Motaz ibn Dakhil al-Lythertidi
Male Aasimar Eldritch Knight 4/Monk (Sohei) 1/Sorcerer (Seeker, Wildblooded) 1
LN Medium outsider (human, native)
Init +8 (Devoted Guardian);
Senses darkvision 60 ft.; Perception +16 (+17 v. traps)
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Defense
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AC 26, touch 22, flat-footed 20 (+5 Dex, +1 dodge, +6 Wis, +4 mage armor)
hp 60 (4d10+1d8+1d6+12 con+12 mythic)
Fort +7, Ref +9, Will +12
Resist acid 5, cold 5, electricity 5, negative energy 10
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Offense
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Speed 30 ft.
Melee unarmed strike +9 (1d6-2); flurry of blows +8/+8 (1d6-2); +9 melee touch, damage by spell/ability (shocking grasp, +3 attack vs. metal weapons/armor, 5d6+1 electrical damage when cast with black powder; touch of idiocy, 1d6 Int, Wis, and Cha penalty, duration 70 min. with quicksilver)
Ranged +9 ranged touch, damage by spell/ability (each +1 attack/+1 damage at point-blank range); snowball [cast] 5d6+1 cold plus stagger (F DC 17) (with black powder); snowball [wand] 1d6 cold plus stagger (F DC 11); ray of frost 1d3+2 cold (using liquid ice focus and black powder); acid splash 1d3+3 acid (using acid flask focus, black powder, and brimstone); searing light 3d8 damage (6d6 v. undead, 6d8 v. undead affected by bright light, 3d6 v. constructs); heavenly fire 1d4+3 divine damage to evil creatures or healing to good creatures (no affect on neutral creatures)
Spell-Like Abilities (CL 6th; concentration +5) 9/day--heavenly fire +9 (1d4+3 healing); 2/day—daylight, searing light
Sorcerer (Seeker, Wildblooded) Spells Known (CL 6th; concentration +12):
2nd (5/day)--spectral hand (duration 7 min. with salt); touch of idiocy (duration 7 min. with quicksilver)
1st (8/day)—mage armor (duration 7 hours with magnesium), shocking grasp (5d6+1 damage with black powder), snowball (F DC 16) (5d6+1 damage with black powder) (+1 CL, Precocious Spellcaster)
0 (at will)—acid splash (1d3+3 with acid flask focus, black powder, and brimstone), disrupt undead, message, prestidigitation (DC 15), ray of frost (1d3+2 with liquid ice focus and black powder), read magic
Mythic Abilities absorb blow; amazing initiative; hard to kill; legendary magic; mythic surge 9/day; recuperation; surge;
Wayfinder (CL 6th; concentration +12) at will—guidance
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Statistics
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Str 7, Dex 20, Con 14, Int 10, Wis 22, Cha 9
Base Atk +4; CMB +2; CMD 24
Feats Dodge, Heavenly Radiance (searing light), Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Weapon Finesse
Traits Magical Knack, Precocious Spellcaster
Skills Diplomacy +1, Disable Device +20, Heal +8, Knowledge (religion) +7, Linguistics +5, Perception +16 (+17 to locate traps), Sleight of Hand +7, Survival +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common (Taldan), Osiriani, Ancient Osiriani
SQ monk ac bonus, devoted guardian, mutated bloodlines (empyreal), scion of humanity, trapfinding +1, unarmed strike
Worn/Carried Gear acid flask; alchemist’s fire (2); bag of holding, minor; belt of incredible dexterity +2; cloak of resistance +1; goggles of minute seeing; gold holy symbol of Lythertida; headband of inspired wisdom +2; jade wayfinder (containing ioun stone (deep red sphere, cracked) [+1 Sleight of Hand]); ioun stone (incandescent blue sphere, cracked) (+1 Survival); liquid ice; nexus crystal; ring of spell knowledge II (containing touch of idiocy); pathfinder pouch; scroll cases (4); spell component pouch (containing 20 black powder, 10 brimstone, 10 magnesium, 5 quicksilver, and 10 salt); spring-loaded wrist sheath (2) (containing wands of magic missile (38 charges) and snowball (50 charges))
Bag of Holding, Minor Conents alchemist's fire (9); bedroll; holy text of Lythertida; spare spell component pouch; trail rations (5); waterskin
Pathfinder Pouch Contents air crystal, antitoxin; antiplague; earplugs; elixir of hiding, elixir of vision (3); ioun torch; smoked goggles; soothe syrup; MW thieves’ tools; vermin repellent; wands of burning hands (16 charges), clairaudience/clairvoyance (6 charges), infernal healing (40 charges), shield (6 charges), and silent image (5 charges); and 7 gp, 4 sp, 7 cp
Scroll Case #1 ("Combat") Contents scrolls of fireball (2), fireball (1) [2nd, separate scroll]; and scorching ray (5)
Scroll Case #2 ("Movement") Contents dimensional anchor, fly, and spider climb
Scroll Case #3 ("Vision") Contents glitterdust (3), resilient sphere, see invisibility, and see invisibility [2nd, separate scroll]
Scroll Case #4 ("Utility") Contents arcane lock, break enchantment, comprehend languages, and suppress charms and compulsions (5)
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Special Abilities
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AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Air Crystal When chewed, a pouch of air crystals provides 1 minute of breathable air.
