| 3DJutsu |
Ok, so I think that I've got the first character down pat and I would like to run it by the pros to make sure he's PFS legal and sneak a peek of his Lv20 incarnation for advice on leveling him. His faction will most likely be Orision or The Shadow Lodge.
Male human sohei monk 1
LN medium humanoid (human)
Init+8; Senses Perception +8
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Defense
AC 17; touch 17; flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
HP 12 (1d8+4)
Fort +3 , Ref +4 , Will +6
Defensive Abilities , Resist , Immune
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Offense
Speed 30ft. (6sq.)
Melee Nodachi +2 (1d10+3, 18-20/x2) or Unarmed +2 (1d6+2, 20/x2)
Ranged Shuriken +2 (1d2+2, 20/x2)
Special Atks Flurry +1/+1 (1d6+2, 20/x2)
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Statistics
Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 7 (-2)
Base Atk +0; CMB +2; CMD 9
Feats Improved Unarmed Strike, Dodge, Toughness, Improved Initiative
Traits Reactionary, Poverty-stricken
Skills Acrobatics +6, Climb +6, Perception +8, Sense Motive +8, Stealth +6, Survival +9
Languages Common, Sylvan
Combat Gear Shuriken(10), Sawback Dagger
Other Gear Backpack, silk rope(50ft), grappling hook, flint &steel, torch(3), waterskin, ration, small steel mirror, ferret (Fizgig, knows come, fetch, stay); mule with: riding tack (bit & bridle, saddle, saddlebags), feed(4), twine(50ft), thread(50ft), bedroll, crowbar, fishhook(3), hammer, ration(6), hemp rope(50ft), sack(2), sewing needle(2), tent, whetstone.
As for the leveled version, I didn't put too much thought into the spells (as you WILL be able to tell), I've never been in a game thats lasted long enough for me to get to a higher level without starting there, so my experience is a tad lacking in that area. I'm thinking of swapping out Poverty-Stricken for a +1 boost to my Will save so I can have an even +30 and stop OCD'ing over it.
Male human sohei monk 2, empyreal sorcerer 8, eldritch knight 10
LN medium humanoid (human)
Init+12; Senses Arcane Sight, Darkvision 60ft, See Invisibility; Perception +45
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Defense
AC 47; touch 35; flat-footed 41 (+3 armor, +4 shield, +5 Dex, +1 dodge, +12 Wis, +5 deflection, +5 natural, +1 monks robe)
HP 225 (2d8+12, 8d6+48, 10d10+60)
Fort +20, Ref +20, Will +29
Defensive Abilities Evasion, freedom of movement, 75% fortification; Resist cold5, acid5; Immune
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Offense
Speed 30ft. (6sq.)
Melee +5 Adamantine Guiding Spell-storing Nodachi +34/+29/+24 (1d10+19, 15-20/x2) or +5 Guiding Unarmed Strike (2d6+17, 20/x2)
Ranged
Special Atks Flurry +32/+32/+27/+22 (2d6+17, 20/x2); heavenly fire 15/day, ranged touch (1d4+4 dmg vs evil) or (1d4+4 healing to good); Spell Critical; Bleeding Critical; Dispelling Fist; Power Attack; Arcane Strike; Critical Focus
Spells/day 9/9/9/9/8/8/8/5
CLASS spells known (CL17th, concentration +29) Lv0 (DC22)-Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Light, Mage Hand, Prestidigidation, Ray of Frost; Lv1 (DC23)-Feather Fall, Mage Armor, Magic Missile, Shield, Shocking Grasp; Lv2 (DC24)-Frigid Touch, Glitterdust, Mirror Image, Scorching Ray, Web; Lv3 (DC25)-Dispel Magic, Fly, Haste, Vampiric Touch; Lv4 (DC26)-Black Tentacles, Emergency Force Sphere, Greater Invisibility, Greater Infernal Healing; Lv5 (DC27)-Cone of Cold, Echolocation, Hold Monster, Telekinesis; Lv6 (DC28)-Greater Dispel Magic, Greater Heroism, True Seeing; Lv7 (DC29)-Greater Arcane Sight, Greater Teleport, Greater Polymorph; Lv8 (DC30)-Incendiary Cloud, Moment of Prescience.
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Statistics
Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 12 (+1), Wis 34 (+12), Cha 7 (-2)
Base Atk +15/+10/+5; CMB +20; CMD 43
Feats Improved Unarmed Strike, Dodge, Improved Initiative, Toughness, Deflect Arrows, Power Attack, Arcane Strike, Improved Natural Attack, Lightning Reflexes, Weapon Focus (Nodachi), Dispelling Fist, Improved Critical (Nodachi), Critical Focus, Weapon Specialization (Nodachi), Greater Weapon Focus (Nodachi), Extend Spell, Quicken Spell
Traits Reactionary, Poverty Stricken
Skills Acrobatics +15, Climb +9, Fly +15, Heal +16, Perception +45, Sense Motive +20, Spellcraft +24, Stealth +18, Survival +17, Swim +9, Use Magic Device +20
Languages Common, Sylvan, Tounges
Combat Gear Wand of Cure Critical Wounds in Glove of Storing (4d8+8)
Other Gear +6 Belt of Physical Perfection, Monk’s Robe, Eyes of the Eagle, Boots of Speed, Glove of Storing, Helm of Underwater Action, +6 Headband of Inspired Wisdom, +5 Amulet of Natural Armor and Guiding Fists, Ring of Freedom of Movement, +5 Ring of Protection, +5 Cloak of Resistance, +3 Bracers of Heavy Fortification, Tireless Wayfinder w/ Clear Ioun Stone (no food), +2 Tome(Con), +5 Manual(Wis).
Permanency Spells Arcane Sight, Darkvision, Greater Magic Fang, See Invisibility, Tounges
Sayorin's personal code of honor compells him to defend non-combatants and people who are clearly out-matched by a superior foe. He is, however, content to let a fool rush into danger and get himself killed, if that fool happens to be a fellow Pathfinder he is once again compelled to assist, but only as needed. He belives that a person can only grow through adversity. Sayorin is a powerful and trustworthy ally and a viscious and dangerous foe.
Any help I can get would be greatly appreciated.