Tef-Naju

Lettu "Wings" Kan's page

84 posts. Alias of adsapiens.


Full Name

Lettu "Wings" Kan

Race

| Perc +7 DV | Summon Monster 1 6/6 Freedom Channel 4/4 Perfect Strike 2/2

Spells:
CL 3 | 1st 2/2

Classes/Levels

Fused:
Eidolon HP 7/7 | AC 18 TO 15 FF 15 | F +5 R +7 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 19 (21 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +5 | Perc +7 DV

Gender

Male Shabti Zen Archer 2 / Synthesist 1 / Oracle*| HP 23/23 | AC 14 TO 14 FF 13 | F +5 R +5 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 16 (18 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +3

Size

Medium

Alignment

Lawful Neutral

Deity

Eesoch, Elven God of Natural Places, Silence, and Archery

Languages

Common, Necril, Nightsong, Shadowtongue, Sylvan, Undercommon

Occupation

Historian

Strength 11
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 16

About Lettu "Wings" Kan

Concept:

Lettu is a Shabti, created in the (much younger) image of a powerful necromancer, trying to escape himself the cold embrace of death. Freed from the lower planes by a group of adventurers - which, themselves, were actually simply trying to flee the undeath horrors of the apocalypse-taken world - the summoner found his way back to the material plane by fusing his existence with a mysterious outsider referred simply as "Wings".

Wings is a shadowy winged skeletal figure; a depowered Vanth psychopomp, lost in purpose in a world that undeath overwhelmed the forces of life and death. By himself, he was destined to fade into oblivion; the agreement with Lettu, at least, gives him a chance to fight back, and he will take it.

After finally back to the material plane, the fused duo dedicated themselves to find balance on their pain and despair: seeking the few resisting monasteries of the world, they became proficient with bows of every kind, and slowly turned such skill in their main tool while hunting evil.

As they navigate the desolate lands seeking alliances and refuge in their mission, Lettu's shattered soul and psyche threatens to become a permanent issue to them. The secrets of the Shabti's creator slowly surface in his mind, creating a multitude of screaming memories that neither of the outsiders can actually identify as their own... Or someone else's.

Role and Mechanics:

Lettu is a ranged damage dealer with a more survivalist/defensive approach; he's never going to be as strong as something like a gunslinger or barbarian, neither as durable as a paladin or fighter, but actually a sort of hybrid with interesting out of combat skills.

Built to work as a generalist in terms of knowledge - mostly to support his companions - Lettu pack skills like Use Magic Device, which hopefully can give the party an edge depending on the equipment we can find around.

The life oracle VMC gives him channel, which I hope to user as a sort of off-healing/buffing thing (plus, the harm effect of the variant channeling slows enemies, which is a nice debuff against the enemies). I hope to get selective channeling at some point to make it more useful.

Finally, Lettu's spells are never going to be something extraordinary, but I hope to focus on buffing the party and giving some extra survivability to the monk/synthesist and his eidolon.

Character Sheet:

Lettu "Wings" Kan
Male shabti monk (zen archer) 2/summoner (synthesist) 1/oracle* (Pathfinder RPG Advanced Player's Guide 54, 115, Pathfinder RPG Bestiary 5 227, Pathfinder RPG Ultimate Magic 80)
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
hp 23 (3d8+5)
Fort +5, Ref +5, Will +7; +4 competence bonus vs. mind-affecting effects, -2 penalty vs. illusion spells and effects
Defensive Abilities immune to undeath, resist level drain
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d6)
Ranged or
. . mwk orc hornbow flurry of blows +0/+0 (2d6/×3) or
. . mwk orc hornbow +2 (2d6/×3)
Special Attacks flurry of blows, freedom variant channeling 4/day (DC 14, 1d6 plus 1 channel bonus), perfect strike 2/day
Summoner Spell-Like Abilities (CL 1st; concentration +2)
. . 6/day—summon monster I
Summoner (Synthesist) Spells Known (CL 3rd; concentration +4)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, guidance, mending, read magic
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 12, Int 14, Wis 16, Cha 16
Base Atk +2.25; CMB +3 (+5 grapple); CMD 16 (18 vs. grapple)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Evolution[UM], Perfect Strike[APG], Power Attack, Precise Shot, Unarmed Combatant
Traits magical knack, reactionary, sacred conduit
Skills Acrobatics +7, Appraise +0, Bluff +1, Heal +1, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +6, Perception +7, Sense Motive +5, Spellcraft +4, Stealth +5, Survival +1, Use Magic Device +7
Languages Common, Necril, Nightsong, Shadowtongue, Sylvan, Undercommon
SQ finesse weapon attack attribute, fused eidolon, fused link, immortal, mystery (life), oracle's curse (shattered psyche), past-life knowledge, pharaonic will, revelation (channel), shattered soul, too many secrets
Combat Gear durable arrow (200); Other Gear mwk orc hornbow (+1 Str), cloak of resistance +1, bedroll, belt pouch, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], trail rations (5), waterskin, 1,114 gp, 9 sp, 1 cp
--------------------
Tracked Resources
--------------------
Arrow, durable - 0/200
Freedom Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 14) (Su) - 0/4
Fused Eidolon (7/7 HP) - 0/7
Perfect Strike (2d20, 2/day) - 0/2
Pharaonic Will (1/day) - 0/1
Summon Monster I (6/day) (Sp) - 0/6
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows +0.75/+0.75 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Freedom Variant Channeling (±1 Sacred) Bonus to escape/become slowed
Freedom Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fused Eidolon (7/7 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Immortal (Ex) You do not age naturally, and cannot die of old age.
Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.
Past-Life Knowledge (Ex) Treats all Knowlege skills as class skills.
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Pharaonic Will (1/day) Imm act, when failing save vs. charm, compulsion, or fear, reroll with +2.
Power Attack -1/+2 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.
Resist Level Drain (Ex) No penalties from energy drain, dies if reduced to neg. levels = HD. No save to remove neg. lvs.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
Shattered Soul (Ex) Bringing Shabti back to life requires CL check = DC 10 + Shabti's HD.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Too Many Secrets -2 to saves vs. illusion.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

