Mask

Lacsar of Senara's page

146 posts. Alias of stormraven.


Classes/Levels

HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

About Lacsar of Senara

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Male Human (Chelaxian) Monk (Zen Archer) 7 [Favored Class: 7/7 HP/Skill] MR: Trickster 3
LN Medium Humanoid (human)
Languages Abyssal, Common, Infernal, Daemonic, Osiriani

Init +7; Senses Perception +16, darkvision 60'

Statistics

    Str 14, Dex 14, Con 10, Int 14, Wis 22, Cha 8

    Base Atk +5; CMB +7

Defense

    AC 22, touch 19, flat-footed 20 (+2 Dex, +6 Wis, +3 Bracers, +1 Monk)
    CMD 26, flat-footed 24
    HP 57 (7d8 + Mythic)
    Fort +6, Ref +8, Will +12

Offense - Speed 50 ft.

Melee

    Unarmed Strike +7 1d8+2 (20/x2)

Ranged

    +1 Adaptive Planar Darkwood Composite Longbow (Str +2) (20/x3, 110' range)
    >30'
    BASE ATT +13 1d8+5
    + DEADLY +11 1d8+11
    + FLURRY +16/+16/+11 1d8+11

    <31'
    BASE ATT +14 1d8+6
    + DEADLY +12 1d8+12
    + FLURRY +17/+17/+12 1d8+12

Special Abilities

  • FOB +5/+5/+0
  • (7/day) Perfect Strike - Roll 2 d20s on ATT and take best roll
  • (7/day) Ki Pool
  • Slow Fall 30'
  • Unarmed counts as Cold Iron/Silver/Magic
  • Snake Style - Immediate Action to make SM Roll (1d20+18) as AC or Touch AC
  • Path: Wall Run - move along weight-supporting vertical surfaces
  • Path: Pierce the Darkness - 60' infravision (using Monster Rules)
  • Path: Fickle Attack - all 1's on weapon damage are maxed.
  • Hard to Kill - not dead until at -20 HP, auto-stabilize
  • Recuperation - regain full HPs after 8 hours of rest

Ki Powers (7/day)

  • (1) Ki FOB (Swift) - Gain another attack
  • (1) Ki Archery - +50' range increment
  • (1) Ki Defense (Swift) - +4 Dodge AC for 1 rnd
  • (1) Ki Arrow (Swift) - Change bow damage to unarmed dice
  • (1) Ki Jump (Swift) - +20 on Jump
  • (1) Ki Move (Swift) - +20' of movement
  • (2) Wholeness of Body - Heal 7 HP

Mythic Powers (9/day)

  • (1) Surge - +1d6 to a d20 roll
  • (1) Extra Standard Action - (Free)
  • (1) Fleet charge - (Swift) Full Move with highest ATT (+3) along path, DAM bypasses DR
  • (1) Recuperation - (1 Hour) Heal 28 HP & regain all Ki

Monk Abilities:

Feats & Traits:

Skills

    Acrobatics +12 (7)
    --> Jump +19
    Appraise +2
    Bluff -1
    Climb +12 (7)
    Craft (bows) +7 (2)
    Diplomacy -1
    Disguise -1
    Escape Artist +2
    Fly +2
    Heal +6
    Intimidate +3 (1)
    Knowledge (Arcana) +8 (3)
    Knowledge (Dungeon) +8 (3)
    Knowledge (History) +9 (3)
    Knowledge (Planes) +9 (3)
    Knowledge (Religion) +9 (4)
    Perception +16 (7)
    Ride +6 (1)
    Sense Motive +18 (7 + Snake Style)
    Stealth +12 (7)
    Survival +6
    Swim +6 (1)

Gear:
Silver Mask
Robes
Bracers of Armor +3
Cloak of Resistence +1
+1 Adaptive, Planar, Darkwood Composite Longbow (Str +2)

Efficient Quiver

Handy Haversack

    (50) Wand of Cure Light Wounds
    50' Spider's Silk Rope
    (2) Waterskins
    (1) Abjurant Salt
    Artisan's Tools - Bow Making
    MONEY: [18 GP, 0 SP, 0 CP]

Weight: 11.7 lbs | Light < 58 lbs

Trickster Tier 1:
HP: +4 (49 total)
Mythic Power: 5/day
Mythic Feat: Deadly Aim (Mythic)
Path Ability: Wall Run
Trickster Attack - (1 MP) Fleet Charge
Hard to Kill - Dead at -20
(1 MP) Surge +1d6

Trickster Tier 2:
HP: +4 (53 total)
Mythic Power: 7/day
Ability Score: +2 WIS (Skills, Bow ATT, and AC increases)
Path Ability: Pierce the Darkness
Amazing Initiative +2
-> (1 MP) Extra Standard Action

Trickster Tier 3:
HP: +4 (57 total)
Mythic Power: 9/day
Mythic Feat: Extra Path Ability: Enhanced Ability - +2 WIS
Path Ability: Fickle Attack
Amazing Initiative +3
Recuperation
-> (1 MP) Heal 1/2 HP & Regain all Ki w/ 1 hour rest

Character Sketch:
Lacsar is a well-educated and traveled Chelaxian from a distaff branch of one of the known noble houses. His familial home was in Mendev but he would often spend long periods of time at the seat of the family's power in Cheliax, specifically at the ancestral home in Senara surrounded by the Whisper Woods. Lacsar is a Zen Archer Monk (which ties into the location of his home and his noble house of Narikopolus). He is also ravaged by a slow and ferocious form of Leprosy. He believes he has been 'cursed' with the disease due to any number of factors: the unholy bargain his House made with their Infernal patrons, the general evil of Cheliax, the twisted experiments done in Senara, or possibly a combination of all of the above. He absolutely and utterly despises all Lower Planes dwellers - Devil and Demon alike. He searches the world for a cure or a method to cleanse whatever taint made him a leper. That search brings him to the Nightstalls and ancient magics of Katapesh.

As a noble, Lacsar is well educated and erudite (Feat: Cosmopolitan, Trait: Scholar of the Great Beyond) - an articulate and cultured warrior.

Appearance:
Lacsar wears the finest materials, carries the best equipment, and is fastidious in his personal care of them all. His clothing is clean and well tended. He moves with care and grace at all times. For the most part, this attention to detail is to prevent any possibility of accidentally exposing others to his disease. He wears rich robes in white and red (in honor of Iomedae his patron). Areas not covered by his robe are hidden beneath fine gloves, boots, or a thin shroud-like linen. In public, his face is always covered by a filligreed and magnificent silver mask. He carries little equipment and only a few weapons. Most notable is his flawless composite longbow.

Special Abilities Summary:
    AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Deadly Aim (Mythic) -2/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
    Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
    High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
    Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Ki Archery (Su) 1 Ki point: +50' range increment for bows.
    Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
    Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
    Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
    Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
    Perfect Strike (2d20) (7/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
    Planar Ignore 5 points of outsider's DR.
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
    Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
    Wholeness of Body (7 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
    Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.