Hayato

Ikari Chanbara's page

132 posts. Alias of Anderlorn.


Full Name

Ikari Chanbara (チャンバラ 怒)

Race

RE-IMAGINED SAMURAI WIP

About Ikari Chanbara

Needs more equipment

Unnamed Hero
Male elf monk (sohei) 12/paladin 8 (Pathfinder RPG Ultimate Combat 60)
LG Medium humanoid (elf)
Init +16; Senses darkvision 60 ft.; Perception +29
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 29, touch 29, flat-footed 20 (+8 Dex, +1 dodge, +3 monk, +7 Wis)
hp 226 (20 HD; 12d8+8d10+132)
Fort +29, Ref +27, Will +30; +2 vs. enchantments
Defensive Abilities improved evasion; Immune blindness, charm, dazzled, disease, fear
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee elven knight lance +30/+25/+20/+15 (2d6+17/×3 plus 2d6 vs. Evil Outsider and 2d6 vs. evil) or
. . elven knight sword +32/+27/+22/+17 (2d8+19/19-20 plus 2d6 vs. Evil Outsider and 2d6 vs. evil) or
. . elven knight sword flurry of blows +33/+33/+28/+28/+23/+18 (2d8+15/19-20 plus 2d6 vs. Evil Outsider and 2d6 vs. evil) or
. . unarmed strike +27/+22/+17/+12 (1d6+10) or
. . unarmed strike flurry of blows +28/+28/+23/+23/+18/+13 (1d6+10)
Ranged or
. . elven knight bow flurry of blows +32/+32/+27/+27/+22/+17 (1d8+14/×3 plus 2d6 vs. Evil Outsider and 2d6 vs. evil) or
. . elven knight bow +31/+26/+21/+16 (1d8+14/×3 plus 2d6 vs. Evil Outsider and 2d6 vs. evil)
Space 5 ft.; Reach 5 ft. (10 ft. with elven knight lance)
Special Attacks battle/wrath variant channeling 6/day (DC 23, 4d6 plus 2 channel bonus), flurry of blows, smite evil 3/day (+9 attack and AC, +8 damage)
Spell-Like Abilities (CL 20th; concentration +29)
. . At will—light
Paladin Spell-Like Abilities (CL 8th; concentration +17)
. . At will—detect evil
Paladin Spells Prepared (CL 7th; concentration +16)
. . 2nd—righteous vigor[APG] (3, DC 21)
. . 1st—divine favor (4)
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Statistics
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Str 26, Dex 26, Con 22, Int 22, Wis 24, Cha 28
Base Atk +17; CMB +28 (+33 bull rush); CMD 54
Feats - Custom Feat -, Clustered Shots[UC], Deadly Aim, Dodge, Improved Unarmed Strike, Mobility, Mounted Archery, Mounted Combat, Mounted Skirmisher[APG], Point-Blank Shot, Power Attack, Precise Shot, Ride-by Attack, Run, Shot On The Run, Spring Attack
Traits fate's favored, magical knack
Skills Acrobatics +8 (+12 to jump with a running start, +20 to jump), Climb +13, Diplomacy +25, Handle Animal +23, Knowledge (religion) +29, Perception +29, Ride +23, Sense Motive +25, Spellcraft +29, Stealth +29, Swim +13, Use Magic Device +29
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ devoted guardian, divine bond (mount), high jump, ki pool (13 points cold iron, lawful, magic, silver), ki weapon, lay on hands 13/day (4d6), lightbringer[APG], living steel, maneuver training, mercies (diseased, sickened), monastic mount, weapon trainings (bows +1, monk +2), wholeness of body (12 hit points)
Other Gear elven knight bow, elven knight lance, elven knight sword[UC], belt of physical perfection +6, headband of mental superiority +6, portable hole, 67,490 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Battle/Wrath Variant Channeling (±2 Sacred) Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 4d6 plus 2 channel bonus (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Devoted Guardian +6 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Flurry of Blows +18/+18/+13/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+12/+32 with ki point) (Ex) +12 to Acrobatics checks made to jump.
Immunity to Blindness You are immune to blindness.
Immunity to Charm You are immune to charm effects.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Weapon +3 (Su) At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum
Lay on Hands (4d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Maneuver Training (Ex) CMB = other BABs + Monk level
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monastic Mount (24 HP) (Su) At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gai
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -5/+10 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.
Ride-By Attack You can move - attack - move when charging mounted.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Smite Evil (3/day) (Su) +9 to hit, +8 to damage, +9 deflection bonus to AC when used.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Monk) +2 (Ex) +2 Attack, Damage, CMB, CMD with Monk weapons
Wholeness of Body (12 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
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Paladin at Level 1 instead of Monk

