Sajan

Bon Jon Bovi's page

425 posts. Organized Play character for Abraham Z..


Race

| Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 |

Classes/Levels

Active Conditions: Mage Armor, Barkskin

Gender

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire)

Deity

Irori

Languages

Common

About Bon Jon Bovi

12 Bon Jon Bovi 8.0
Male suli unchained monk (scaled fist) 8 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Bestiary 3 258, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +4; Senses Perception +11
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Defense
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AC 20, touch 20, flat-footed 16 (+4 Cha, +3 Dex, +1 dodge, +2 monk)
hp 68 (8d10+16)
Fort +11 (+5 circumstance bonus vs. cold weather), Ref +12, Will +6 (+4 bonus vs. mind-affecting effects); Ch. 13) +1 insight vs spells, SLA, effects of fire type creatures or spells with fire descriptor, +2 bonus vs. fear, paralysis, and sleep effects, +2 racial bonus vs. mind-affecting effects
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee +1 seven-branched sword +14/+14/+9 (1d10+8/×3 plus 1d6 acid) or
. . cold iron seven-branched sword +13/+13/+8 (1d10+7/×3 plus 1d6 acid) or
. . unarmed strike +13/+13/+8 (1d10+5 plus 1d6 acid and 1d6 cold)
Special Attacks flurry of blows (unchained), stunning fist (8/day, DC 18), style strike
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +12)
. . —barkskin (self only, 1 ki)[UM]
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Statistics
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Str 20, Dex 16, Con 14, Int 8, Wis 10, Cha 18
Base Atk +8; CMB +13; CMD 33
Feats Combat Style Master[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Incremental Elemental Assault[ARG], Pummeling Style[ACG], Steadfast Personality[ACG], Stunning Fist
Traits honored fist of the society, indomitable faith
Skills Acrobatics +14 (+22 to jump), Bluff +4 (Ch. 5 Apprentice of ... boon), Climb +9, Diplomacy +6 (Ch. 7 High Priestess' Patronage, Ch. 8, Jalmeray, 1/scenario), Disguise +4 (Ch. 5 Apprentice of ... boon), Perception +11, Sense Motive +2, Stealth +9, Swim +9, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common
SQ draconic fury, draconic mettle, elemental assault, fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (insightful wisdom, qinggong power), mostly human, style strike (flying kick), trusted mediator
Combat Gear deliquescent gloves[UE], oil of daylight, oil of sanctify corpse, potion of fly, potion of touch of the sea, wand of cure light wounds (50 charges), wand of lesser restoration (6 charges), wand of mage armor (50 charges), alchemical grease[APG] (5), antiplague[APG], antitoxin; Other Gear +1 seven-branched sword[UC], cold iron seven-branched sword[UC], belt of physical might +2 (Str, Dex), cloak of resistance +2, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), frost amulet of mighty fists, headband of alluring charisma +2, wayfinder[ISWG], backpack, cold weather outfit, earplugs[APG], potion sponge[ARG], shinobi shozoku, silk rope (50 ft.), smoked goggles[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 818 gp, 9 sp, 7 cp
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Tracked Resources
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Alchemical grease - 0/5
Antiplague - 0/1
Antitoxin - 0/1
Barkskin (self only, 1 Ki) (Sp) - 0/0
Bond Breaker (LE Faction, 1/month) - 0/1
Elemental Assault (1d6+4 Acid/Cold/Electricity/Fire dam, 8 rounds/day) - 0/8
GM Reroll (1/month) - 0/1
Ki Pool (9/day) (Su) - 0/9
Oil of daylight - 0/1
Oil of sanctify corpse - 0/1
Potion of fly - 0/1
Potion of touch of the sea - 0/1
Shatter (1/month) (Sp) - 0/1
Stunning Fist (8/day, DC 18) - 0/8
Style Strike (1/round) (Ex) - 0/1
Wand of cure light wounds (50 charges) - 31/50
Wand of lesser restoration (6 charges) - 1/6
Wand of mage armor (50 charges) - 31/50
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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 Style Master May switch styles as a free action
Draconic Fury (1d6 Acid, 4 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.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
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.
Elemental Assault (1d6+4 Acid/Cold/Electricity/Fire dam, 8 rounds/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 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 20 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.
Incremental Elemental Assault You may use your elemental assault ability in 1 rd increments.
Insightful Wisdom (Su) As an imm action, use 2 ki to allow ally in 30 ft to reroll att or save (must take new).
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Shatter (1/month) (Sp)
Stunning Fist (8/day, DC 18) 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.
Trusted Mediator +2 racial bonus on saving throws against mind-affecting effects
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All chronicle boons through chronicle 15 have been noted and sorted

Combat Boons:

Liberty's Edge Faction Card: Freedom Fighter: +1 on attack and weapon damage rolls vs known slavers.

