Sajan

Azimuth World-Traveler's page

39 posts. Organized Play character for Thunderfrog.


Classes/Levels

Monk 1 (Sohei), 8/13 Hp / AC15 / CMD 17 (5 subdual)

About Azimuth World-Traveler

Azimuth
Aasimar Monk (Sohei) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 15, touch 15, flat-footed 14 (+1 Dex, +4 untyped)
hp 13 (1d8+5)
Fort +4, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee sansetsukon +2 (1d10+3/19-20) and
. . unarmed strike +2 (1d6+2)
Ranged shuriken +1 (1d2+2)
Special Attacks flurry of blows
Aasimar Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—daylight
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Statistics
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Str 15, Dex 12, Con 14, Int 10, Wis 18, Cha 9
Base Atk +0; CMB +2; CMD 17
Feats Improved Unarmed Strike, Mounted Skirmisher, Toughness
Traits magical knack, wisdom in the flesh
Skills Acrobatics +5, Diplomacy +1, Perception +10, Ride +8, Sense Motive +8, Stealth +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ ac bonus, devoted guardian, unarmed strike
Other Gear sansetsukon, shuriken (20), light horse (combat trained), 28 gp
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Ride) Ride becomes a Wisdom-based, class skill.

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Horse, light (combat trained)
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.