About Gareth ShadowsbaneMale Aasimar Soulknife (Deadly Fist/WarSoul)1, Monk Master of Many Styles 1, Stalker 4, Psychic Fist 2, Awakened Blade 4 Roles filled:
*unarmed warrior, *stealthy scout/trap bot, *very high Perception rolled twice out of combat due to Eyes of the Silver Crane stance, *provides in combat healing via POW Strike Argent Knights Banner= 4d6 healing to all allies within 30ft *tactical movement (flanking etc)via move action Teleportation from Stance of the Ether Gate and Psionic power Hustle= extra move as swift action *Able to see through walls (Gloves of Reconnaissance) and then walk through them (Ghost Walk maneuver) If another trapbot is chosen Gareth will change his trapspotting etc to focus on other abilities Status:
HP 192/192 max hp at each lvl per GM | AC 29 | T 29| FF 25 |
F +17| R +22 | W +26| Init +12 | Perc +26| PP 39/39
Out of Combat Gareth is in the Eyes of the Crane Stance:
Once Combat Begins swift action into Stance of the Inner Eye+3 to hit, dam, saves, CMB, +1d6 dam Statblock:
Male Psionic Path of War Monk NG Medium Humanoid Perception +26 Lvl: 12 XP --------------
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1 Handy Haversack 2,000.00 Back
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Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) --------------------
Empowered Strikes"At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium. This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon." Flurry of Fists Blade SkillWhen making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill. Enhanced Strikes "The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon. This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements." Psychokinetic Discharge "A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks. The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them. Path of War Maneuvers
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Fuse Style (Ex)
AC Bonus When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his AC and his 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.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his fullStrength bonus on damage rolls for all his unarmed strikes.
Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk
Stalker lvls 1-4 Maneuvers[/]
[b]Ki Pool At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
Deadly Strike +1d6 The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.
Combat Insight At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details). Dodge Bonus The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add hisWisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery. Stalker Arts Combat Precognition (Su) The stalker designates his combat senses towards his opponents and gains momentary flashes of insight into how to defend himself against them. Spending one point of ki as an immediate actionforces opponents who attack the stalker to roll their attack rolls twice and take the worse of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds. Evasion (Ex) A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion. Rogue Talent : Trap Spotter, Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. --------------------------------------------------------- Psychic Fist lvls 1-2 Monk Abilities
Manifesting
Ki Power
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[b]Powers Known
Situational Awareness
Deep Focus
Path of the Warrior
Stance of the Inner Eye +3 to hit, dam ac, saves, CMB, +1d6 dam
Bonus Psionic Feat
. Feats:
Lvl 1 Improved Unarmed Strike (from Deadly Fist archetype replaces lvl 1 bonus feat)
Lvl 2 Master of Many Styles bonus feat: Pummeling Style Lvl 3 Chosen Feat: Psionic Meditation
Skills:
Skills
ACP -0 *ACP applies to these skills
Psionics:
PP
TOTAL 39pp ---------------------------
1rst Precognition, Offensive
2nd Hustle 3rd Vampiric Blade . Maneuvers:
------------------- Stalker Maneuvers ------------------- DisciplinesBroken Blade, Solar Wind, Veiled Moon, Thrashing Dragon, Silver Crane* *=accessed via Martial Traditions Maneuvers Known 11 Readied 6 Stances 3 IL 10 Stances , 1rst Eyes of the Crane, 1rst Spirit Sensing Stance, 5th Stance of the Ether Gate and Awakened Blade Stance : Stance of the Inner Eye Maneuvers
2nd Boost Bronze Knuckle
3rd Boost Ghost Walk
4th Counter Silver Cranes Resurgence 5th Strike Argent Knights Banner The rest of the maneuver selection is pending GM feedback on whether the Riven Hourglass maneuvers can be taken at this point or whether I need to wait for them to be released with Path of War Expanded. See Riven Hourglass in the link below Go to Riven Hourglass Discipline.. WarSoul Maneuvers
Stances: Pugilist Stance Maneuvers
Traits:
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Psionic Knack- Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit. Wisdom in the Flesh Disable Device
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. Appearance:
At 5'8, 150lbs Gareth has the lean build and flowing confident gait of a highly capable warrior. He has deeply tanned skin from long hours of mountaintop meditation with dark hair with perceptive brown eyes. He wears simple functional clothing allowing for ease of movement. He travels light., without weapons or armor. Only a simple dagger at his hip. More Background:
As an Aasimar orphan growing up in in Lastwall I have a great respect for the Paladins of Iomedae and Ragathiel. But I realized that fighting in their manner with heavy blade and armor would never be physically possible for me. I despaired that I would never find a way to answer the calling I had in my heart to combat evil. One day while taking a break from my chores at the temple of Iomedae I happened to come across a man dressed as a beggar who asked me to run down to the fountain in the circle and fetch him water. I complied as was my nature. I had passed Master Tariel’s first test. Master Tariel was newly arrived in Lastwall on his way to a small monastery outside the city limits. It was there that I learned to harness my body mind and soul to one purpose. The fighting style is that of unarmed Strikes through teh Path of War combined the discipline to sheath my body with my Will (Mind Blade) making my attacks more effective. Disciples of the Silver Crane are men and women for whom the power of the celestial and divine flow into the arts of their blade. The Silver Crane is a goodly discipline and may only be learned and used by those who have a good alignment who are inspired by the teachings of good aligned outsiders. It focuses on strong strikes designed to combat evil, celestial insights, and combat-predictions to defeat foes and enable the initiator and his allies to endure the hardships of battle against the forces of evil. Being trained as an unarmed warrior, I have been taught to know the value of Stealth and Surprise. While I respect the Paladins of Lastwall that I have grown up and trained with. And as much as our goals may be the same, I am much more flexible in my tactics used to get there. Stealth and striking from the shadows is no less honorable than calling out your enemy to the field of battle. As long as your enemy is Evil they deserve no honor or respect. If they feel uneasy in the dark worried that I may be waiting to strike them down from the darkness, then so much the better. I filled many roles with the Defenders of the Lastwall. . My darkvision, maxed ranks in Perception, Disable Device and Stealth as well as Trap Spotter rogue talent make me an ideal scout. Once combat is joined I use my unarmed skills with the Path of War maneuvers which provide in combat healing as well as versatility. Gareths tactics tend to be exemplified by the Lords of the Wheel Spring Sect with whom he has trained. "Spring is responsible for promoting growth in places that have been gripped by despair and suffering, and claims good-aligned Lords as its soldiers. Spring’s servants normally solve the immediate problem first, murdering gang lords, corrupt politicians, diabolic cults, and other sources of evil, and then back up the removal of evil by bolstering the area’s hope. It is not uncommon to find Spring soldiers (covertly, of course) bolstering local economies by introducing fresh money, volunteering at hospitals, providing magical items or services at cost, or training militia" Gareth has spent the past year as a guest instructor at the Order of the Stalwart Fist
He has been familiarizing himself with the area to learn how he may best effect some positive change in this troubled land. Go to Riven Hourglass Discipline.. Go to Deadly Fist Archetype.. Go to WarSoul. Go to Psionic Talents.. |