| Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor
Gender
Human Male UC Monk 1/Pal 6
Size
Medium
Age
23
Special Abilities
Unscathed (+2 energy resistance), Reactionary (+2 Int)
Alignment
LG
Deity
Irori
Strength
18
Dexterity
14
Constitution
12
Intelligence
7
Wisdom
10
Charisma
16
About Ischell
GMs + Party Members:
GM: Thanks you for taking your time to lead us through an adventure!
If there is ever anything that I can do as a player to be 'better'- please let me know. I sincerely appreciate discussion and feedback about my characters, posting style, and even formatting!
Botting:
Reach build with combat reflexes. Place Ischell in the middle of combat and take AoO (3/round). Use power attack most of the time. Several common dice expressions below.
Reach Power attack, full round (AoO, Std Action 1st attack only)
[dice=+1 DC Kama, PA, Flurry]1d20+12[/dice]
[dice=Adamantine, S, PA]1d6+14[/dice]
[dice=+1 DC Kama, PA, Flurry]1d20+12[/dice]
[dice=Adamantine, S, PA]1d6+14[/dice]
[dice=+1 DC Kama, PA, Flurry]1d20+7[/dice]
[dice=Adamantine, S, PA]1d6+14[/dice]
Reach No power attack, full round(AoO, Std Action 1st attack only)
[dice=+1 DC Kama, Flurry]1d20+14[/dice]
[dice=Adamantine, S]1d6+8[/dice]
[dice=+1 DC Kama, Flurry]1d20+14[/dice]
[dice=Adamantine, S]1d6+8[/dice]
[dice=+1 DC Kama, Flurry]1d20+9[/dice]
[dice=Adamantine, S]1d6+8[/dice]
Adjacent No power attack, full round(AoO, Std Action 1st attack only)
[dice=+1 Kama, Flurry]1d20+14[/dice]
[dice=Adamantine, S]1d6+6[/dice]
[dice=+1 Kama, Flurry]1d20+14[/dice]
[dice=Adamantine, S]1d6+6[/dice]
[dice=+1 Kama, Flurry]1d20+9[/dice]
[dice=Adamantine, S]1d6+6[/dice]
Sir Ischell de Ivocus
Male human (Taldan) unchained monk (scaled fist) 1/paladin 6 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +9
Aura courage (10 ft.)
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Defense
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AC 19, touch 18, flat-footed 17 (+4 Cha, +1 deflection, +2 Dex, +1 insight, +1 natural)
hp 53 (7d10+7)
Fort +14, Ref +12, Will +11; +2 vs. death
Immune disease, fear; Resist acid 3, cold 4, electricity 3, fire 4
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Offense
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Speed 30 ft.
Melee +1 adamantine double-chained kama +12/+12/+7 (1d6+14) or
. . dagger +10/+5 (1d4+9/19-20) or
. . unarmed strike +10/+10/+5 (1d6+9)
Ranged cold iron shuriken +9/+9/+4 (1d2+5) or
. . light crossbow +9 (1d8/19-20) or
. . silver shuriken +9/+9/+4 (1d2+4)
Special Attacks channel positive energy 3/day (DC 17, 3d6), flurry of blows (unchained), smite evil 2/day (+4 attack and AC, +6 damage), stunning fist (2/day, DC 17)
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +7)
. . 1st—divine favor, stunning barrier[ACG] (DC 15)
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Statistics
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Str 20, Dex 14, Con 12, Int 7, Wis 10, Cha 18
Base Atk +7; CMB +10; CMD 30
Feats Combat Reflexes, Fey Foundling[ISWG], Improved Unarmed Strike, Lunge, Power Attack, Pushing Assault[APG], Stunning Fist, Weapon Focus (double-chained kama)
Traits reactionary, unscathed
Skills Acrobatics +6, Climb +9, Diplomacy +8, Intimidate +8, Knowledge (nobility) +2, Perception +9, Sense Motive +4, Stealth +6, Swim +9, Use Magic Device +5
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 7/day (3d6), mercies (diseased, sickened)
Combat Gear potion of ablative barrier, potion of ablative barrier, potion of enlarge person, potion of enlarge person, potion of fly, wand of cure light wounds, wand of enlarge person, wand of mage armor (50 charges), acid (2), alchemist's fire, holy water (2), holy weapon balm[ACG] (2); Other Gear +1 adamantine double-chained kama[UC], cold iron shuriken (10), dagger, light crossbow with 50 bolts, silver shuriken (4), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, dusty rose prism ioun stone, headband of alluring charisma +2, ioun torch ioun stone[APG], ring of protection +1, backpack, wooden holy symbol of Hand of Irori, 733 gp, 8 sp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/1
Cold iron crossbow bolts - 0/50
Cold iron shuriken - 0/10
Dagger - 0/1
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) - 0/1
Holy water - 0/2
Holy weapon balm - 0/20
Lay on Hands (3d6 hit points, 7/day) (Su) - 0/7
Paladin Channel Positive Energy 3d6 (3/day, DC 17) (Su) - 0/3
Potion of ablative barrier - 0/1
Potion of ablative barrier - 0/1
Potion of enlarge person - 0/1
Potion of enlarge person - 0/1
Potion of fly - 0/1
Silver shuriken - 0/4
Smite Evil (2/day) (Su) - 0/2
Stunning Fist (2/day, DC 17) - 0/2
Wand of cure light wounds - 3/50
Wand of enlarge person - 2/50
Wand of mage armor (50 charges) - 0/50
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (4) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (3) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
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.
Paladin Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Stunning Fist (2/day, DC 17) You can stun an opponent with an unarmed attack.
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Ischell’s birth and early life remain a mystery. Merielle Ivocus, the youngest daughter of the Taldan noble family, found the infant Ischell on the families holdings at the edge of the Verduran forest. Instead of leaving the child, she took him back to the Ivocus estate. Adopted by the family, he inherited the family name- but little else.
Ischell never quite adapted to his new noble expectations, seemingly ungifted in business and formal social situations. Rather, curious magic always seemed to follow in his footsteps. The family always whispered that he was “touched by the fey” when they thought Ischell wasn’t listening. As a teenager, he felt this pull to venture out into the world to find himself. When he turned 18, he recieved the family title, and then set out on his own to find his own way.
His travels led him to Absalom, and eventually to the temple of Irori where Ischell finally found meaning and purpose. The process of self-enlightenment has not always been easy, but it has allowed him to accept his unique gifts and embrace the unknown of his past.