Nergüi Süüder's page

4 posts. Alias of Coinshot.


Full Name

Nergüi

Race

Human archon-blooded aasimar hybrid

Classes/Levels

Monk (Tetori Monk of the Four Winds) 12 // Druid 12 | Mythic X 3 // Mythic X 3

Gender

Male

Size

Medium

Age

28

Strength 30
Dexterity 28
Constitution 25
Intelligence 22
Wisdom 34
Charisma 14

About Nergüi Süüder

BASIC:

Level 12
Male human archon-blooded aasimar hybrid
Gestalt Monk (Tetori Monk of the Four Winds) 12 // Druid 12
Gestalt Mythic x 3 // x 3
LN Medium humanoid (human, mythic)
Init +15; Senses darkvision 60 ft.; Perception +27

DEFENSE:

AC 49, touch 48, flat-footed 40 (+8 Defense Bonus (DB) +9 Dex +15 Monk +2 Deflection (ABP) +1 Natural (ABP) +4 Competence (CDtCT))
Vigor 228, Wounds 100
Fort +39, Ref +39, Will +42
CMD 57
Defensive Abilities break free; acid resistance 5, cold resistance 5, electricity resistance 5; Immune all diseases and poisons

OFFENSE:

Speed 70 ft.
Normal Unarmed Attack: +40/+40/+35/+35/+30 (3d8+57)
Buffed Unarmed Attack: +45/+45/+45/+40/+40/+35 (6d8+2d6+65) [Strong Jaw, Mighty Strength, Bane, Haste]
All attacks use Power Attack

STATISTICS:

===============================================
BASIC STATISTICS
===============================================
Str 30, Dex 28, Con 25, Int 22, Wis 34, Cha 14
Base Atk +12 (Offensive Combat Training); CMB +29; CMD 57
Traits Reactionary (Combat), Trap Finder (Campaign), Second Chance (Religion), Orphan (Regional), Magical Lineage (Magic)
Favored Class Druid +12 HP +12 Skills, Monk +12 HP +12 Skills
Fast Learner feat provides both an hp and a skill point during level-ups.

===============================================
FEATS
===============================================
***WIP NEED TO COMPLETE***
Free (Campaign): Signature Skill, Combat Stamina, Hybrid
Free (Elephant in the Room): Power Attack, Unarmed Combatant
1: Improved Unarmed Strike, Bushwhack, Lightning Reflexes, HO Denied, ??? (CDtCT), Fast Learner (Human), Combat Reflexes (Monk), Improved Grapple (Tetori), Elemental Fist (Four Winds)
2: Nonverbal Spell, Spell Focus Conjuration, Augment Summoning, HO Extra Lives, Dodge (Monk), Stunning Pin (Tetori)
3: Arcane Strike, HO Offensive Combat Training, ??? (CDtCT)
4: Natural Spell, Superior Summoning, Weapon Focus Unarmed Strike, HO Reconstitute, Ghost Warrior [Gift] (CDtCT)
5: Defensive Combat Training, HO Magical Source - Wizard
6: Vital Strike, Improved Initiative, Great Fortitude, HO Heroic Grace, ??? (CDtCT), Improved Disarm (Monk), Greater Grapple (Tetori)
7: HO Immediate Coup de Grace, ???
8: HO Full Casting Action, ???, ???, ???, Powerful Stature [Knack] (CDtCT)
9: HO Ultimate Defense, ???, ??? (CDtCT)
10: HO Magical Source - Cleric, , ???, ???, ???, Medusa’s Wrath (Monk), Pinning Knockout (Tetori)
11: Improved Vital Strike, HO Permanency
12: Anatomical Savant, Dazing Assault, HO Super Speed, ???, ??? (CDtCT), ??? [Gift or Knack] (CDtCT)

===============================================
MYTHIC FEATS
===============================================
Free (Elephant in the Room): Mythic Power Attack
1: Mythic Improved Grapple, Extra Mythic Power, Mythic Arcane Strike, HOM Denied
2: Mythic Vital Strike, Mythic Weapon Finesse, ???, HOM Improved Unarmed Strike
3: Titan Strike, HOM Weapon Finesse

