Hawk

Fadiim Mial's page

No posts. Organized Play character for Reckless.


About Fadiim Mial

Darkness Acolyte CR 11
XP 12,800
Human (Vudrani) medium 4/monk (unchained) 4/gestalt 4 (Pathfinder RPG Occult Adventures 30, Pathfinder Unchained 14)
LE Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 24, touch 18, flat-footed 22 (+4 armor, +2 Dex, +2 natural, +2 untyped bonus, +4 Wis)
hp 56 (4d10+16)
Fort +9, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities evasion
Weaknesses taboo
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Offense
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Speed 40 ft.
Melee unarmed strike +9/+9 (1d8+4)
Special Attacks flurry of blows (unchained), haunt channeler (2d6), shared seance, spirit (Guardian, 1 influence), stunning fist (4/day, DC 15)
Monk (Unchained) Spell-Like Abilities (CL 4th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
Medium Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—enlarge person (DC 13), long arm[ACG]
. . 0 (at will)—detect magic, ghost sound (DC 12), message, open/close (DC 12)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 14
Base Atk +4; CMB +8 (+10 grapple); CMD 27 (29 vs. grapple)
Feats Deflect Arrows, Improved Grapple, Improved Unarmed Strike, Pummeling Style[ACG], Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +9 (+13 to jump), Climb +8, Escape Artist +6, Intimidate +6, Perception +10, Sense Motive +10, Stealth +6
Languages Common, Vudrani
SQ brow chakra, chakras, channeled spirit (guardian), fast movement (unchained), guardian's shield, heart chakra, ki pool (5 points magic), ki power (qinggong power), manifestation points, ability scores, navel chakra, prognostication (sense motive), read aura (perception), root chakra, sacral chakra, spirit bonus (+2 on AC and on Constitution checks, Fortitude saves, and Reflex saves), spirit surge +1d6, taboo (custom taboo), throat chakra
Combat Gear potion of cure serious wounds, potion of mage armor
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Brow Chakra Gain true seeing while this chakra is active.
Chakras Awaken energy within yourself for increasing benefits.
Custom Taboo (Enter Details Here) Custom taboo option.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (Unchained) (+10 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.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Heart Chakra Heal with a touch and remove some conditions when this chakra is awakened.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Manifestation Points, Ability Scores ([none], 17/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Navel Chakra Gain a breath attack when this chakra is awakened.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Root Chakra Gain DR/— when this chakra is awakened.
Sacral Chakra Gain flight speed when this chakra is awakened.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Throat Chakra Creature within 30 feet is staggered for 1 round.

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EbonDestroyer CR 1/2
XP 200
No race
Medium
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Languages Common
SQ manifestation points, ability scores
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Special Abilities
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Manifestation Points, Ability Scores ([none], 10/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb

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Lankesh CR 12/MR 1
XP 19,200
Agile rakshasa (Pathfinder RPG Bestiary 231, Pathfinder RPG Mythic Adventures)
LE Medium outsider (native, shapechanger)
Init +29/+9, dual initiative; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 27, touch 18, flat-footed 19 (+5 Dex, +3 dodge, +9 natural)
hp 170 (10d10+70)
Fort +9, Ref +12, Will +8
Defensive Abilities evasion; DR 15/good, 15/piercing; SR 25
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Offense
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Speed 70 ft.
Melee +1 kukri +16/+11 (1d4+4/15-20) or
. . unarmed strike +15/+10 (1d3+3 nonlethal) or
. . bite +15 (1d6+3), 2 claws +15 (1d4+3)
Special Attacks detect thoughts
Sorcerer Spells Known (CL 7th; concentration +10)
. . 3rd (5/day)—haste, lightning bolt (DC 16)
. . 2nd (7/day)—invisibility, mark of blood (DC 15), resist energy
. . 1st (7/day)—grease, mage armor, memory lapse[APG] (DC 14), obscuring mist, shield
. . 0 (at will)—arcane mark, dancing lights, mage hand, mending, message, prestidigitation, read magic
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Statistics
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Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17
Base Atk +10; CMB +13; CMD 31
Feats Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Weapon Finesse
Skills Acrobatics +5 (+21 to jump), Bluff +20, Diplomacy +16, Disguise +24, Perception +14, Perform (Act) +16, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid; alter self), manifestation points, ability scores
Other Gear +1 kukri
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Special Abilities
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Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 18) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Manifestation Points, Ability Scores ([none], 24/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Spell Resistance (25) You have Spell Resistance.

