.<br/>She wasn't quite sure what this meant, but she recognized that the man who had taught her so much wasn't able pt help her. Thanking him, and promising to return, she trotted off into the forests. All around her, the rhythm of nature pulsed and pounded. While the creature of the wood informed her of the plain facts about many of her questions, the deeper answer came from hidden places, and secret gatherings. Each day took her deeper into the forests of her homeland, living as a beast one cycle of the moon, as a tree the next, as a spirit the third. She found her self drawn time and again to the same place; a monolithic ruin, standing stones half-eaten by the roots of old trees, save for a lone pillar of weather-beaten serpentine. it was here that she met the coven of druids that had been watching her, and a new phase of learning began.<br/><br/><strong>Personality:</strong>Honey is a mystic, first and foremost. The rhythms of the world around her are her focus, and maintaining balance and well-being between all its many elements is her goal. Unlike most druids, she draws few lines between "unnatural" and "natural (things like undead, outsiders, and aberrations are something of an exception; they have a<em>place</em>[, but since they almost always upset any notion of balance...) She tries to be serious, wise, and thoughtful, taking after her teaching by both her father-figure Konnu, and the druid coven that later took her in... but she's still got the heart of a cervapral agathion; pleasure, joy, and freedom are sides of herself that her close friends get to see. She has no tolerance for enslavement or abuse of others; cruelty and oppression are counter to her nature. As such she is probably a "voice of conscience" among her friends and those close to her.