?? is a fallen Movanic Deva. Born for the waging of celestial wars. Then… broken, shattered, cast down and lost. With only ghosts of nightmares as memories and a single remaining shard of a celestial greatsword for a blade, ?? was reforged at the feet of Irori. Now – more than a human but less than what he was born to – ?? and his Shard are dedicated to a search. For Good. For Redemption. For Home.
Male Half-Celestial Human (Vudrani) Fighter (Weapon Master) 3 Monk (Weapon Adept, Qinggong Monk) 19
LG Medium Outsider ((humanoid), human, native)
Init +4 (always takes 24); Senses blindsense, darkvision 120 ft.; Perception +52
AC 43, touch 38, flat-footed 38 (+4 mage armor, +4 Dex, +1 natural, +5 deflection, +1 dodge)
---> can buff to 52 w/ Barkskin and Shield
hp 402 (3d10+19d8+220); regeneration 1
Fort +30 (+4 bonus vs. poison effects), Ref +23, Will +30
--> +4 vs. effects that cause you to lose your grip on weapons, +1 bonus vs. effects targetting a Temple sword held by you, +2 vs. enchantment spells and effects, +4 to avoid being knocked prone
Defensive Abilities evasion, fortification 75%; DR 10/magic; Immune bleeds, disease; Resist acid 10, cold 10, electricity 10; SR 35
Speed 90 ft., flight (180 feet, good)
Melee +5 Flaming, Ghost touch, Holy, Impervious Adamantine Temple sword +40/+35/+30/+25 (1d8+29+1d6 fire+2d6 vs. Evil/17-20/x2) and
. . Unarmed strike +31/+26/+21/+16 (2d10+13/x2)
Ranged +1 Adaptive Elysian Bronze Composite longbow (Str +1) +23/+18/+13/+8 (1d8+14/x3)
Special Attacks flurry of blows +17/+17/+12/+12/+7/+7/+2, ki strike, adamantine, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, smite evil (1/day), weapon training +3: temple sword
Spell-Like Abilities Aid (1/day), Barkskin (self only, 1 Ki), Bless (1/day), Charm Monster, Mass (1/day), Cure Serious Wounds (1/day), Detect Evil (1/day), Dispel Evil (1/day), Hallow (1/day), Holy Aura (3/day), Holy Smite (1/day), Holy Word (1/day), Ki Leech (0 Ki), Ki Shout (3 Ki), Neutralize Poison (1/day), Protection From Evil (3/day), Remove Disease (1/day), Restoration (self only, 2 Ki), Resurrection (1/day), Summon Monster IX (Celestials Only) (1/day), True Strike (self only, 1 Ki)
Str 36 (base 16; +2 racial; +1 @ 4, 12, 16; +4 template; +5 inherent; +6 Belt)
Dex 18 (base 10; +2 template; +6 Belt)
Con 28 (base 14; +4 template; +4 Inherent; +6 Belt)
Int 20 (base 10; +2 template; +6 Headband)
Wis 32 (base 16; +1 @ 8, 20; +4 template; +6 Headband; +4 inherent)
Cha 16 (base 8; +2 template; +6 Headband)
Base Atk +17; CMB +37; CMD 68 (73 vs. Disarm, 73 vs. Sunder, 72 vs. Trip)
Feats Toughness +22 (1), Power Attack -6/+12 (Ftr1), Skill Focus (Sense Motive) (Focused Study 1), Combat Reflexes (mnk1), Improved Unarmed Strike (mnk1), Perfect Strike (3d20) (19/day) (mnk1), Deflect Arrows (mnk2), Weapon Focus (Temple sword) (mnk2), Snake Style (3), Outflank (5), Weapon Specialization (Temple sword) (mnk6), Dodge (mnk6), Snake Sidewind (7), Skill Focus (Stealth) (Focused Study 8), Snake Fang (9), Medusa's Wrath (mnk10), Hellcat Stealth (11), Dimensional Agility (13), Spring Attack (mnk14), Dimensional Assault (15), Skill Focus (Perception) (Focused Study 16), Dimensional Dervish (17), Improved Critical (Temple sword) (mnk18), Dimensional Savant (19), Critical Focus (Ftr2), Staggering Critical (21)