Character Sheet (Fused):

Lettu "Wings" Kan
Male shabti monk (zen archer) 2/summoner (synthesist) 1/oracle* (Pathfinder RPG Advanced Player's Guide 54, 115, Pathfinder RPG Bestiary 5 227, Pathfinder RPG Ultimate Magic 80)
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 15 (+3 Dex, +2 natural, +3 Wis)
hp 23 (3d8+5)
Fort +5, Ref +7, Will +7; +4 competence bonus vs. mind-affecting effects, -2 penalty vs. illusion spells and effects
Defensive Abilities immune to undeath, resist level drain
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (good), fly 5 ft. (average)
Melee unarmed strike +5 (1d6+1) or
. . 2 claws +5 (1d4+1)
Ranged or
. . mwk orc hornbow flurry of blows +5/+5 (2d6+1/×3) or
. . mwk orc hornbow +6 (2d6+1/×3)
Special Attacks flurry of blows, freedom variant channeling 4/day (DC 14, 1d6 plus 1 channel bonus), perfect strike 2/day
Summoner Spell-Like Abilities (CL 1st; concentration +2)
. . 6/day—summon monster I
Summoner (Synthesist) Spells Known (CL 3rd; concentration +4)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, guidance, mending, read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 14, Wis 16, Cha 16
Base Atk +2.5; CMB +5 (+7 grapple); CMD 19 (21 vs. grapple)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Evolution[UM], Perfect Strike[APG], Power Attack, Precise Shot, Unarmed Combatant
Traits magical knack, reactionary, sacred conduit
Skills Acrobatics +9, Appraise +0, Bluff +1, Fly +7, Heal +1, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +6, Perception +7, Sense Motive +5, Spellcraft +4, Stealth +7, Survival +1, Use Magic Device +7
Languages Common, Necril, Nightsong, Shadowtongue, Sylvan, Undercommon
SQ finesse weapon attack attribute, fused eidolon, fused link, immortal, mystery (life), oracle's curse (shattered psyche), past-life knowledge, pharaonic will, revelation (channel), shattered soul, too many secrets
Combat Gear durable arrow (200); Other Gear mwk orc hornbow (+1 Str), cloak of resistance +1, bedroll, belt pouch, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], trail rations (5), waterskin, 1,114 gp, 9 sp, 1 cp
--------------------
Tracked Resources
--------------------
Arrow, durable - 0/200
Freedom Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 14) (Su) - 0/4
Fused Eidolon (7/7 HP) - 0/7
Perfect Strike (2d20, 2/day) - 0/2
Pharaonic Will (1/day) - 0/1
Summon Monster I (6/day) (Sp) - 0/6
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fly (30 feet, Good) You can fly!
Fly (5 feet, Average) You can fly!
Freedom Variant Channeling (±1 Sacred) Bonus to escape/become slowed
Freedom Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fused Eidolon (7/7 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Immortal (Ex) You do not age naturally, and cannot die of old age.
Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.
Past-Life Knowledge (Ex) Treats all Knowlege skills as class skills.
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Pharaonic Will (1/day) Imm act, when failing save vs. charm, compulsion, or fear, reroll with +2.
Power Attack -1/+2 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.
Resist Level Drain (Ex) No penalties from energy drain, dies if reduced to neg. levels = HD. No save to remove neg. lvs.
Shadow Blend (Su) In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
Shattered Soul (Ex) Bringing Shabti back to life requires CL check = DC 10 + Shabti's HD.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Too Many Secrets -2 to saves vs. illusion.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.