Lord Villastir

Faraz Aram's page

260 posts. Organized Play character for Mike Tuholski.


Full Name

Faraz Aram

Race

Half-Elf [10]

Classes/Levels

Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

Gender

Faraz Aram | Male

Size

Medium

Special Abilities

#55162-8

Alignment

Lawful Good

Deity

Irori

Location

Jalmeray

Languages

Common, Elven

Homepage URL

chronicles

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Faraz Aram

used:
4 charges CLW
1 stunning fist

Faraz Aram
Half-elf champion of irori 4/monk (tetori) 4/paladin (divine hunter) 2 (Pathfinder RPG Ultimate Combat 61, 62)
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 16 (+1 Dex, +1 deflection, +5 untyped)
hp 82 (2d10+8d8+26)
Fort +14, Ref +11, Will +15; +2 vs. enchantments, +2 bonus vs. enchantment spells and effects
Defensive Abilities evasion; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee atlatl dart +8/+3 (1d6+3) and
. . mwk cold iron lungchuan tamo +13/+8 (1d4+3) and
. . mithral lungchuan tamo +13/+8 (1d4+3) and
. . unarmed strike +14/+9 (1d10+5)
Ranged darkwood atlatl +11 (1d6+3)
Special Attacks ki flurry, ki speed, ki strike, magic, smite chaos, smite evil, stunning fist (5/day, DC 18), sweeping smite
Spell-Like Abilities (CL 10th; concentration +12)
. . At will—detect chaos, detect evil
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 14
Base Atk +9; CMB +13 (+19 grapple); CMD 29 (32 vs. grapple)
Feats Combat Reflexes, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Precise Shot, Skill Focus (Perception), Snapping Turtle Clutch[UC], Snapping Turtle Shell[UC], Snapping Turtle Style[UC], Stunning Fist, Stunning Pin[UC]
Traits deft dodger, wisdom in the flesh
Skills Acrobatics +8, Diplomacy +7, Disable Device +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +11, Perception +29, Sense Motive +7, Survival +3 (+5 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of good, counter-grapple, elf blood, fast movement, graceful grappler, ki defense, ki pool, lay on hands, maneuver training, stunning fist (stun), unarmed strike, valiant stand
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of fly, potion of mage armor (2), scroll of mage armor (x2), wand of cure light wounds (34 charges), wand of mage armor (50 charges), wand of true strike (5 charges), alchemist's fire (2); Other Gear atlatl dart (12), darkwood atlatl, mwk cold iron lungchuan tamo, mithral lungchuan tamo, amulet of mighty fists +2, cloak of resistance +1, eyes of the eagle, feather step slippers, gauntlet of the skilled maneuver (grapple), headband of inspired wisdom +2, ring of protection +1, wayfinder, wooden holy symbol (Irori), holy text, monk's kit, sunrod (5), 11,352 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Counter-Grapple (Ex) At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
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 Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lay on Hands (5d6, 3/day) (Su) You can heal 5d6 damage, 3/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scroll of mage armor (x2) Add this item to create a scroll with spells on it.
Smite Chaos (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Shell AC bonus increases by 2, and opponents receive -4 on critical confirmations
Snapping Turtle Style +2 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (5/day, DC 18) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) Can apply different conditions when using stunning fist feat.
Stunning Pin Use Stunning Fist against pinned opponents
Sweeping Smite (Ex) As standard action, use smite against extra target if first attack hits.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Valiant Stand +2 (Su) Bonus to attack and AC if adjacent to multiple opponents but no allies.
Wand of cure light wounds (37 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of true strike (5 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.