Traits Scholar of the Great Beyond (Knowledge [planes]), Wisdom in the Flesh (Stealth)
Acrobatics +31 (22 ranks)
---> Jump +55
Climb +19 (1 rank)
Diplomacy +27 (22 ranks)
Fly +35 (22 ranks, +4 maneuverability)
Intimidate +30 (22 ranks)
Knowledge: dungeoneering +11 (1 rank)
Knowledge: planes +33 (22 ranks)
Knowledge: religion +25 (15 ranks)
Perception +52 (22 ranks, +5 competence, +6 focus, +4 alertness)
Sense Motive +53 (22 ranks, +5 competence, +6 focus, +4 alertness, +2 Snake Style)
Stealth +53 (22 ranks, +10 competence, +6 focus)
Survival +17 (1 rank)
Swim +19 (1 rank)
Use Magic Device +27 (22 ranks)
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan, Vudrani
SQ +4 to fortitude saves vs poison, ac bonus +16, fast movement (+60'), fortification (heavy), ghost touch, ghost touch, impervious, ki defense, ki pool, maneuver training, purity of body, unarmed strike (2d10), uncanny initiative, weapon guard +1: temple sword
Gear (All purchased at full price, even custom items. And all three tomes/manuals have already been used and accounted for in stats above)
Shard: +5 flaming, ghost touch, holy impervious adamantine temple sword (168,030g)
+1 adaptive composite longbow (4400g)
Jingasa of the Fortunate soldier (5000g)
Headband of Mental Superiority +6 (144000g)
Eyes of the Dragon's Aerie (113,750g)
---> Eyes of the Dragon (110,000g) + Eyes of the Eagle (3,750g)
Ghost touch amulet of mighty fists (4,000g)
Unfettered shirt of the quick runner (11,500g)
---> Unfettered Shirt (10,000g) + Quick Runner's Shirt (1,500g)
Monk's Robes (13,000g)
Cloak of Resistance +5 (25,000g)
+1 heavy fortification bracers of armor (36,000g)
Gloves of dueling (15,000g)
+5 protective band of sophisticated ki mastery (81,500g)
---> Ring of Protection +5 (50,000) + Ring of Ki Mastery (15,000g) + Ring of the sophisticate (16,500g)
Enduring Chameleon's Tail (112,800g)
---> Ring of Regeneration (90,000g) + Ring of Sustenance (3,750g) + Ring of Chameleon Power (19,050g)
Belt of Physical Perfection +6 (144,000g)
Boots of Speed (12,000g)
Series of 4 ear-rings on right ear (re-flavored ioun stones):
Dusty rose prism (5,000g)
Iridescent spindle (18,000g)
Pale Green Prism (30,000g)
Dark blue rhomboid (10,000g)
Traveler's Pack (basically a masterwork backpack with cleverly sewn in magical bags)
---> Mwk backpack (50g)
---> Bag of Holding IV (10,000g)
---> Efficient Quiver (1,800g)
---> Handy Haversack (2,000g)
Ki Mat (10,000g)
2x Pearl of Power Lvl 1 (2,000g)
Wands (stowed in efficient quiver)
Endure Elements CL1 (750g)
Shield CL3 (2,250g)
Monstrous Physique I CL5 (11,250g)
Invisibility CL3 (4,500g)
See Invisible CL3 (4,500g)
Divine Favor CL6 (4,500g)
Scrolls (stowed in handy haversack)
3x Heal CL11 (4,950g)
5x True Seeing CL9 (5,625g)
10x Teleport CL7 (7,000g)
Manual of Gainful Exercise USED (137,500g)
Manual of Bodily Health USED (110,000g)
Tome of Understanding USED (137,500g)
+4 to Fortitude saves vs Poison You get +4 to Fortitude saves against Poison effects.
