Urgathoa

Bizan Ashura's page

196 posts. Organized Play character for Hayato Ken.


About Bizan Ashura

Bizan Ashura, Special Prosecutor of the Third Chamber from the Temples of Tianjing:

Female half-celestial qlippoth-spawn tiefling unchained monk (invested regent, zen archer) 12/Champion 6
N Medium outsider (native)

Init +14; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +27
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Defense
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AC 46, touch 37, flat-footed 38 (+4 armor, +2 deflection, +8 Dex, +3 enhancement, +4 monk, +5 natural, +10 Wis)
hp 260 (14d10+140)
Fort +20, Ref +24, Will +22; +4 vs. poison
Defensive Abilities hard to kill, mythic saving throws; DR 10/magic; Immune disease, inhaled poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 30
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Offense
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Speed 70 ft., fly 60 ft. (good)
Melee unarmed strike +30/+30/+30/+30/+30 (6d8+17/19-20/×3) or
. . evil outsider-bane impervious adamantine waveblade +30/+30/+30/+30/+30 (6d8+17/15-20/x3 plus 2d6 vs. evil outsider)
Ranged adaptive endless ammunition holy impervious blackwood composite longbow +30/+30/+30/+30/+30 (6d8+17/19-20/×4 plus 2d6 vs. evil) or
. . called distance returning adamantine shuriken +30/+30/+30/+30/+30 (6d8+17/19-20/×3)
Special Attacks champion's strike (fleet charge), farwalker[MA], farwalker[MA], flurry of blows (unchained), force of will, mythic power (15/day, surge +1d8), perfect strike 12/day, smite evil 1/day (+5 attack and AC, +14 damage), stunning fist (15/day, DC 27), style strike, trick shot, zen archery
Spell-Like Abilities (CL 14th; concentration +19)
. . 3/day—holy aura, protection from evil
. . 1/day—aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite (DC 19), holy word (DC 22), neutralize poison, remove disease
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Statistics
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Str 30, Dex 26, Con 24, Int 16, Wis 30, Cha 20
Base Atk +14; CMB +24 (+26 grapple); CMD 58 (56 vs. dirty trick, 60 vs. grapple)
Feats Additional Traits, Ascetic Form, Ascetic Strike, Ascetic Style, Clustered Shots[UC], Combat Reflexes, Deadly Aim, Devastating Strike[UC], Fiend Sight[ARG], Improved Critical, Improved Critical[M], Improved Precise Shot, Improved Unarmed Strike[M], Improved Vital Strike, Perfect Strike[APG], Pinpoint Targeting[M], Point Blank Master[APG], Point-blank Shot[M], Precise Shot, Quick Draw, Stunning Fist, Titan Strike[M], Unarmed Combatant, Vital Strike, Weapon Focus, Weapon Focus (longbow)[M], Weapon Specialization
Traits cunning liar (any city), dangerously curious, empathic diplomat (qadira or osirion), enlightened warrior, illuminator
Skills Acrobatics +25 (+41 to jump),
Appraise +4,
Bluff +20,
Climb +15,
Diplomacy +25 (+29 to influence evil outsiders),
Disable Device +7,
Disguise +16,
Escape Artist +17,
Fly +29,
Handle Animal +6,
Heal +20,
Intimidate +12,
Knowledge (arcana) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (dungeoneering) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (engineering) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (geography) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (history) +11 (+21 to identify the abilities and weaknesses of monsters),
Knowledge (local) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (nature) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (nobility) +4 (+14 to identify the abilities and weaknesses of monsters),
Knowledge (planes) +11 (+21 to identify the abilities and weaknesses of monsters),
Knowledge (religion) +11 (+21 to identify the abilities and weaknesses of monsters),
Linguistics +4,
Perception +27,
Ride +12,
Sense Motive +27,
Sleight of Hand +9,
Spellcraft +4,
Stealth +25,
Survival +13,
Swim +14,
Use Magic Device +23;
Racial Modifiers +2 Escape Artist, +2 Survival
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ amazing initiative, fast movement (unchained), fleet warrior[MA], hero points, investiture, ki archery, ki arrows, ki pool (32 points), ki powers (abundant step, freedom of movement, glimpse of truth, psychic reading, wholeness of body), limitless range[MA], monk vows (vow of cleanliness[UM], vow of poverty[UM]), mythic smite[MA], mythic sustenance[MA], naive, precision[MA], precision[MA], prehensile tail[ARG], recuperation, reflexive shot, shatter spells[MA], style strike (knockback kick), unstoppable shot[MA]
Combat Gear evil outsider-bane arrows (50), wand of cure critical wounds, wand of fastidiousness (50 charges), wand of greater infernal healing (50 charges); Other Gear adaptive endless ammunition holy impervious blackwood composite longbow, called distance returning adamantine shuriken (50), evil outsider-bane impervious adamantine waveblade, bracers of archery, greater, bracers of armor +4, braid of a hundred masters, darksire amulet[ARG], efficient quiver, everburning lantern[MA], glove of storing, handy haversack, hat of disguise, living garments[ARG], monk's robe, necklace of ki serenity[APG], planar strap, planar strap, ring of evasion, ring of ki mastery[UE], saliharion, swarmbane clasp[UE], 9,722 gp, 5 sp
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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).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ascetic Form (Unarmed strike) Use Monk level for uses/day on feats that depend on monk level.
Ascetic Strike (Unarmed strike) Use unarmed strike dmg of monk 4 levels lower than your level.
Ascetic Style (Any Monk Weapon, Unarmed strike) Gain bonus dmg to thrown weapons.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fast Movement (Unchained) (+40 ft.) The Monk adds 10 or more feet to his base speed.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+6 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Fly (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Freedom of Movement (Su) As a swift action, use 1 ki for freedom of movement for 1 round.
Glimpse of Truth Costs 2 ki points to activate.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike [Mythic] As a swift action, use 1 power to ignore up to 15 hardness with unarmed strikes.
Investiture (Su) You have a pool of supernatural energy that fuels amazing abilities and divine protection.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (32/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Knockback Kick (max 40 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Naive -2 to AC vs. improvised weapons.
Perfect Strike (2d20, 12/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Pinpoint Targeting (up to 6 ft) [Mythic] Use Pinpoint Targeting even when you move, up to 6 ft.
Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Psychic Reading Costs 1 ki point to activate.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Shot (Ex) Make AoO with bow.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shatter Spells (Su) Make melee attack and spend 1 power to dispel a magical effect.
Smite Evil (1/day) (Su) +5 to hit, +14 to damage, +5 deflection bonus to AC when used.
Spell Resistance (30) You have Spell Resistance.
Stunning Fist (15/day, DC 27) 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.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Titan Strike [Mythic] +1 for each size cat foe is larger than you to DC of stunning fist and various maneuvers.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot.
Vital Strike Standard action: x2 weapon damage dice.
Vow of Cleanliness (+2 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.
Weapon Focus [Mythic, Longbow] 1 MP: As a swift action, add half tier to attack with selected weapon.
Wholeness of Body (1d8+12 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.