Liberty's Edge Faction Card: Bond Breaker: 1/adventure EITHER: cast shatter as an SLA (DC 12+2=14). OR: deal extra 1d10 dmg on next attack vs hardness (or 2d10 if using seven branched sword).

Ch. 5) Delvehaven Star - +1 on initiative in Cheliax

Ch. 6) Insights of the Shadowless Sword - ONE TIME USE - Swift to gain haste for 2 rounds

Ch. 9) ONE TIME USE - +2 attacks, +2 dmg, vs known slavers and slave owners for remainder of scenario. Note: this should stack with Liberty's Edge bonus vs slavers

Ch. 9) ONE TIME USE - standard action to cast any spell from the Spiritualist list, spell level up to 1/3 my character level, caster level = my character level -3, effective Wis score = 17. (So, at level 6, can use for up to 2nd level spells; at level 9, can use for up to 3rd level spells; at level 12, can use for up to 4th level spells.) Need to look at Spiritualist list and pick out good spell options for this

Ch. 10) ONE TIME USE - before rolling initiative, gain a +3 (or +6 in Andoran or Galt)

Ch. 12) ONE TIME USE - free action, treat hardness and DR of all constructs and divs as 5 lower against your attacks for 1 round.

Ch. 13) ONE TIME USE - swift action, give one weapon flaming ability (+1d6 fire) for 1 minute.

Ch. 13) TWO TIME USE - standard action to cast from this list (caster level = character level): cat's grace, cure moderate, lesser restoration, shocking grasp. Once I hit level 5, add: cure serious, fly, lightning bolt. Once I hit level 9, add: call lightning storm, cure critical. Once I hit level 12: add Heal or Whirlwind (but this uses both uses for the boon). Save for fly or heal

Non-Combat Boons:

Ch. 3) Echoes of Lycanthropy - root shaped mark on my face that is noticeably darker than the rest of my face.

Ch. 3) Permanent Endure Elements (hot only)

Ch. 3) In Mwangi, Sargava, Shackles, Sodden Lands: receive gifts: 1 antiplague, 1 +1 animal bane ammunition, 1 healing potion. Have to return unused at end of adventure.

Ch. 4) Ally of the Green: (3 uses) - standard action for 1d4+1 healing (as goodberry). OR: give to a plant creature to give it 5 temp hp and divine favor (cl 6) [+3 luck to attack & damage] for 1 minute. [Save this boon to help a leshy ally?]

Ch. 5) Apprentice of Coming Back Alive - ONE TIME USE - +4 Competence on a Bluff, Disguise, or any check in a Chase.

Ch. 7) ONE TIME USE - before a skill check, add 1d6-2.

Ch. 10) ONE TIME USE - roll twice and take the better result on a skill check to notice or decipher a clue as a part of an investigation.

Ch. 11) THREE TIME USE - once per adventure spend 1 minute to gain a free potion of CLW. If you are level 7+ you instead gain a potion of cure serious wounds.

Ch. 11) Katepeshi Underground - 1/scenario, after rolling Bluff or Diplomacy (but before you know the result), reroll with a penalty of 1d6-1.

Ch. 11) Well-Connected - FIVE TIME USE - 1/adventure, before rolling, add 1d6+1 for Appraise, Disable Device, Knowledge (Local), Perception, Profession, Stealth.

After Adventure Boons:

Ch. 5) Delvehaven Star - ONE TIME USE - Reduce PP cost for spellcasting services by 2.

Ch. 10) ONE TIME USE - negate the cost in Prestige or gold of securing release of my character from imprisonment.

Ch. 14) Treasure Map - Instead of Day Job check a box on the Treasure Map.

Interesting things to buy:

Everything up through Ch. 15 has been moved to Evernote

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