Black Powder This alchemical power component adds +1 energy damage to evocation spells.
Brimstone This alchemical power component adds +1 acid damage to spells with the acid descriptor.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (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.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empyreal Bloodline Your heavenly power derives from insight (Wisdom) rather than force of personality (Charisma). Associated Bloodline: Celestial.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Heavenly Fire (9/day) (Sp) Ranged touch attack deals 1d4+3 divine damage to evil creatures/healing to good creatures. No affect on neutral creatures.
Heavenly Radiance (Searing Light) (1/day) Gain an additional use of daylight spell like ability and also the ability to use another chosen spell in place of it.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Sorcerer [Seeker, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Magnesium This alchemical power component adds +1 to the caster's level for determining the duration of transmutation spells.
Nexus CrystalThis ½ lb. black crystal feels cold to the touch. Simply carrying it provides negative energy resistance 10. It is a minor artifact and has a moderate aura of necromancy.
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.
Precocious Spellcaster (Ray of Frost, Snowball) Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Quicksilver This alchemical power component adds +1 to the caster's level for determining the duration of mind-affecting spells.
SaltThis alchemical power component adds +1 to the caster's level for determining the effects of necromancy spells.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Soothe Syrup +5 save vs. effects that nauseate or sicken for 1 hour
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder, Jade Crafted in distant Tian Xia, the jade casing of this wayfinder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast guidance.
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Mythic Abilities
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Ability Score Motaz's Wisdom increases by 2 to 22.
Absorb Blow As an immediate action, whenever Motaz takes hit point damage from a single source (e.g., dragon's breath, a spell, or a weapon), Motaz can expend one use of mythic power to reduce the damage from that source by 15 (to a minimum of 0). If he has another ability that absorbs damage (e.g., protection form energy), the damage absorbed by this mythic ability is subtracted first. Any other damage reduction is applied afterward. For every ten points of damage that this ability prevents, Motaz gains DR 1/epic and resistance 5 vs. acid, cold, electricity, fire, and sonic damage. This resistance stacks with any other resistances and DR Motaz has (e.g., his resistances from the nexus crystal and being an aasimar).
Exceptional Deeds Motaz benefits from the special abilities absorb blow and legendary magic.
Amazing Initiative (Ex) Motaz gains a +3 bonus on initiative checks. In addition, as a free action on his turn he can expend one use of mythic power to take an additional standard action during that turn. The additional action cannot be used to cast a spell, and Motaz cannot gain more than one extra action in this way in a round.
Hard to Kill (Ex) Whenever Motaz falls below 0 hit points, he automatically stabilizes without needing a Constitution check. Bleed damage still causes him to lose hit points when he falls below 0 hit points. Motaz does not die until his total number of negative hit points reaches 28.
Hit Points Motaz gains 12 hit points.
Legendary Magic As a swift action, Motaz can expend one use of mythic power to cast one spell without expending a prepared slot or spell slot. This spell must be on one of his class spell lists and must be of a level that he can cast with that spellcasting class. He need not have the spell prepared, nor does the spell need to be on his list of spells known. When casting a spell this way, he treats his caster level as 2 higher (i.e., 8 rather than 6) for the purpose of any effect dependent on level. He can apply any metamagic feats he knows to the spell, but its total adjusted level cannot be higher than that of the highest-level arcane spell that he can cast from that spellcasting class.
Mythic Power (Su) Motaz has 9 uses of mythic power per day.
Recuperation (Ex) Motaz is restored to full hit points after 8 hours of rest so long as he is not dead. In addition, by expending one use of mythic power and resting for one hour, Motaz can regain half of his full hit points (up to his maximum full hit points) and regain the use of class features that are limited to a certain number of uses per day (i.e., spells per day and heavenly fire). The rest is treated as 8 hours of rest for those abilities. The rest does not refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Surge (Su)Motaz can expend one use of mythic power as an immediate action to increase any d20 roll after the result of the original roll is revealed. He rolls 1d6+1 twice and adds the higher result to the original roll. The new result can change the outcome of the original roll.