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Lord Raheem Pandisar

Syndir Apep's page

401 posts. Alias of Stiehl9s.

Full Name

Syndir Apep


HP:33/33 | AC:19 | T:16 | FF:17 | CMD:21 - 25 vs trip | F:5 | R:7 | W:10 | Perc:9 | SM:13 | Init:6





Special Abilities





Common, Draconic, Kelish,

Strength 16
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 16

About Syndir Apep

Master of Many Styles 4 - Draconic Sorcerer 1


Hit Points = 33
Speed = 40'
Initiative = +6
AC = 19 (Base 10, Dex 2, Wis 3, Monk 1, NA 2, Amulet of NA 1)(+1 Shield with Snapping Turtle Style)
Touch = 16 Flatfooted = 15
BAB = 3, CMB = 7, CMD = 21 (25 vs Trip)
Masterwork Temple Sword +7 (1d8+3/19-20/x2)
Melee Dagger +6 (1d4+3/19-20/x2)
Unarmed Strike +6 (1d6+3/20/x2)
Claws +6 (1d4 + 3/20/x2) (4 rounds/day)
Stunning Fist - +6 (1d6+3/20/x2) DC 15 or stunned for 1 round.


Total - (Base/Ability/Magic/Misc)
Fortitude - 5 (4/0/1/0)
Reflex - 7 (4/2/1/0)
Will - 10 (6/3/1/0)


Anatomist - +1 to confirm Criticals
Mathematical Prodigy: +1 Knowledge/Arcana/Architecture/Engineering & Arcana is a Class Skill


Total (Ability/Ranks/Trained/Misc)
6 - Acrobatics - (2/1/3/0)
1 - Appraise - (1/0/0/0)
8 - Bluff - (3/2/3/0)
7 - Climb - (3/1/3/0)
3 - Diplomacy - (3/0/0/0)
1 - Disguise - (1/0/0/0)
6 - Escape Artist - (2/1/3/0)
2 - Fly - (2/0/0/0)
3 - Heal - (3/0/0/0)
7 - Intimidate - (3/1/3/0)
3 - Intuition - (3/0/0/0)
10 - Knowledge/Arcana - (1/5/3/1)
9 - Perception - (1/5/3/0)
13 - Sense Motive - (3/5/3/2)
6 - Spellcraft - (1/2/3/0) (1/day use free action and get +2)
7- Stealth - (2/2/3/0)
3 - Survival - (3/0/0/0)
6 - Swim - (2/1/3/0)
7 - Use Magic Device (2/2/3/0)

Special Abilities:

AC Bonus - +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. At 4th add an additional +1.
Anatomist - +1 to confirm critical hits.
Claws (4 rounds/day) - (Ex) 2 Claw atacks deal 1d4 damage
Darkvision - 60'
Draconic: Red Dragon - (Fire) +1 damage per die for [Fire] spells.
Eschew Materials - Cast spells without materials, if component cost is 1 gp or less.
Evasion - (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement - + 10' to base land speed.
Fuse Styles - Can have two Styles active at once.
Improved Initiative - +4 to Initiative checks
Improved Unarmed Strike - Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool - 5 - Ki Pool
Maneuver Training - use his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.
Slow Fall 20' - When falling take damage as if fall were 20' shorter.
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. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Snapping Turtle Clutch - While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Snapping Turtle Style - +1 Gain +1 shield bonus to AC when at least one hand is free.
Still Mind - gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist - (2/day) (DC 14) You can stun an opponent with an unarmed attack.
Unarmed Strike - (1d6) The Monk does lethal damage with his unarmed strikes.

Bloodline - Draconic/Red Dragon:

Claws 1d4, Eschew Materials


Caster Level 1
Spells Known - 4/0, 2/1 Spells per day - */0, 4/1
Cast - 1/1

0 - Save DC = 13
Detect Magic
Touch of Fatigue

1 - Save DC = 14
Burning Hands
Mage Armor


Born to a wealthy family Syndir never had to want for anything. His every desire was sated by the gold of his father. He realized at a young age that he would have to be creative in his tastes...ah, this delicious irony of that ever truly feel satisfied. He was an obedient child though. That is until the hissing whispers began invading his dreams... fire and blood, slither and plot...These often left him in burning fever for days. If only he had known that his mother had belonged to a strange cult and his future was set long before he had the power to effect it.
When he was of age he was sent to the academy. He was bored with the more mundane subjects but the arcane and martial sciences fascinated him and the voice approved....the power is within...delve deep hatchling....The masters there deemed him too frail looking to learn the use of heavier weapons and armor so he was trained in the art of hand to hand techniques. He excelled at the physical evolutions but the metaphysical resisted him until...The wyrm stirs...during one test of meditative concentration he confronted his Id and he was not alone...let claws rake, fangs gnash and flames blast forth to destroy...the walls around his Id broke assunder and his mind, body and soul were now one as sorcerous powers manifested.

