Beltias Kreun

Gabriel Freemind's page

265 posts. Alias of natloz.


Full Name

Gabrial Izalith Freemind

Race

| HP: 90/90| AC: 31 (23 Tch, 24 Fl) | CMB: +8, CMD: 37| F: +8, R: +16, W: +8 | Init: +8 Perc: +21, SM: +16

Classes/Levels

| Speed 50ft | Psionic Focus (X)| Active conditions: Force Screen

Gender

Male LN Human Unchained Monk (Enlightened Monk) 5/ Unchained Rogue (Dark Lurker) 4/ Psychic Fist 1

About Gabriel Freemind

Gabriel Izalith Freemind
LN Human Unchained Monk (enlightened monk) 5/ Unchained Rogue (Dark Lurker) 4/ Psychic Fist 1
Init +8; Perception +21; Darkvision 60 ft

HP: 90/90
Ki/Psi points: 7/12
Stunning Fist DC 18: 5/6
Psionic Focus [X]

Fast Healing in not bright light when below half hp.
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Defense
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AC 27, Touch 23, Flat Footed 20 (+0 armor, +6 dex, +1 deflection, +1 Dodge, +3 wis, +4 natural, +2 Monk)
HP 90 (10 + 5*5 + 4*5 + 5*1 + 10+18)
Fort +8, Ref +16, Will +8
Special Defense: +1 AC & Reflex vs traps; +2 vs enchantment spells and effects; immune vs disease; can’t be FF vs surprise and invis gets no bonus
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Offense
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(Effects: +8 BAB; +1 hit WF; +6 hit & Damage from Dex; +1 AoMF)
Speed 50ft,
Melee Unarmed Strike +16(1d10+6 20/x2)
Flurry +16/+16/+11 (1d10+6 20/x2)
Special Attacks: Sneak Attack 2d6, Stunning Fist, Debilitating Injury, Style Strike (Spin Kick), Blind-Fight, combat reflexes(7), +2 damage while psionically focused, Expend Psionic Focus for extra 4d6 on one attack and +1 stunning fist DC; Strikes count as magic, cold iron, & silver
(Full round action to become psionically focused)

Combat reflexes (7)

Ki Abilities: Vanish (swift, 4 rounds, 1 Ki), Extra Attack on full attack (swift, 1 Ki), Cat-Fall (1 Ki per 50 ft/250 max), Force Screen (+4 shield AC 1 min)
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Stats
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STR 10,Dex 22, Con 14, Int 12, Wis 16, Cha 7
Bab +8, CMB +8, CMD 29

Traits: Indomitable Faith +1 will saves
Reactionary +2 init
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SKILLS
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Skill points: U-Rogue 32 (8*4), U-Monk 20 (4*5), Psychic Fist (4*1), Int 10, 10 background (craft, profession, perform)
Class Skills: Acrobatics (Dex), Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Acrobatics +21 (+6 dex, +10 rank, +3 cs, +2 competence)
+23 Jump
Autohypnosis +15 (+3 wis, +9 rank, +3 cs)
Climb +5 (-1 str ,+1 rank, +3 cs, +2 competence)
Disable Device +16 (+6 dex, +5 rank, +3 cs, +2 class)
Escape Artist +15 (+6 dex, +6 rank, +3 cs)
Know Dungeoneering +4 (+1 rank, +3 cs)
Linguistics +5 (+2 rank, +3 cs)
Perception 21 (+3 wis, +10 rank, +3 cs, +5 competence)
+23 vs traps
+22 vs surprise
Perform (Dance) +13 (0 cha, +1 rank, +3 cs)
Sense Motive 16 (+3 wis, +10 rank, +3 cs)
Stealth +21 (+6 dex, +10 rank, +3 cs, +2 competence) (+4 circumstance bonus in "not bright light"; +2 racial when concealed by darkness or dim light)
Swim +3 (-1 str, +1 rank, +3 cs)

Languages: Common, Ifrit, High Ifrit, Benthic, Maker Script

Notes:

Key to the Flowered One = Gethis

[dice=Stealth]1d20+21[/dice] +4 if not bright light, +2 if concealed by darkness or dim light
[dice=Perception]1d20+21[/dice]

Feats:

Weapon Finesse – Use dex to hit with light melee weapons
Weapon Focus (Unarmed Strike) – +1 hit with unarmed strike

Dodge – +1 dodge AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Psionic Body (psionic) - (+10 hp) When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.
Wild Talent (psionic) - Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Jabbing Style – When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.
Up the Walls (psionic) - While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.

Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Psionic Fist (psionic) - While you maintain psionic focus, your unarmed strikes or attacks with a natural weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an unarmed strike or an attack with a natural weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus.
Greater Psionic Fist (psionic) - When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 2 points of damage instead of 1 point of damage while you maintain psionic focus, and deal an extra 4d6 points of damage instead of an extra 2d6 points when you expend your psionic focus.

Human Racial Features:

+2 Dex
Extra feat: Dodge
Dimdweller (replaces skilled): Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Darkvision: 60ft
Shadow Gatherer: You gain +4 circumstance bonus to your stealth checks whenever you are in any light condition besides 'bright light'.
Too Slippery to Die: Anytime you are at less than half HP(45), you gain the following abilities:
- Improved Evasion
- Limited Dim-Healing: You gain fast healing 1, as long as you are not in bright light.

Unchained Enlightened Monk Features:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. (lvl 11: +2)
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: Lvl 1: replaced, Lvl 2: Combat Reflexes
Wild Talent: (granted feat) Psionic Character; 2 power points
Psionic Fist: (granted feat) While maintaining psionic focus - +1 damage; expend focus to deal 2d6 damage on one attack
Flurry of Blows (Ex): Extra attack at full BAB. Stacks with Haste, ect.. (lvl 6: 1 extra attack)
Stunning Fist (Ex): Gain feat and uses per monk lvl. Can make target Stunned or Fatigued
Unarmed Strike (Ex): Improved Unarmed Strike feat. Improved Damage as table (lvl 11). (1d10)
Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (ex): Enhancement bonus to land speed as listed on table. (lvl 6: 20ft)
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. (Lvl 8)
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. (Slow Fall - replaced)
Ki Psionics: - An enlightened monk can combine his ki points and power points for special abilities including manifesting powers. In addition, the enlightened monk can spend 1 ki point to use catfall as a psi-like ability with a manifester level equal to his class level.
Still Mind (Ex): +2 (untyped) vs enchantment spells and effect
Purity of Body (Ex): Immunity to all diseases, including supernatural and magical diseases
Style Strike (Ex): Can perform 1 selected style strike per round. (Spink Kick)

Unchained Rogue Features:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. At second level, a dark lurker gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. At lvl 3, choose a light weapon to use dex for damage. (Unarmed strike)

Blades from the Shadows (ex): Ability to make sneak attacks vs foes with cover. Repleaces Evasion
Blind-Fight (ex): Gain blind fight as bonus feat. Replaces lvl 2 rogue talent.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Rogue Talent: Ninja Trick: Vanishing Trick (Su): Cast vanish as swift action for 1 Ki point. Caster lvl = rogue lvl.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Psychic Fist:

Monk Abilities: Psychic Fist levels add to monk unarmed damage, AC bonus, unarmored speed, and flurry of blows

Manifesting: Caster lvl 1, 1st lvl powers (1): Force Screen, 1 pp per day (Bonus +1pp)

Enhanced Ki Power (SU): A psychic fist adds 1/2 his psychic fist level AND his con modifier (1+2) to the max number of points in his ki pool and the effective level his ki strike

Mundane Equipment:
MW backpack
MW Thieve’s Tools
Silk Rope
Torches (10)
Trail Rations (5 days)
Waterskin
Bed Roll
Belt Pouch
Iron Pot
Mess Kit
Chalk (10)
Flint and steel
Grappling Hook
Onyx Worry Stone
1 Mind Blank potion (white potions from Moon Inquisitor)
1 ring of feather fall
1 ring of elemental protection (40 "hit points" of protection from any kind of common energy (lightning, fire, cold, acid) ; hp come back when wearer has a long rest

Magic Equipment:
Headband: Headband of Inspired Wisdom +2
Eyes: Eyes of the Eagle
Shoulders: Cloak of Resistance +1
Neck: Amulet of Mighty Fists +1
Body: Monk’s Robe
Belt: Belt of Incredible Dexterity +2
Feet: Cat Burglar’s boots
Ring 1: Ring of Elemental Protection
Ring 2: Ring of Protection +1
Slottless: psychoactive skin of the defender (+4 natural armor)
Equipment Value: 66700 + Ring of Elemental Protection

