Shasthaak

Giri of the Chenlun Mountains's page

109 posts. Alias of rpblue.


Race

Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2

Classes/Levels

Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

Gender

Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8

About Giri of the Chenlun Mountains

Male Human Unchained Monk 1 / Ecclesitheurge Cleric of Yamatsumi 3
Hierophant Mythic Tier 2
N Medium humanoid (human)
Initiative +3;

Defense::

AC 20, touch 16, flat-footed 19 (+4 Wis, +1 Dex, +4 armor, +1 deflection)
HP 44 (1d10+3d8+8[Con]+3[FCB]+8[Mythic])
Fort +8, Ref +5, Will +8
Defensive Abilities

Offense::

Speed 30 ft.
Melee Eruption’s Blaze (+1 tetsubo) +7 (1d10+4 | x4)
Melee unarmed strike +5 (1d6+2)
Ranged wushu dart +4 (1d4+2)

Spells Prepared:

Caster Level - 4
0th (4 known): Detect Magic; Guidance; Light; Detect Poison
1st (2+1+1/day): Burning Hands*; Shield of Faith (x2); Burning Hands
2nd (1+1+1/day): Cat’s Grace*; Mythic Spiritual Weapon (x2)
*= Domain Spells
Current Secondary Domain=Flowing (Water) Subdomain
Current Mythic Spells - Cure Light Wounds; Spiritual Weapon

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Spell Like Abilities:
Caster Level - 4
Mage Armor (x3)
Scorching Ray (x3)
False Life (x3)

Statistics::

Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 13
Mythic Ability Score Adjustments Tier 2-Wisdom +2
Base Attack +3; CMB +5; CMD 20
Feats: Weapon Focus (Tetsubo); Eldritch Heritage (Arcane); Crusader’s Flurry
Bonus Feats: Skill Focus (Kn. Religion); Improved Unarmed Strike; Stunning Fist; Deflect Arrows
Always Available Feats: Power Attack, Weapon Finesse, Combat Expertise, Deadly Aim
Mythic Feats: Mythic Eldritch Heritage (1st); Mythic Spell Lore (2nd-Bonus)
Skills (20 Ranks)
Climb [1] +6; Kn. (Planes) [4] +7; Kn. (Religion) [4] +7; Perception [4] +11; Sense Motive [1] +8; Spellcraft [4] +7; Survival [1] +8; Swim [1] +6
Background Skills (8 Ranks)
Kn. (Geography) [2] +5; Kn. (History) [2] +5; Linguistics [2] +5; Profession (Monk) [2] +9
Languages Common, Tien, Giant
Traits Magical Knack(Cleric) - +2 to Cleric CL up to character level; Warded Against Witchery - You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Racial Traits Bonus Feat; Skilled
SQ AC Bonus; Flurry of Blows; Blessing of the Faithful; Domain Mastery (Primary: Ash; Secondary: Solitude)
Combat Gear +1 Tetsubo, Bracers of Armor +1, Wushu Dart (x5), Dagger, Ring of Feather Falling/Protection +1
Other Gear Masterwork Backpack, Medium Tent, Trail Rations (x10), Bedroll, Heavy Blanket, Silk Rope 50 ft., Ioun Torch, Holy Water

Mythic Abilities - Hierophant:

Bonus Hit Points: Whenever you gain a hierophant tier, you gain 4 bonus hit points.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

--Heirophant--
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

1st Tier - Legendary Item
2nd Tier - Intelligent (Spellcasting): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.
3rd Tier - Upgradeable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.
4th Tier - Devourer:

Eldritch Heritage - Arcane:

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

Eruption’s Blaze - Legendary Tetsubo of Yamatsumi:

Tier 1: Legendary Item (Tetsubo): Spellcasting (Mage Armor [1]; Scorching Ray (x3) [4])
Tier 2: Legendary Item (Tetsubo): Spellcasting (Mage Armor [1]; False Life (x3) [4])
Caster Level 4 (2 x Wielder's Mythic Rank)

Arcane Bond - Oni Helmet (Head Slot):

--No powers yet.

Bonded Holy Symbol - Monk's Belt with Iroran Belt Buckle (Belt Slot):

--No powers yet.

Special Abilities::

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: 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. 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:At 1st level, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Flurry of Blows:At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist:At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Unarmed Strike:At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

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Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he's not proficient with any type of armor or shield. This replaces the cleric's weapon and armor proficiencies.

Ecclesitheurge's Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard's bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard's bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat's level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol's owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

Domains - Ash (Fire) and Solitude (Protection) with Secondary Spell Lists:

Primary Domain - Ash (Fire): You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Ash (Fire) Subdomain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fiery body.

Secondary Domain - Solitude (Protection):
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Solitude (Protection) Subdomain Spells: 1st—sanctuary, 2nd—silence, 3rd—protection from energy, 4th—detect scrying, 5th—mirage arcana, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—greater create demiplaneUM.

Alternate Secondary Spell Lists:
Fire Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Earth Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Protection Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Strength Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
Fist (Strength) Subdomain Spells 1st—true strike, 2nd—bull's strength, 3rd—greater magic fang, 4th—force punch, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Water Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).
Flowing (Water) Subdomain Spells: 2nd—cat’s grace, 4th—freedom of movement, 6th—fluid formAPG, 8th—mind blank.

Attacks:

[dice=Tetsubo] 1d20+7 [/dice]
[dice=Bludgeoning Damage] 1d10+4[/dice]

[dice=Unarmed Strike] 1d20+5 [/dice]
[dice=Bludgeoning Damage] 1d6+2 [/dice]

[dice=Wushu Dart] 1d20+4 [/dice]
[dice=Piercing Damage] 1d4+2 [/dice]