Armed and entitled with a new sense of self Syndir's Ego sought to gain control. His discipline waned and certain conduct unbecoming a student bruise up one supposedly unwilling niece of the magistrate... and the bite on her neck wasnt that deep ...unfortunately...forced the masters to evict him from the school. Enraged at the embarrasment and the hit to his purse for the bribe to keep his son out of incarceration his father lashed out with shameful words and his paltry fists...the wyrm awakens!... fingers flexed and shot out for the nerve cluster under the chin stunning his father with arm raised ..pounce and rend! claws to rip and teeth to tear...he lunged and felt his teeth clamp down the pulse of his father. With a wrench and a gush of hot blood he tore out the throat of the old man...tastes good...he chewed and swallowed the hunk of flesh...more, devour more!..but he resisted the impulse and quelched his Ego. Disgusted and ashamed he first thought to run...Burn! Burn! Burn it all down before they see.... and his Will demanded action. Fire fanned out from Syndirs hands and envoped the room....smoke, ash and char are the road to power!....he spun and sent more flames shooting down the hall igniting everything they touched. He could hear his family and the servants screaming in fear and confusion.
He fled his childhood home and found a place to watch it burn...magnificent...he shook the thoughts from his head and recalled his training. The first of Three Battles was against the body, the second against the mind and the third against the self. He breathed deep and focused. Id, Ego and Will became one and the thundering in his heart slowed. He had to flee Qadir and knew he could never return. He would delve into his training; finding solace in his forms and find a way to control the wyrm that seemed to sleep for now.
Outside of the large town of Khoka; Syndir was able to hop a caravan bound for the east and a city with a harbor...we can get far away on a ship...

Sun darkened and tall; Syndir is whip thin and lean with muscle. He wears the traditional Kelish beard and long locks tucked into his ornate turban but there is no hair on the rest of his body and there are visible burn scars on his hands and forearms. He was dressed regally in loose, silk clothes befitting an Emir. His shoulder bag rested comfortably on his left hip even as the pommel of his sword could be seen jutting from behind the right.


- Armbands of the Brawler - 250 gp
- MW Temple Sword - 330 gp
- Thawb of Resistance +1 - 500 gp
- Amulet of Natural Armor +1 - 1000 gp
- Royal outfit - 200 gp
- Silk Shemagh (scarf)
- Spell Component pouch
- Signet Ring - House Apep

- MW Satchel/Backpack
--Shaving Kit
--Grooming Kit
--Waterproof bag
--Hot Weather Outfit
--Wand of Cure Light Wounds (50) - 750 gp
--Potion of Jump (2) - 100 gp
--Potion of Magic Fang (2) - 100 gp
--Potion of Protection From Evil (2) - 100 gp
--Rations, trail (per day) (10)
--Soap (per lb)
--Waterskin (2)

-Belt Pouch 1
--Ioun Torch
--Cologne/common (10 doses)
-- Origami Swarm - 300 gp

-Belt Pouch 1
--192 gp in gems and coins


Your CL is treated as one level higher than your actual level with regard to Saving Throws against your spells, and for all spell effects (but not for Spells Known or Spells per day)

+2 Natural Armor bonus

Whenever you use a cast a spell during combat (whenever you have rolled initiative and are playing out “rounds”) immediately after casting the spell you must make a Will save, the DC for this is 15, and if you fail, the next round you must attack with “Claws” if it is possible for you to do so. If your claw attacks are successful (both claws hit) you enter into a “Dragon-Rage”. At the beginning of each of your next turns in combat you must pass another Will Save, and DC of this save increases by one for each time you have failed it. Until you make the Will Save, or until all enemies are defeated, you must roll randomly to determine what you will do in the round. The roll is a d6, with a 1-3 indicating you will claw again (subsequent claw attacks do not have to succeed once you are in a “Dragon-rage”), a 4-5 indicates you can use a spell (but not any devices or items), and if you roll a 6 you use a breath weapon.

Your breath weapon affects an adjacent square only, is fire based, and does 2d6 +1 damage (with a Reflex save of 10 + 2 (your improved CL) + your Charisma Modifier for half damage.

Before you act to use a charge from any magic item, or to use a potion or scroll, you must succeed on a Will save, the DC for this is 15.

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