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Mill Worker CR 14
XP 38,400
Human (Vudrani) mesmerist (toxitician) 5/rogue (unchained, knife master) 5/gestalt 5 (Pathfinder RPG Occult Adventures 38, 98, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
LE Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 55 (5d8+15)
Fort +3, Ref +8, Will +4
Defensive Abilities blade sense, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee mwk punching dagger +7 (1d4+4/×3) or
. . mwk punching dagger +7 (1d4+2/×3) or
. . unarmed strike +7 (1d3+4 nonlethal)
Ranged mwk shortbow +8 (1d6/×3)
Special Attacks manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 3/day (linked reaction, spectral smoke, vanish arrow), sneak attack (unchained) +3d6
Mesmerist (Toxitician) Spells Known (CL 5th; concentration +6)
. . 2nd (2/day)—blur, delay poison, invisibility
. . 1st (5/day)—beguiling gift[APG] (DC 12), color spray (DC 12), disguise self, mental block[OA] (DC 12)
. . 0 (at will)—detect magic, detect poison, detect psychic significance[OA], light, message, open/close (DC 11)
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +4; CMD 19
Feats Acrobatic Steps, Deadly Agility, Dodge, Nimble Moves, Two-weapon Fighting, Weapon Finesse, Weapon Focus (punching dagger)
Skills Acrobatics +12, Bluff +9, Climb +6, Craft (cloth) +5, Diplomacy +6, Disable Device +9, Disguise +7, Escape Artist +9, Intimidate +6, Perception +7, Sense Motive +7, Sleight of Hand +14 (+16 to conceal a light blade), Stealth +12
Languages Common, Vudrani
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, hypnotism (diplomacy), injection improvement (excruciating[OA]), injections, manifestation points, ability scores, painful injection, prognostication (sense motive), read aura (perception), rogue talents (swift poison[APG], weapon training), touch treatment 4/day (Minor), treatment vials
Combat Gear poison, dhat-gunchi paste (3); Other Gear mwk studded leather, arrows (20), mwk punching dagger, mwk punching dagger, mwk shortbow
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Special Abilities
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Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Deadly Agility Use Dex for damage with light and finesse weapons
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Injections (-2, 5 minutes, 6/day) (Su) As swift action, target creature takes penalty on Will saves.
Manifestation Points, Ability Scores ([none], 15/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (150 feet, 3/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Painful Injection +5 (Su) 1/round, target of injection takes extra damge from attack.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Sneak Attack (Unchained) +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Touch Treatment (Minor, 4/day) (Su) Remove certain conditions from creature touched.
Treatment Vials (Su) You can prepare vials that have the same benefit as your touch treatment.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Sarpini CR 10/MR 2
XP 9,600
Arcane dark naga (Pathfinder RPG Bestiary 211, Pathfinder RPG Mythic Adventures)
LE Large aberration
Init +5; Senses darkvision 60 ft., detect thoughts, guarded thoughts; Perception +19
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Defense
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AC 32, touch 17, flat-footed 26 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +7 natural, +4 shield, -1 size)
hp 136 (10d8+56)
Fort +8, Ref +11, Will +10; +2 racial bonus vs. charm effects
Defensive Abilities guarded thoughts; Immune poison; SR 11
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Offense
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Speed 40 ft.
Melee unarmed strike +8/+3 (1d4+2 nonlethal) or
. . bite +8 (1d4+2), sting +8 (2d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks mythic magic, poison, simple arcane spellcasting
Spell-Like Abilities (CL 10th; concentration +13)
. . 3/day—burning disarm (DC 14), hydraulic push[APG]
. . 2/day—darkness, displacement, hideous laughter (DC 15)
Sorcerer Spells Known (CL 7th; concentration +10)
. . 3rd (5/day)—fly, lightning bolt (DC 16)
. . 2nd (7/day)—cat's grace, invisibility, scorching ray
. . 1st (7/day)—mage armor, magic missile, obscuring mist, ray of enfeeblement (DC 14), shield
. . 0 (at will)—daze (DC 13), detect magic, detect poison, ghost sound (DC 13), jolt[UM], mending, resistance
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Statistics
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Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; CMB +10; CMD 28 (can't be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Stealthy
[b]Skills
Acrobatics +5 (+9 to jump), Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18
Languages Common, Infernal, Jandelayan, Vudrani
SQ manifestation points, ability scores
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 18) (Su) A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Immunity to Poison You are immune to poison.
Manifestation Points, Ability Scores ([none], 26/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Poison (Ex) Sting - injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.
Simple Arcane Spellcasting (Su) Can cast a limited number of arcane spells
Spell Resistance (11) You have Spell Resistance.

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