Abundant Step (Su) Costs 2 ki points to activate, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level.
AC Bonus +16 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aid (1/day) (Sp) Granted by Half-Celestial heritage: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bless (1/day) (Sp) Granted by Half-Celestial heritage. Allies gain +1 on attack rolls and +1 on saves against fear.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Boots of speed (10 rounds/day) Affected by haste
Charm Monster, Mass (1/day) (Sp) Granted by Half-Celestial heritage. As charm monster, but all within 30 ft.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Cure Serious Wounds (1/day) (Sp) Granted by Half-Celestial heritage. Cures 3d8 damage +1/level (max +15).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Detect Evil (1/day) (Sp) Granted by Half-Celestial heritage. Reveals creatures, spells, or objects of selected alignment.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Dispel Evil (1/day) (Sp) Granted by Half-Celestial heritage. +4 bonus against attacks by evil creatures.
Empty Body (Ex) The monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flight (180 feet, Good) You can fly!
Flurry of Blows +17/+17/+12/+12/+7/+7/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Ghost touch Full damage against incorporeal creatures. (unarmed and temple sword)
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Hallow (1/day) (Sp) Granted by Half-Celestial heritage. Designates location as holy.
High Jump (+19) +19 to Acrobatics checks made to jump.
Holy Aura (3/day) (Sp) Granted by Half-Celestial heritage. +4 to AC, +4 resistance, and SR 25 against evil spells.
Holy Smite (1/day) (Sp) Granted by Half-Celestial heritage. Damages and blinds evil creatures.
Holy Word (1/day) (Sp) Granted by Half-Celestial heritage. Kills, paralyzes, blinds, or deafens nongood subjects.
Immunity to Bleeds You are immune to bleeds.
Immunity to Disease You are immune to diseases.
Impervious (temple sword) Double enhancement bonus to hardness, Hp, break DC. Immune to rust/rot.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Shout (3 Ki) (Sp) Costs 3 ki points to activate.
Ki Strike, Adamantine (Su) If you have ki remaining, unarmed strikes count as adamantine to for DR and hardness.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Neutralize Poison (1/day) (Sp) Granted by Half-Celestial heritage. Immunizes subject against poison, detoxifies venom in or on subject.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Perfect Strike (3d20) (19/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Protection From Evil (3/day) (Sp) Granted by Half-Celestial heritage. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Regeneration 1 Heal HP quickly and cannot die.
Remove Disease (1/day) (Sp) Granted by Half-Celestial heritage. Cures all diseases affecting subject.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Resurrection (1/day) (Sp) Granted by Half-Celestial heritage. Fully restore dead subject.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants
Ring of ki mastery (2 at a time) Store up to 2 ki as swift action, if 1 then +2 to some CMDs, if 2 then reduce ki costs by 1 (min 1).
Ring of regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Ring of the sophisticate (1/day) Know direction to nearest tavern in 20 mi. Activate to cast locate creature or locate object.
Scroll of Heal (x3) (CL 11) Add this item to create a scroll with spells on it.
Scroll of Teleport (x10) Add this item to create a scroll with spells on it.
Scroll of Teleport (x4) Add this item to create a scroll with spells on it.
Scroll of True Seeing (x5) Add this item to create a scroll with spells on it.
Smite Evil (1/day) (Su) +3 to hit, +22 to damage, +3 deflection bonus to AC when used.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spell Resistance (35) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Staggering Critical (DC 27) Critical hit staggers target
Summon Monster IX (Celestials Only) (1/day) (Sp) Granted by Half-Celestial heritage. Calls extraplanar creature to fight for you.
Tongue of the Sun and Moon (Ex) Costs 0 ki point to activate. The Monk can speak with any living creature.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Weapon Guard +1: Temple sword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Temple sword (Ex) +3 to hit and damage with your chosen weapon.
Wisdom in the Flesh (Stealth) Stealth becomes a Wisdom-based, class skill.