About Ben "Raven" Byrd
Benjamin "Raven" Byrd
Male human unchained monk/sorcerer gestalt 10 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +5; Senses low-light vision; Perception +13
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Defense
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AC 24, touch 20, flat-footed 22 (+4 armor, +6 Cha, +1 Dex, +1 dodge, +2 monk)
hp 84 (10d10+20)
Fort +11, Ref +11, Will +10; +4 bonus vs. poison and death effects, +2 bonus vs. fear, paralysis, and sleep effects
Defensive Abilities age out, daemonic resistances, improved evasion; Immune disease; Resist acid 10
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Offense
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Speed 60 ft.
Melee unarmed strike +13/+13/+8 (1d10+3)
Special Attacks flurry of blows (unchained), stunning fist (10/day, DC 21), style strike, wasting ray
Bloodline Spell-Like Abilities (CL 10th; concentration +16)
9/day—wasting ray
Monk (Unchained) Spell-Like Abilities (CL 10th; concentration +16)
—barkskin (self only, 1 ki)[UM]
Sorcerer Spells Known (CL 10th; concentration +16)
5th (4/day)—teleport
4th (6/day)—calcific touch[APG] (DC 20), contagion (DC 20), warp metal (DC 20)
3rd (7/day)—dispel magic, fireball (DC 19), suggestion (DC 19), vampiric touch
2nd (8/day)—bullet shield[UC], frigid touch[UM], glitterdust (DC 18), invisibility, touch of idiocy
1st (8/day)—abundant ammunition[UC], charm person (DC 17), mage armor, mount, ray of enfeeblement (DC 17), snowball (DC 17)
0 (at will)—acid splash, detect magic, detect poison, drench[UM] (DC 16), light, mending, message, prestidigitation, read magic
Bloodline Daemon
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Statistics
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Str 16, Dex 12, Con 12, Int 8, Wis 10, Cha 23
Base Atk +10; CMB +13; CMD 33
Feats Deflect Arrows, Dodge, Endurance, Eschew Materials, Extend Spell, Improved Initiative, Improved Unarmed Strike, Intensified Spell[APG], Medusa's Wrath, Mobility, Persistent Spell[APG], Reach Spell[APG], Silent Spell, Stunning Fist
Traits blood of dragons, conscientious miner
Skills Acrobatics +14 (+26 to jump), Appraise +13, Craft (gemcutting) +12, Linguistics +9, Lore (Crystals) +12, Lore (Souls) +12, Perception +13, Profession (miner) +14, Sense Motive +13, Spellcraft +12
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, Grippli, Ignan, Infernal, Sylvan, Terran
SQ draconic fury, draconic mettle, fast movement (unchained), ki pool (11 points cold iron, lawful, magic, silver), ki powers (abundant step, ki visions, qinggong power), style strikes (defensive spin, shattering punch)
Other Gear belt of giant strength +2, boots of the earth, cloak of resistance +3, headband of alluring charisma +2, ring of freedom of movement
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Age Out (Su) At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from a
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Daemon +1 caster level of next spell when you slay a creature.
Daemonic Resistances (Ex) You gain Acid resistance 10 & +4 vs. poison and death effects.
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Draconic Fury (1d6 Acid, 5 rounds, Acid) (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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Movement (Unchained) (+30 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.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Visions (Su) While sleep, use 2 ki from next day's pool to gain divination effect.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Shattering Punch On fist hit, ignore DR and hardness for damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Stunning Fist (10/day, DC 21) 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.
Wasting Ray (1d6 nonlethal damage/round, 9/day) (Sp) Target takes nonlethal damage each round until it sates it hunger.