Kullen

Ibaz's page

319 posts. Organized Play character for Ilmakis.


Race

Adept 7

Classes/Levels

AC22 (T18,FF19) CMD26| HP (14)14/51| F +9 R +9 W +12 | Init +2, Perc +12, Sense Motive +7 | protection from evil

About Ibaz

PFS Number: # 22523-39
Monk 4 / Wizard 3
XP: 18
Fame : 32
Prestige: 18

Completed Adventures:

#First Steps, Part I: In Service to Lore [CORE]
#The Emerald Spire Superdungeon : The Tower Ruins (GM) [CORE]
#35: Voices in the Void [CORE]
#3-09: The Hedge of Heaven (GM) [CORE]
#Carrion Crown: The Haunting of Harrowstone [CORE]
#3-11: On Hostile Waters (GM) [CORE]
#3-13: Defenders of Nestling Swallow (GM) [CORE]
#8-99: The Solstice Scar, Part A (GM) [CORE]
#6-21: The Tapestry Toil [CORE]
#8-99: The Solstice Scar, Part B [CORE]
#4-03: The Golemwork Incident [CORE]
#8-99: The Solstice Scar, Part C [CORE]
#8-99: The Solstice Scar, Part D [CORE]
#0-17: Perils of the Pirate Pact

Ibaz
Male half-orc monk 4/transmuter 3
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +3 Wis, +2 monk)
hp 51 (7 HD; 3d6+4d8+16)
Fort +9, Ref +9, Will +12; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities evasion, orc ferocity
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Offense
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Speed 40 ft.
Melee unarmed strike +10 (1d10+5) or
. . unarmed strike flurry of blows +9/+9 (1d10+5) or
. . mwk cold iron greataxe +9 (1d12+6/×3)
Ranged or
. . shuriken flurry of blows +5/+5 (1d2+4) or
. . shuriken +6 (1d2+4)
Special Attacks flurry of blows, stunning fist (6/day, DC 17)
Arcane School Spell-Like Abilities (CL 5rd; concentration +6)
. . 4/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +6)
. . 2nd—bull's strength, false life
. . 1st—enlarge person (DC 12), protection from evil, shocking grasp, shocking grasp
. . 0 (at will)—detect magic, disrupt undead, message, read magic
. . Opposition Schools Conjuration, Enchantment
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 17, Cha 7
Base Atk +4; CMB +9 (+12 grapple); CMD 26 (28 vs. grapple)
Feats Arcane Strike, Deflect Arrows, Dodge, Improved Grapple, Improved Unarmed Strike, Spell Focus (necromancy), Stunning Fist, Weapon Focus (unarmed strike), Power Attack
Traits gold finger, magical knack
Skills Acrobatics +10 (+13 to jump), Diplomacy +0, Disable Device +11, Intimidate +0, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +5, Linguistics +5, Perception +13, Profession (merchant) +9, Sense Motive +8, Spellcraft +11; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc, Osiriani
SQ arcane bond (amulet of mighty fists +1), fast movement, half-orc wizard, maneuver training, orc blood, physical enhancement (+1)
Combat Gear wand of cure light wounds, wand of mage armor (50 charges), wand of shield (50 charges), wand of stone call (6 charges), alchemist's fire (4); Other Gear mwk cold iron greataxe, shuriken (5), amulet of mighty fists +1, cloak of resistance +2, headband of inspired wisdom +2, crowbar, masterwork thieves' tools, masterwork tool, spell component pouch, wooden holy symbol of Abadar, Monk's Robe, 1029 gp
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Special Abilities
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Arcane Bond (Amulet of mighty fists +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (Su) 5 points
Maneuver Training (Ex) CMB = other BABs + Monk level
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Slow Fall
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Stunning Fist (3/day, DC 16) You can stun an opponent with an unarmed attack.
Telekinetic Fist (1d4+1 bludgeoning, 4/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

buys:

#First Steps, Part I:
Wand of Cure Light Wounds 2PP
#The Emerald Spire Superdungeon : The Tower Ruins
Wand of Mage Armor 2PP
Cold Iron Masterwork Greataxe
Masterwork thieve's tools
#Perils of the Pirate Pact
Monk's Robe

Spellbook:

All 0 level spell (except enchantement & conjuration)
Level 1
Chill Touch
Comprehend Languages
Detect Secret Door
Enlarge Person
Expeditious Retreat
Magic Missile
Magic Weapon
Monkey Fish
Protection from Evil
Shield
Shock Shield
Shocking Grasp
Vanish

level 2
Bull's Strength
Cat's Grace
False Life
Glitterdust
Gust of Wind
Invisibility
Knock
Levitate
Mirror Image
See Invisibility

Faction Card:

Background: