Sajan

Guang the Enlightened's page

275 posts. Organized Play character for dien (RPG Superstar 2015 Top 16).


Full Name

Brother Guang

Race

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

About Guang the Enlightened

PFS: 33401-10 - Silver Crusade

Appearance:
(Guang looks very little like the Sajan icon. They're both bald dudes; that's about where the similarities end.)

This image of Bu-dai is a not entirely inaccurate representation of what Guang looks like-- complete with skin the hue of bronze-gold, a big happy grin, and a comfortably plump physique.

He usually does not bother to carry a weapon, but keeps a few tucked into his pack for emergencies.

Guang the Enlightened
Male aasimar champion of irori 3/unchained monk 4/paladin (divine hunter) 2
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +18
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Defense
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AC Currently: 27 normal, 21 touch, 25 flat-footed
Breakdown:
10 +
(X) Wisdom bonus, untyped (+4)
(X) Monk additional bonus, untyped (+3)
(X) Dexterity (+2)
(X) Ioun stone, insight (+1)
(X ) Mage armor, armor (+4)
(X) Ring of protection, deflection (+1)
( ) Smite, deflection (+2)
(X) Snapping Turtle style, shield (+1)
( ) Shield spell, shield (+4)
(X) Barkskin, natural (+2)
( ) Monastic, trait (+1)
( ) Veil of Positive Energy, sacred, only vs undead (+2)

( ) Entangled (-4 dex/-2 AC)

hp 65 (9 HD; 3d8+6d10+10)
Fort +14, Ref +12, Will +14; +2 vs. enchantments
Defensive Abilities evasion, monastic; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee hanbo +13/+13/+8 (1d6+4) or
. . mwk cold iron nine-section whip +14/+14/+9 (1d8+4/19-20) or
. . mwk silver nine-section whip +14/+14/+9 (1d8+4/19-20) or
. . unarmed strike +14/+14/+9 (2d6+4)
Ranged cold iron shuriken +11/+11/+6 (1d2+4)
Special Attacks flurry of blows (unchained), smite chaos, smite evil 3/day (+2 attack and AC, +5 damage), stunning fist (6/day, DC 18), sweeping smite
Spell-Like Abilities (CL 9th; concentration +11)
. . 1/day—daylight
Champion of Irori Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect chaos
Monk (Unchained) Spell-Like Abilities (CL 4th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
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Statistics
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Str 19, Dex 14, Con 12, Int 12, Wis 18, Cha 14
Base Atk +9; CMB +14 (+21 grapple); CMD 34 (36 vs. grapple)
Feats Deflect Arrows, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Power Attack, Precise Shot, Snapping Turtle Clutch, Snapping Turtle Style, Stunning Fist, Weapon Focus (unarmed strike)
Traits honored fist of the society, monastic
Skills Acrobatics +11 (+15 to jump), Climb +8, Diplomacy +13, Escape Artist +2 (+3 competence to break a grapple), Handle Animal +6, Heal +8, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (engineering) +2, Knowledge (history) +7, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +13, Linguistics +2, Perception +18, Sense Motive +9, Stealth +6, Survival +4 (+6 to avoid becoming lost, +6 to avoid becoming lost), Swim +9, Use Magic Device +3; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Tien
SQ fast movement (unchained), ki pool (7 points magic), ki power (qinggong power), lay on hands 4/day (2d6)
Combat Gear oil of bless weapon (4), oil of magic weapon (3), potion of barkskin +2, potion of cure light wounds, potion of jump (CL 5th), potion of mage armor, scroll of fly, fly, scroll of lesser restoration, scroll of protection from evil, protection from evil, protection from evil, protection from evil, scroll of resist energy, universal solvent, wand of cure light wounds, wand of cure moderate wounds (9 charges), wand of lesser restoration (4 charges), wand of mage armor, wand of shield, wand of veil of positive energy, acid, air crystal, alchemist's fire, antiplague, antitoxin, fire ward gel, healer's kit, holy water (4), meditation tea, smoke pellet, smog (3), tanglefoot bag;

Other Gear cold iron shuriken (50), hanbo, mwk cold iron nine-section whip, mwk silver nine-section whip, armbands of the brawler, belt of giant strength +4, cloak of resistance +2, cracked magenta prism ioun stone, cracked vermillion rhomboid ioun stone, cracked vibrant purple prism ioun stone, dusty rose prism ioun stone, gauntlet of the skilled maneuver (grapple), headband of inspired wisdom +2, monk's robe, planar amulet of mighty fists, ring of protection +1, wayfinder, adamantine wire saw, chalk, charcoal, compass, flint and steel, grappling hook, masterwork backpack, mwk manacles, powder (2), rice paper (5), silver holy symbol of Irori, spider's silk rope (50 ft.), teapot, torch, trail rations (2), twine (50'), waterproof bag, waterskin, wrist sheath, spring loaded, 747 gp, 6 sp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
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).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, 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.
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 Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Chaos (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Smite Evil (3/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (6/day, DC 18) You can stun an opponent with an unarmed attack.
Sweeping Smite (Ex) As standard action, smite hit allows extra att vs. foe in reach.
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Barkskin is for 40 minutes.