Witch

Evad Alacar's page

293 posts. Organized Play character for Chaosorbit.


Full Name

Evad Alacar

Race

Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

Gender

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60'

Size

M

Age

24

Alignment

LN

Deity

Gozreh

Languages

Common, Elven

Occupation

na

Strength 20
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 20
Charisma 7

About Evad Alacar

Evad Alacar
Male half-elf unchained monk 10
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +21
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Defense
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AC 25, touch 25, flat-footed 21 (+2 deflection, +3 Dex, +1 dodge, +1 insight, +3 monk, +5 Wis)
HP 94 (10d10+30)
Fort +10, Ref +11, Will +10; +2 vs. enchantments, +2 vs. enchantments Defensive Abilities improved evasion; Immune sleep, disease
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Offense
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Speed 60 ft.
Melee
Unarmed strike +16/+16/+11 (2d6+5/19-20)
Dagger +15/+10 (1d4+5/19-20) or
Ranged
Sling 13 (1d4+5)
Special Attacks:
Flurry of blows (unchained)
Sunning fist (11/day, DC 20)
Style strike
Monk (Unchained) Spell-Like Abilities (CL 10th; concentration +8)
—barkskin (self only, 1 ki
—dragon's breath (2 ki)
—restoration (self only, 2 ki)
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Statistics
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Str 20, Dex 16, Con 14, Int 10, Wis 20, Cha 7
Base Atk +10; CMB +16; CMD 40
Feats Combat Reflexes, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Mobility, Panther Claw, Panther Parry, Panther Style, Skill Focus (Use Magic Device), Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Traits dangerously curious, indomitable faith
Skills
Acrobatics +11 (+23 to jump)
Climb +10
Escape Artist +13
Knowledge (history) +5
Knowledge (religion) +5
Perception +21
Sense Motive +19
Stealth +7
Survival +5 (+7 to avoid becoming lost)
Swim +10
Use Magic Device +10
Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, fast movement (unchained), ki pool (11 points cold iron, lawful, magic, silver), ki powers (elemental fury, qinggong power, qinggong power, qinggong power), style strikes (flying kick, shattering punch)

Gear

Magic
Belt of Physical Perfection +2
Cloak of Resistance +1
Cracked Dark Blue Rhomboid Ioun Stone
Dusty Rose Prism Ioun Stone
Greater Talisman of Beneficial Winds
Greater Talisman of Freedom
Headband of Inspired Wisdom +4
Monk's Robe
Ring of Protection +2
Sleeves of Many Garments
Wayfinder

Potion of Cure Serious Wounds
Potion of Darkvision
Potion of Fly
Potion of Neutralize Poison
Potion of Protection from Evil
Potion of Remove Blindness/Deafness
Wand of Cure Light Wounds (7 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Mage Armor (33 charges)

Other Gear
Holy Water (5)
Dagger
Sling
Sling bullets (10)
Backpack
Bedroll
Blanket
Chimes
Cold weather outfit
Earplugs
Flint and steel
Holy text (Hymn to the Wind and to the Waves)
Silk rope (50 ft.)
Trail rations (5)
Waterskin
Wooden holy symbol of Gozreh

Money and Valuables
Diamond dust (worth 1,200 gp)
Greater ice diamond shard (+3 save boon) (worth 300 gp)
37 pp, 6 gp

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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
Elemental Fury (1d6 electricity, 5 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 30 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panther Claw Retaliate as a free action instead of as a swift action

Panther Parry Retaliatory attacks are resolved before the attack

Panther Style (5/round) Retaliate against opponents that take attacks of opportunity against you

Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Shattering Punch On fist hit, ignore DR and hardness for damage.
Stunning Fist (11/day, DC 20) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
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Gozrah sayings:

Drink Deep, Think Fast
Last Gasp of the Sky
Dark Blood of the Sea
Storm and Salt

Boons:
Jeweled Recruiter (6-19): Once per scenario, +2 insight on Sense Motive. Also, cross off against someone in possesion of a sage jewel or sage jewel candidate.

Pharasma's Blessing (Godsmouth): Reroll attack or save vs. Undead (before result). Cross off after use.

Savior of the Sages (5-16): +1 effective Con for determing death, +1 Con to stablize check, +1 Know (History/Religion) re: Osirion and its gods.

Friends of Janira Gavix (5-08): +1 Know check at Grand Lodge.

Explore, Report, Cooperate (5-08): GM gives advise on a decision.

Mythic Legacy (5-16): Free action, one round make a feat into mythic version.Cross off after use.

Scrutiny of the Stars (5-16): Confusion (+5) / Sleep (20%)

Resisting the Gossamer King (Feast of Ravenmoor): + 1 save v. Poisons and Diseases.

Heroes of Magnimar (Feast): +2 Bluff, Diplomacy, and Intimidate in Magnimar and aligned towns.

Warm Friend in a Cold Land (6-18): +2 Diplomacy in Irrisen.

Icy Jewel Recovery (6-18): See Greater Ice Diamond Shard, grants +3 to one save against harmful magic, or use as component. Then cross off and destroy.

Enlightened Ambassador (6-19): +4 insight on save against mind-affecting effects; increase move by 10' 1 Rnd, or ignore concealment for 1 rnd. Cross off