Svevenka

Amunet-Ra's page

646 posts. Alias of Hayato Ken.


Race

Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.)

Classes/Levels

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Gender

AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity

Strength 20
Dexterity 24
Constitution 18
Intelligence 16
Wisdom 16
Charisma 22

About Amunet-Ra

Beneath a veil squinted eyes muster you, long tanned ears standing out and hairs blowing in the desert wind, along with the loose robes underneath which a weird sort of armor peaks through.
Hand on a pole arm, the elf woman carries typical gear fit for desert travel. A well packed backpack, several water gourds dangling from it, the fittings of a desert tent and other things.

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Amunet-Ra :

Monk/Sorcerer[/b]
Amunet-Ra Monk/Sorcerer
Female elf unchained monk (scaled fist, windstep master) 6/sorcerer (crossblooded) 6/gestalt 6 (Pathfinder Player Companion: Elemental Master's Handbook 17, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Ultimate Magic 69, Pathfinder Unchained 14)
Medium humanoid (elf, orc)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 28, touch 26, flat-footed 21 (+6 Cha, +1 deflection, +7 Dex, +1 enhancement, +1 monk, +2 natural)
hp 90 (6d10+30)
Fort +11 (+2 circumstance bonus vs. hot weather, +4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +14, Will +8; +2 vs. enchantments, +2 vs. paralysis and stunning, +2 vs. sleep, +4 vs. fear, +2 bonus vs. fear, paralysis, and sleep effects
Defensive Abilities evasion; Immune sleep, disease
Weaknesses light sensitivity
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Offense
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Speed 60 ft.; wind step
Melee unarmed strike +15/+15/+10 (1d8+10) or
. . mwk obsidian waveblade +14/+14/+9 (1d6+5/18-20) or
. . mwk tepoztopilli +12/+7 (1d10+7/19-20)
Ranged bone dart +13/+8 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork tepoztopilli)
Special Attacks flurry of blows (unchained), hurricane punch, style strike
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +13)
. . 3rd (6/day)—dispel magic, fireball (DC 20), fly, haste, lightning bolt (DC 20), greater magic weapon
. . 2nd (9/day)—bull's strength, burning arc (DC 19), glitterdust (DC 18), invisibility, resist energy, scorching ray, stone call[APG]
. . 1st (10/day)—burning hands (DC 18), charm person (DC 17), endure elements, enlarge person (DC 17), infernal healing[ISWG], long arm[ACG], mage armor, magic missile, mind thrust I[OA] (DC 17)
. . 0 (at will)—detect magic, ghost sound (DC 16), mage hand, mending, message, open/close (DC 16), penumbra[UM], prestidigitation, ray of frost, read magic
. . Bloodline Orc, Psychic
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Statistics
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Str 20, Dex 24, Con 18, Int 16, Wis 16, Cha 22
Base Atk +6; CMB +11; CMD 36
Feats Ascetic Form, Ascetic Style, Combat Reflexes, Combat Style Master[UC], Dragon Ferocity[UC], Dragon Style[UC], Elemental Spell[APG], Eschew Materials, Hurricane Punch, Improved Unarmed Strike, Martial Focus, Quick Draw, Run, Skill Focus (Perception), Spell Focus (evocation), Weapon Finesse, Weapon Focus (unarmed strike), Weapon Style Mastery, Wild Talent
Traits arcane temper, quain martial artist
Skills Acrobatics +13 (+17 to jump with a running start, +31 to jump), Appraise +7, Bluff +13, Climb +11, Craft (weapons) +7, Diplomacy +13, Escape Artist +11, Fly +11, Intimidate +13, Knowledge (arcana) +7, Knowledge (geography) +4, Knowledge (history) +7, Knowledge (local) +4, Knowledge (religion) +7, Linguistics +4, Perception +15, Perform (dance) +15, Sense Motive +7, Spellcraft +12, Stealth +16, Survival +12, Use Magic Device +10; Racial Modifiers silent hunter[APG]
Languages Auran, Common, Draconic, Elven, Giant, Halfling
SQ active energy type, arcane focus[ARG], bloodline arcana (use thought and emotion components instead of verbal and somatic), desert runner[APG], draconic fury, draconic mettle, fast movement (unchained), fearless, ki pool (9 points, magic), ki powers (high jump, ki range), style strike (flying kick), swift ki
Other Gear bone dart, mwk obsidian waveblade, mwk tepoztopilli[UC], bandolier[UE], bedroll, belt pouch, blanket[APG], breathing tube, camouflage blanket, canteen[UE], canteen[UE], canteen[UE], canteen[UE], canteen[UE], canvas (10'x10'.), elven trail rations[UE] (14), flint and steel, grappling hook, hot weather outfit[APG], masterwork backpack[APG], scarf[UE], scroll case, silk rope (100 ft.), 7,877 gp, 6 sp, 5 cp
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Special Abilities
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Active Energy Type (-Choose-) Lets you set your psionic active energy type.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Ascetic Form (Unarmed strike) Use Monk level for uses/day on feats that depend on monk level.
Ascetic Style (Any Monk Weapon, Unarmed strike) Gain bonus dmg to thrown weapons.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Style Master May switch styles as a free action
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Draconic Fury (1d6 Cold, 3 rounds, Cold) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Hurricane Punch As swift action bull rush a creature you hit 2+ times with unarmed strikes.
Hurricane Punch (push up to two size categories larger) (Ex) No AoO when hurricane punch, can affect larger foes and push farther at high levels.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Range (Su) As a swift action, use 1 ki to increase range inc of thrown monk weapon by 20 ft.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Swift Ki (Su) At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn't reach a solid surface. He can also spend 1 poin
Weapon Style Mastery (Ascetic Style [Any Monk Weapon, Unarmed strike]) Use a weapon style feat at the same time as another style feat
Wild Talent (2/Power Points) You are a psionic character and gain 2 power points.
Wind Step (Su) At 4th level, the windstep master's steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight

Special Payment received:
"Lizardman Cutter was the sword Oronis used to wipe out the Lizard men (or folk) during the Cleansing Wars. Oronis was a defiler, but his conscience had bothered him so he rejected his Dragon form and became an Avangion. The sword is a relic of the Cleansing Wars, and it's magic had faded when Oronis became an Avangion. In fact, Oronis disjuncted it using magic of his own. It's now unusable. "