Race |
LN M Ancient Elf (Gnome Adopted) Monk(Rogue Dedi) 11 | ◆◇↺□☑ ♥️ 160/160 | AC 30 | Resistances: Acid 5 Electricity 5 Fire 5 (Cold 5 in stance) |
Classes/Levels |
Fortitude +20 | Reflex +22 (Path2Perfection)| Will +20(Path2Perfection) | Perception +17; Low-Light Vision | Speed 60 ft (65 in stance) | Innate Spell DC 23 | Class DC 27 |
About Guillias Vernedethi
Guillias Vernedethi Monk 11 Rogue Dedi Second Chance Champion
LN Medium Elf Ancient Elf Humanoid
Perception +17; Low-Light Vision
Languages Common, Elven, Tien, Sylvan
Skills Acrobatics +22, Arcana +15, Athletics +21, Lore: Gladiatorial +15, Occultism +15, Society +15, Stealth +20, Survival +15, Thievery +17
Str 19 +4, Dex 18 +4, Con 18 +4, Int 14 +2, Wis 14 +2, Cha 10 +0
Items +1 Resilient Unarmored, Handwraps of Mighty Blows (+2 Shock Striking), Ring of Energy Resistance - Acid, Ring of Energy Resistance - Electricity, Ring of Energy Resistance - Fire, Aeon Stone (Pearly White Spindle), Boots of Elvenkind, Cloak of Elvenkind, Bag of Holding (Type I), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools (Infiltrator), Thieves' Tools (Infiltrator Picks), Healing Potion (Moderate), Healing Potion (Lesser) (2), Antiplague (Lesser), Antidote (Lesser), Elixir of Life (Lesser), Elixir of Life (Minor), 2gp, 4 sp
AC 30, Fort +20, Ref +22, Will +20
HP 160; Resistances electricity 5, acid 5, fire 5, cold 5 (in stance)
Speed 60 feet
Melee +2 Striking Shock Flashing Spark +21 (Forceful, Nonlethal, Sweep, Unarmed, Electricity, Evocation, Magical), Damage 2d8+6 (S) 1d6 (Electricity)
Ranged +1 Striking Returning Javelin +20 (Thrown, Evocation, Magical), Damage 2d6+6 (P)
Primal Innate Spells DC 23, attack +13 Cantrips Light
Arcane Innate Spells DC 23, attack +13 Cantrips Detect Magic
Primal Innate Spells DC 23, attack +13 Cantrips Guidance
Arcane Innate Spells DC 23, attack +13 Cantrips Shield
Focus Spells (1 points) Abundant Step
Additional Feats Abundant Step, Adopted Ancestry, Arcane Sense, Cat Fall, Dancing Leaf, Fast Recovery, First World Magic, Fleet, Inner Fire, Nimble Elf, Otherworldly Magic, Quick Jump, Sneak Attacker, Steady Balance, Stoked Flame Stance, Titan Wrestler, Underwater Marauder, Vivacious Conduit, Water Step, Wildborn Magic
Additional Specials Adopted Ancestry (Gnome), Expert Strikes, Incredible Movement, Metal Strikes, Mystic Strikes, Path to Perfection (Will), Powerful Fist, Second Path to Perfection (Reflex), Sneak Attack, Surprise Attack
Botting Instructions
At the beginning of combat, enter stoked fire stance and find a taget to flurry.
Whenever possible, Gills should keep mobile, using his superior speed to move up (preferably into a flanking position), flurry, and move away.
In more crowded conditions or when it is better to remain flanking
(such as when the target has demonstrated that the can use attacks of opportunity), his last action should be to use shield (when n melee) or guidance (to help someone else).