Cash: 1298 gp

Background:
1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.
2) Having run away from home, he makes his living both dancing, something he loves and Mercenary missions from the Happy Swords.
3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family
4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never.
5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body.
As the party fell to the Road of Bones, they awoke in the subterranean realm of myconids. Gabe pulls himself from the muck having been reborn, his shadowy taint removed with his rebirth. The transformative presence of the Heap is not easily shaken off though. Some of the restorative magics of the myconian demi-god stuck with Gabe even as they left the underground tunnels behind. As the party traversed the Great Forest and its home plane, the fey magic had a subtle effect on the remaining Heap matter in the assassin. His mind, changing in ways that weren’t obvious even to himself until the effects were already in place. New knowledge and fighting techniques replaced the old ways. Items he once held dear, now foreign to him. He grabs for his sword only to find himself holding an amulet already around his neck. His sparkling mithril armor now mimicking the garb of the oread tribal leader with which they are traveling. Fey-touched Gabrel knows his allies and retains his goals but the Fey influence has changed his methods to protect his friends and attain his goals. He no longer holds the guilt of killing which guided him in the past. Through all these changes, his mantra remains similar, “Through the darkness, not of the darkness.” That is all a past life now…

Samen’s movement to remove the influence of “gods” from the ellen has influenced Gabe to explore the new possibilities open to him. Through multiple experiments with transformations Gabriel has developed his own take on this “humanity” Samen is trying to bring to the world. Holding on to his shadowy powers, Gabe’s vision of humanity is distinctly a darker entity. He retains his deep blue eyes though his flesh is now a sickly pink. The power of his mind has grown significantly though not without a cost. He can project his thoughts to bolster his body, use his thoughts to tether his feet to whatever he is walking on, focus his mind through his limbs to strengthen his blows. His knowledge of fighting styles has changed though and his ability to defend himself while on the move has diminished. He continues to hone his body and mind in harmony. Though not enjoying the transformation as much, his shadow as a companion has taken refuge in Gabriel's eyes as a way to hide from the sunlord. Because of this, Gabe does not cast a shadow.

Gabriel has Charcoal black hair, Deep blue eyes on a black background and pale pink skin. Where once there was ugly dark veins covering his body and he left eye, there are faint lines, leftover from his abuses at the hands of the temple, like a cut that has healed. He keeps a deep hood to cover his new appearance while among the unchanged.

As a person Gabriel is Demure, someone who follows orders as opposed to questioning and rebellion. The one thing he stands up for is Darkness not being inherently evil.

Build Notes:

Base stats: STR 10,Dex 16 +2 (human), Con 14, Int 12, Wis 14, Cha 8 ::20 pb
0 +10 + 5 + 2 + 5 + 0 == 20
Lvl 4: +1 dex
lvl 8: +1 dex
non-item Modified Stats: Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 8

Lvl 1: Unchained Monk 1
-Feat Weapon Focus (Unarmed Strike)
-Bonus feat Replaced with Psionic Training - Wild Talent & Psionic Fist
-Human Bonus Feat (Dodge)
-flurry of blows (bonus attack)
-stunning fist
-unarmed strike (1d6)
-Monk AC Bonus (+0 +Wis)
Lvl 2: Unchained Rogue 1 (Dark Lurker)
-Finesse training
-sneak attack +1d6
-trapfinding
Lvl 3: U Rogue 2
-Feat (up the walls (psionic))
-Blades from the Shadows (evasion)
-Blind Fight (rogue talent)
Lvl 4: U Rogue 3
-Danger sense +1
-finesse training (unarmed strike)
-sneak attack +2d6
Lvl 5: U Rogue 4
-Feat Jabbing Style
-Debilitating injury
-rogue talent (Ninja Trick: Vanish)
-uncanny dodge
Lvl 6: U Monk 2
-Bonus feat (Combat Reflexes)
-evasion
Lvl 7: U Monk 3
-Feat Psionic Body
-Fast movement (+10 ft)
-ki pool
-ki strike (magic)
Lvl 8: U Monk 4
-Ki power (Slow Fall) - Replaced below
-Ki Psionics
-still mind
-Unarmed Strike (1d8)
-Monk AC bonus (+1 +Wis)
Lvl 9: U Monk 5
-Feat Greater Psionic Fist
-Purity of body
-style strike (1/round) (Spin Kick)
Lvl 10: Psychic Fist
+1 Reflex, Will
+1 Ki/Power point
+1 Power Known (Force Screen)
+1 effective Monk Level (6) for Unarmed Damage, AC, Speed, Flurry
story: gain enhanced Ki Power ability