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Lord Raheem Pandisar

Syndir Apep's page

413 posts. Alias of Stiehl9s.

Full Name

Syndir Apep


HP: | AC: | T: | FF: | CMD: | F: | R: | W: | Perc: | SM: | Init:





Special Abilities



Common, Draconic, +1?

Strength 16
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 14
Charisma 18

About Syndir Apep

Master of Many Styles 4 - Copper Draconic Sorcerer 1 - Copper Dragon Disciple ?


Hit Points = 37
Speed = 40'
Initiative = +6
AC = 15 (Base 10, Dex 2, Wis 2, Monk 1)
Touch = 15 Flatfooted = 13
BAB = 3, Melee = 6, Ranged = 5, CMB = 7, CMD = ( vs Trip)

Masterwork Temple Sword +7 (1d8+3/19-20/x2)
Melee Dagger +6 (1d4+3/19-20/x2)
Unarmed Strike +6 (1d8+3/20/x2)
Claws +6 (1d4 + 3/20/x2) (4 rounds/day)
Stunning Fist +6 (1d8+3/20/x2) DC 14 or stunned for 1 round.


Total - (Base/Ability/Magic/Misc)

Fortitude - 4 (4/0/0/0)
Reflex - 6 (4/2/0/0)
Will - 8 (6/2/0/0)


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


Total (Ability/Ranks/Trained/Misc)
9 - Acrobatics - (2/4/3/0)
11 - Bluff - (4/4/3/0)
7 - Climb - (3/1/3/0)
2 - Escape Artist - (2/0/0/0)
10 - Knowledge/Arcana - (1/5/3/1)
10 - Perception - (2/3/3/2)
11 - Sense Motive - (2/4/3/2)
5 - Spellcraft - (1/1/3/0)
8 - Stealth - (2/3/3/0)
7 - Swim - (3/1/3/0)
8 - Use Magic Device (4/1/3/0)

Special Abilities:

AC Bonus - +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist - +1 to confirm critical hits.
Alertness - +2 Perception and Sense Motive
Claws (4 rounds/day) - (Ex) 2 Claw atacks deal 1d4 damage
Draconic: Copper Dragon - (Acid) +1 damage per die for Acid 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.
Maneuver Training - use his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.
Snake Fang - If opponent misses you, make an attack of opportunity as an immediate action.
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.
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. Or Fatigued condition.
Imp. Unarmed Strike - (1d6) The Monk does lethal damage with his unarmed strikes.
Dragon Style - While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Dragon Boon -
1+Charisma mod per day, they can either have some one cast magic without fear of wild surge for 1 minute per use, or on themselves, same effect.

Bloodline - Draconic/Copper 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 = 14

Detect Magic
Read Magic
Acid Splash

1 - Save DC = 15

Corrosive Touch
Mage Armor

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