Denizen of Leng

Auberon Iroran's page

126 posts. Organized Play character for Bristor.


Full Name

Auberon

Race

| HP 35/53 | AC 19 (29 with Shield, Mage Armor & Barkskin)  T 18  FF 17 (23 with MA and BS) | CMB +10, CMD 28 | F: +10, R: +7, W: +10 (+2 vs. enchant) | Init: +1 | Perc: +13, SM: +10

Classes/Levels

| Speed 40ft | Ki Pool 3/7 | Darkvision 60 ft. | Active conditions: shield, mage armor and barkskin.

Gender

Male LN Tiefling (Oni-Spawn) Unchained Monk 5/Inquisitor of Irori 1

About Auberon Iroran

Bot:
In social situations: will let others take the lead, but happy to aid another in intimidate checks (+11 to check).
In fight: Gets up in grill of enemies. Swift action for Dragon Style.
Will try to use flurry when possible. 3 attacks at: d20+11 dmg: 1d10+8
If a set-up round, use ki power to get barkskin (+2 Nat AC)

Auberon
Male oni-spawn tiefling unchained monk 5/Inquisitor of Irori 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 18, flat-footed 17 (+1 deflection, +1 Dex, +1 dodge,+1 natural, +1 monk, +4 Wis)
hp 53 (6 HD; 1d8+5d10+14)
Fort +10, Ref +7, Will +10; +2 vs. enchantments from Still Mind
Defensive Abilities evasion; Immune disease; Resist fire 5
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Offense
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Speed 40 ft.
Melee +1 sansetsukon +11/+11 (1d10+8/19-20) or
silver monk's spade +10/+10 (1d6+7) or
unarmed strike +10/+10 (1d8+5)
Ranged javelin +6 (1d6+5)
Special Attacks flurry of blows (unchained), stunning fist (5/day, DC 15), style strike
Spell-Like Abilities (CL 5th; concentration +3)
1/day—alter self
Monk (Unchained) Spell-Like Abilities (CL 5th; concentration +3)
—barkskin (self only, 1 ki)

Inquisitor Spells Known (CL 1st; concentration +5)
1st (2/day)—comprehend languages, heightened awareness
0 (at will)—create water, detect magic, guidance, stabilize
Conversion inquisition (Wisdom mod to Bluff, Diplomacy, and Intimidate checks.)

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Statistics
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Str 20, Dex 13, Con 14, Int 12, Wis 16, Cha 6

Base Atk +5; CMB +10; CMD 27

Feats: Deific Obedience (Irori), Combat Reflexes, Dodge, Dragon Style, Improved Unarmed Strike, Power Attack, Stunning Fist

Traits: honored fist of the society, indomitable faith

Skills Acrobatics +7 (+11 to jump), Bluff +8, Climb +10, Diplomacy +8, Disguise +0, Heal +8, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +13, Sense Motive +10, Stealth +5, Survival +4 (+6 to avoid becoming lost), Swim +9; Racial Modifiers +2 Disguise, +2 Intimidate

Languages Abyssal, Common, Draconic, Infernal

SQ fast movement (unchained), ki pool (7 points magic), ki power (qinggong power), monster lore +4, prehensile tail[ARG], stern gaze +1, style strike (flying kick)
Combat Gear wand of cure light wounds, wand of mage armor (50 charges), alchemist's fire, holy water; Other Gear +1 sansetsukon, javelin (3), silver monk's spade[UC], belt of giant strength +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, wayfinder, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin

Combat Gear wand of cure light wounds [[-4 charges]], wand of mage armor (50 charges)[[-2 charges]], alchemist's fire, holy water; Other Gear: +1 sansetsukon, javelin (3), silver monk's spade[UC], belt of giant strength +2, cloak of resistance +2, ring of protection +1, wayfinder, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darkvision (60 feet) You can see in the dark (black and white only).

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.

Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.

Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.

Flying Kick (max 10 ft.) Before kick attack, move up to fast move bonus as part of flurry.

Immunity to Disease You are immune to diseases.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Judgment (1/day) (Su) Variable bonuses increase as the combat continues.

Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.

Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.

Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.

PFS boons:

Loci Spirit Boon: Spirit of Healing: +2 Sacred bonus vs. Negative Energy that deals dmg and can expend blessing to touch creature to heal 1d8+LVL hit points

Knowledge Boons Summary
+2 on Knowledge checks at start of scenario (student of scrolls)
Once a scenario: +2 bonus on Knowledge or Linguistics check
+1 knowledge checks in Grand Lodge (#5-08)
+1 knowledge (planes) when related to demons (worldwound gambit)
+1 Appraise and Kn(history) when related to cultural significance of art and objects
+2 Kn (history, local, nobility) associated with Cheliax (7-18)
+2 Km regarding darklands creatures ID or learn about

Skills
Diverse training: 1/scenario, attempt skill check that are untrained in, use only bonus of +4
+ 1 on Sense Motive to check lying (7-18)
+2 Sense Motive vs. Darklands creatutes

Saves
• When fail Fort or Will save vs. haunt, use boon to gain +2 bonus on save retroactively (Half dead city: Once)
• +2 vs. Spells/SLA with curse descriptor (faction boon)
• + 1 on Will saves vs. illusions (7-18) / Can cross out to reroll failed save vs. illusion
• +2 vs. save vs any effect from aberration or creature from Dark Tapestry. Can add after roll and before result Call of copper gate – get twice, need to check box

Faction Card
• Bonus on saves vs. spells/SLAs with curse descriptor = 1 + 1 every 4 goals = 2
• 1/scenario bonus on Knowledge or Linguistics = ½ goals completed (+2), also learn an added language = Abyssal

Other
Once a scenario get +1 morale on single d20 roll (before roll is made)
+1 Initiative in Cheliax