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About DaryunAbility Scores and Basic Combat Information:
LN Human (Hobgoblin) Fighter 10 | Unchained Monk 10 (Champion 4 | Guardian 4) str: 30 base +6 cdtct +4 mythic advancement
AC: 10 base +10 dex +15 cha +3 comp +1 dodge +8 defense +2 shield +1 natural armor +2 deflection +2 enhancement BAB 10
Fort: 7 base +3 comp +15 cha +15 cha +3 resist
Speed 235' (30 base +100 fleet +30 expeditious +30 fast movement +30 impossible speed +15 Fast as Thought) unarmed (normal): +33/28 to hit; 2d8+29 damage; 20/x2 crit
Bonus to Hit: +10 bab +15 str +3 comp +2 enh +1 WF +2 close weapon tng Bonus to Damage: +15 str +3 comp +2 enh +2 WS +4 close wpn tng +3 mythic IUS
Skills:
Adventuring Skills: - Acrobatics r10 +26/+116 to jump (10 ranks +3 trained +3 comp +10 dex/+90 from increased speed and +monk level from High Jump) - Intimidation r10 +46 (10 ranks +3 trained +3 comp +15 str +15 cha) - Perception r10 +26 (10 ranks +3 trained +3 comp +10 wis) - Sense Motive r10 +26 (10 ranks +3 trained +3 comp +10 wis) Background Skills:
- Perform (Sing) r10 +31 (10 ranks +3 trained +3 comp +15 cha)
Feats:
- Advanced Weapon Training (Armed Bravery, Defensive Weapon Training) - Combat Reflexes (gain a number of AoOs equal to my dex modifier; can make AoOs while flat-footed) - Cut From the Air (can make an AoO to negate a ranged attack against me; does not apply to massive weapons or spells) - Deflect Arrows (can negate a single ranged weapon attack against me automatically) - Dodge (+1 dodge bonus to ac; increases to +4 when provoking AoOs for movement) - Endurance (gain a +4 bonus to resist elements and can go long periods without having to try to resist fatigue from things like overland marching) - Fleet x20 (gain a 5' bonus to base land speed) - Improved Initiative (add +4 to initiative) - Intimidating Prowess (add str mod in addition to cha mod to intimidate checks) - Smash from the air (can now use Cut from the Air against massive objects like balista rounds, as well as spells that require an attack roll to hit) - Stunning Fist (10/day; Stunned 1 rnd, fatigued, sickened 1 min; DC 10 +half level +cha mod: 26) - Toughness (add 1 wp/level) - Vicious Stomp (whenever an enemy adj. to me falls prone (for any reason), they provoke an AoO from me) - Weapon Focus (Close; gain a +1 to hit with chosen weapon group) - Weapon Spec (Close; gain a +2 to damage with chosen weapon group) *Gift/Knack:
- Hero's Courage (immune to all fear, including magical fear) - Iron Gut (gain immunity to poison, disease, and nausea) - Strong Back (increase all carrying capacities by x5) - Trollslayer (deal lethal damage to creatures with regeneration. Any creature hit must make a Fortitude save (DC=damage dealt) or by unable to heal by any means for one round. If the creature succeeds on its save, it cannot be affected by that aspect of this ability again for the remainder of the round, although your attacks still may bypass its regeneration.) - Unstoppable Mind (gain immunity to charm and compulsion effects) *Horribly Overpower Feats:
- Greater Super Speed (have constant expeditious retreat, phase door, and water walk abilities on me; can cast whirlwind at will but cyclone is centered on me and requires a move action to maintain every round. caster level: character level, DC 18 +dex mod) - Healing Factor (gain fast healing equal to 1/3 HD) - Heroic Grace (add cha mod to all saves) - Invulnerability (gain DR equal to half my level that is bypassed by attacks with the Adamantine) - Super Speed (gain an additional move action each round; can forgoe move actions to take 2 standard actions in a round) - Super Strength (add half level to all str checks and str-based skill checks; can't be encumbered by weight; max load is light load; as a full-round action, can break or burst any unattended object of my size or smaller as if I had made the check vs. break DC) -Tsunami Attack (as a full-round action, give up all attacks to take a move action and make a single attack against each enemy you are adj. to during the movement at your highest bonus. You can't gain the benefit of other feats or effects that grant bonus attacks, such as cleaving finish) Total Number of Feats: Base: 32 + Human: 1 + Fighter: 6 + Monk: 5 + "Chopping Down the Christmas Tree": 4 +2 gift/knack; Grand Total: 50