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Animal Companion CR –
Aerial advanced horse monk 8 (Pathfinder Player Companion: Monster Summoner's Handbook 18, Pathfinder RPG Bestiary 288)
LN Large animal (air)
Init +5; Senses darkvision 120 ft., low-light vision, scent; Perception +20
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Defense
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AC 32, touch 22, flat-footed 27 (+3 deflection, +5 Dex, +2 monk, +10 natural, -1 size, +3 Wis)
hp 147 (15d8+83)
Fort +19, Ref +19, Will +14 (+4 morale bonus vs. enchantment effects); +2 vs. enchantments
Defensive Abilities evasion, evasion; DR 5/—; Immune disease; Resist electricity 20
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Offense
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Speed 70 ft., fly 150 ft. (perfect)
Melee unarmed strike +18/+13/+8 (2d8+7 plus 2d6 electricity) or
. . unarmed strike flurry of blows +20/+20/+15/+15/+10 (2d8+7 plus 2d6 electricity) or
. . bite +17 (1d4+7 plus 2d6 electricity), 2 hooves +12 (1d6+3 plus 2d6 electricity)
Space 10 ft.; Reach 5 ft.
Special Attacks flurry of blows, stunning fist (9/day, DC 20)
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Statistics
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Str 24, Dex 20, Con 21, Int 8, Wis 16, Cha 10
Base Atk +11; CMB +21 (+23 bull rush, +23 trip); CMD 42 (44 vs. bull rush, 48 vs. trip)
Feats Acrobatic, Combat Reflexes, Death From Above[UC], Deepsight[APG], Flyby Attack, Hover, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Skill Focus (Stealth), Stunning Fist, Weapon Focus (unarmed strike), Wingover
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +7 (+31 to jump), Fly +22, Perception +20, Stealth +20, Swim +11
SQ devotion, fast movement, high jump, ki pool (7 points cold iron, magic, silver), maneuver training, slow fall 40 ft., wholeness of body (8 hit points)
Other Gear heroic saddle
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Special Abilities
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Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +13/+13/+8/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fly (150 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
High Jump (+8/+28 with ki point) (Ex) +8 to Acrobatics checks made to jump.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Disease You are immune to diseases.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Trip You don't provoke attacks of opportunity when tripping.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (9/day, DC 20) You can stun an opponent with an unarmed attack.
Wholeness of Body (8 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
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==== Monastic Mount (Su) (24 HPs) ====

At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gains any of the following abilities the sohei possesses: AC bonus, diamond soul, evasion, high jump, improved evasion, ki strike (as long as the sohei has at least 1 point in his ki pool), perfect self, and still mind. When a sohei spends points from his ki pool, his mount gains the same benefits as the sohei.

1. Monk AC +1, Wisdom AC +4
2. Diamond Soul = NO
3. Improved Evasion = Already Have
4. Ki Jump = Already Have
5. Ki Strike (Add Lawful, Sohei must have 1 Ki point)
6. Sohei Ki Abilities such as Ki Weapon +3
7. Plus 24 Temp Hit Points and 1d8+10 from Saddle. In addition, 1d8+10/2 go to the rider as a bonus.
8. Saddle Heals Mount the same time as rider.

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