Aritian "Macabre" Gestavah
LN Human UnMonk/Ecclesitheurge Cleric/ Empyreal Sorcerer Mythic 4
Init +10; Senses ; Perception +24
DEFENSE
AC 32; Touch 31; Flat-Footed 30
HP 160; Wounds —; Non-Lethal —
Fort 13 ; Ref 13 ; Will 20
DR —; Immune —; Resist Acid 10 cold 10; SR —
OFFENSE
Speed 70;
Melee +17 Unarmed strike (3d8+6, x2); B;
Melee (, ); ;
Spells Known/Prepared
6th—Harm, Heal, Undeath to Death, Summon Monster VI, Modify Memory D(5/day Contingency M)
5th—Breath Of Life M, Plane Shift, Summon Monster V, Righteous Might, Air Walk, Communal, True Seeing D(7/day Wall of Stone, Wall of Force, Flame Strike)
4th—Blood Crow Strike M, Restoration, extended Resist Energy, Communal, extended Deadly Juggernaut, Freedom of Movement, Death Ward D(8/Day Black Tentacles M, Greater Invisiblity, Stoneskin, Remove Curse)
3rd—Dispel Magic x2, Vision of Hell, Protection from Energy, Speak with Dead D(9/day Haste, Slow M, Phantom Steed, Wind Wall, Magic Circle against Evil)
2nd—Shield Other, Restoration, Lesser, resist energy x5, Memory Lapse D(9/day Mirror Image M, Badgers Ferocity, Invisibility, Cats Grace, Rope Trick, Resist Energy)
1st—Protection From Evil, Protection From Law, Protection From Chaos, Obscuring Mist, Bless, Bane, Moment of Greatness, Comprehend Languages D (9/day Blood Money, Grease, Magic Missile M, Shield, Enlarge Person M, Bless)
0th—Create Water, Detect Poison, Purify Food and Drink, Virtue, Mage Hand, Ghost Sound, Detect Magic, Prestidigitation, Read Magic, Light,Touch of Fatigue, Arcane Mark, Mending, Spark
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 32, Cha 10
Base Atk 12; CMB +14
Feats Fey Foundling(1), Improved Initiative(1), Arcane Strike(2), Combat reflexes B(1), Deflect arrows B(2), Mobility B(6), Dodge B(12), weapon focus(unarmed strike)(1), Extra channel(4), Extra Channel(5), Dimensional agility(8), Dimensional assault(9), Dimensional dervish(10), Dimensional savant(11), Spell penetratrion(12), vital strike(6), Mythic vital strike(T1), Mythic Improved Unarmed Strike(T3) , Extend spell B(7), Toppling Spell(7)
Skills Acrobatics +24, Heal +14, Knowledge Arcana +4, Knowledge Dungeoneering +1, Knowledge Geography +1, Knowledge History +9, Knowledge Nature +1, Knowledge Nobility +9, Knowledge Planes +4, Knowledge Religion +4, Perception +24, Profession: Teacher +24, Sense Motive +24,Spellcraft +15, Stealth +7
Languages Common
SQ Channel positive energy 7/day 7d6, Abundant step, Feather balance, Light steps, Slow fall, Flying kick, Shattering punch, Heavenly fire 14/day,Gentle rest 14/day, Ward against death, Recall 14/day, Remote viewing 12 rounds, Blessing of the faithful, Ki pool (17 points Lawful, Cold Iron, Magic)
Gear +1 amulet of mighty fists, Monks robe, Ring of Ki Mastery, Phylactery of Positive Channeling, Stonefist gloves, Cloak of Minor Displacement,Dusty Rose Prism Ioun Stone, Wand of Fly(50charges), Wand of CLWX2(100 charges); Money 500gp gp
Everything except for the Unarmed strike and AC is fairly straightforward. IF you need any numbers on anything else I will provide
Unarmed strike
2d6-level 12 Unmonk
2d8-level 17 unmonk(monks robe)
3d8- large size(stonefist gloves)
+4 from strength
+2 from Mythic Improved Unarmed Strike
total 3d8+6
AC
10
21-Wis mod
23-armour bonus
25- Deflection bonus
27-dex bonus
31-UnMonk AC bonus
32- Dodge
33- Dusry rose Prism Ioun stone
+20% miss chance- Cloak of Minor Displacement.
feats Reasoning:
I picked up fey foundling because my character is going to have a very distant fey ancestor and that's the easiest story feat to fit into my backstory. Improved Initiative So I don't go last as I have terrible initiative rolls. Arcane Strike so that if my swift action is free I can get a nice damage boost. Combat reflexes So that enemy spellcasters can't cast for free. Deflect arrows as it's one of my favorite monk bonus feats. Mobility because avoiding AOOs is nice. Dodge because more AC makes me less likely to need help so I can help other players. Weapon Focus So I can keep up my to hit. Extra Channel to help deal with my reduced channeling from ecclesitheurge The Dimensional Assault spells because I want to be able to switch from casting buffs from the backline to full attacking in one round. Spell Penetration because SR is annoying. Vital strike to meet the Pre-req for Mythic vital strike so if for some reason I can't full attack I can get good damage. Mythic IUS because I need it for Titan strike, toppling spell to make magic missile a bit better and extend spell because it was a good bonus feat from the celestial list.