Class Features:
Using Charisma Mod to calculate Wounds, Vigor, and Fort bonus Fighter:
*Bravery +3
*Advanced Weapon Training:
- Defensive Weapon Training: gain a +1 shield bonus to AC; add half weapon enh to shield bonus. when wpn training bonus hits +4, shield bonus increases to +2; bonus is lost if immobilized or helpless Monk:
*Flurry of Blows
Mythic Abilities:
Champion: *Champion's Strike: - Fleet Charge *Path Ability:
- Impossible Speed (add 30' to my base land speed; can spend 1 mythic power to increase base land speed by 10' per tier) - Fleet Warrior (when making a full attack action, can move before or after the attack) - Enhanced Ability (+2 dex) *Basic Abilities:
- Mythic Power (15) - Surge +1d8 - Amazing Initiative - Recuperation *Mythic Feats:
- Mythic Paragon (increase my mythic tier by 2 for all effects I currently have; does not grant new effects) Guardian:
*Path Ability:
- Extra Mythic Feat - Enhanced Ability (dex) - Extra Mythic Feat *Basic Abilities:
- Mythic Power (15) - Surge +1d8 - Amazing Initiative - Recuperation *Mythic Feats:
- Titan Strike (unarmed strike counts as 1 size larger for damage; gain a +1 bonus for each size cat. my opponent is larger than me to bullrush, drag, grapple overrun, sunder, and trip checks and Stunning Fist DC) - Mythic Paragon (increase my mythic tier by 2 for all effects I currently have; does not grant new effects) - Horribly Overpowered Mythic Combat Reflexes (creatures provoke AoOs from me for entering an area I threaten or starting their turn there)
Gear:
"Chopping Down the Christmas Tree" Bonuses: *Competence bonus to attack rolls, damage rolls, AC, Saving Throws, and init equal to 1/3rd class level, rnd. down *Advanced Techniques: - 50% chance to strike incorporeal or ethereal targets Automatic Bonus Progression Bonuses:
Actual possessions: Pants, sandals Carrying Capacity:
Light load: 1,024,000 lbs or 512 tons | Max Push/Pull: 2,048,000 lbs or 1,024 tons | Max Lift over Head: 5,120,000 lbs or 2,560 tons
Belt of Walking Mountains:
Description: The front of this wide girdle is made of Dragon Leather, while the length of the belt is made of the sinew of Dragons. Legend has it that one day Daryun was walking his dog when a massive land Wyrm appeared before him. Daryun calmly tied his dog's leash to a tree before punching the rather rude creature to death for scaring his dog. Daryun then took a chunk of it's hide and thread sinew through the sides to make a rather impressive girdle, the appearance of which almost screams raw physical power. Base Legendary Abilities:
*Hard to Destroy: must be worn by the physically weakest man in the world who then dies from the strain of trying to lift something. The belt will then shatter into individual strands of rope. *Mythic Bond: Bonded to one creature at a time, and a creature can only be bonded to 1 legendary item at a time. *Legendary Power: 6/day *Legendary Surge: d6/d8 *Purpose: Belt (str- or dex-based skill and ability checks) *Legendary Item Abilities:
*Currently Active Abilities: Increased Size Category x4, Everlasting, Powerful x1
Backstory:
Daryun introduces himself as the son of Erlik, Deity of the Underworld; by all accounts, he genuinely believes this to be the case. He is also known as The God of Destruction. What is known for sure is that Daryun is faster than all but the greatest of horses; so fast, in fact, that he can run through walls. He is so strong that it's said he can carry a mountain on his back; and he's so tough that he is more than equal to any army that stands against him. As the Mongols were rallying at the fort in preparation to begin their war against the Persians, Daryun leapt the walls of the fort and landed in the courtyard, then laughed at the men who threatened him with weapons. He then called out that he had come to join the fight against the Persians, as they had murdered his dog Makmud. He also demanded that should the army refuse to allow him to join, they must stay out of his way of his quest for vengeance. Ultimately Ghengis Khan was summoned and after a tense moment of the two men staring each other down, Daryun was allowed to join.
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