===============================================
SKILLS
===============================================
***WIP NEED TO COMPLETE***
Total Points: 156
Acrobatics: +12 Monk Levels (High Jump)
Disable Device: +1 Trait (Trap Finder)
Escape Artist: +12 Monk Levels (Break Free)
Knowledge Arcana
Knowledge Dungeoneering
*Knowledge Engineering
Knowledge Local
Knowledge Nature: +2 (Nature Sense)
Knowledge Planes
Knowledge Religion
Perception: +27 = +12 Ranks +12 Wis +3 CS
*Sleight of Hand
Sense Motive: +2 Racial (Aasimar)
Spellcraft
Stealth
Intimidate: +2 Racial (Aasimar)
*Background Skills

SPECIAL ABILITIES:

===============================================
RACIAL ABILITIES
===============================================
Hybrid: Human + Aasimar (Archon-Blooded)
Human:
- Bonus Feat: Extra feat at lvl 1
- Skilled: Gain 1 extra skill rank every level
Aasimar:
- Language: Common and Celestial
- Celestial Resistance: Acid/Cold/Electricity Resistance 5
- Skilled: +2 Racial Intimidate and Sense Motive
- SLA: Continual Flame as SLA 1/day
- Darkvision: 60ft.

===============================================
MONK ABILITIES
===============================================
AC Bonus: +3 Dodge +12 Wis to AC and CMD when unarmored and unencumbered.
Flurry of Blows: Like TWF and its upgrades but for unarmed strikes.
Unarmed Strike: 2d8 unarmed damage (using Monk's Robe).
Stunning Fist: Usable 12/day.
Improved Evasion: No damage on successful Ref save, and half dmg on failed save.
Fast Movement: +40ft. Enhancement to speed when unarmored and only carrying light or lighter load.
Maneuver Training: Use BAB when calculating CMB.
Still Mind: +2 saves vs Enchantment spells and effects.
Ki Pool:
- 18 Points = 6 (1/2 Monk lvls) + 12 Wis
- Can make a ki strike as long as he has at least 1 point, treating his unarmed strike as Magic, Cold Iron, Silver, Lawful
- Can spend 1 point swift action to make extra attack when flurrying.
- Can spend 1 point swift action to add 20ft. to movement for 1 round.
- Can spend 1 point swift action to add +4 Dodge to AC for 1 round.
Slow Fall: Decrease falling damage by 60ft. if wall is within arm’s reach.
High Jump: Add monk level to all Acrobatics checks made to jump. Always counts as having running start when using Acrobatics. Can spend 1 point swift action to add +20 on Acrobatics for 1 round.
Purity of Body: Immune to all diseases including supernatural and magical diseases.
Wholeness of Body: Standard action can heal own wounds up to 12 HP (Monk lvls) for 2 points from ki pool.
Diamond Body: Immune to poisons of all kinds.
Abundant Step: Move action Dimension Door for 2 points of ki pool. CL 12 (monk lvl). Can’t take others with him.

===============================================
TETORI MONK ABILITIES
===============================================
Graceful Grappler:
- Use monk lvl in place of BAB to determine CMB and CMD for grappling.
- No penalties on attack rolls, can make AoO while grappling, retains Dex bonus to AC when pinning opponent or grappled.
- Has the Grab special attack when using unarmed strikes, and can use ability against creatures of his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points.
Counter-Grapple:
- Can make AoO vs creatures trying to grapple him, but not against creatures with Greater Grapple feat.
- May counter-grapple even if attacker has concealment or total concealment.
- May counter-grapple even if he is flat-footed.
- May counter-grapple even if attacker has exceptional reach.
Break Free:
- Add Monk lvl to combat maneuver or Escape Artist checks made to escape a grapple.
- For 1 ki pool point, can reroll if failed save for entangled, paralyzed, slowed, or staggered.
Inescapable Grasp:
- Can spend 1 ki pool point to suppress opponents’ Freedom of Movement and magical bonuses to Escape Artist or on checks to escape a grapple.

===============================================
MONK OF THE FOUR WINDS ABILITIES
===============================================
Elemental Fist: Gain Elemental Fist as bonus feat. At 5th and every five levels after, increase dmg by 1d6 (2d6 at 5th, 3d6 at 10th, 4d6 at 15th, 5d6 at 20th).
Slow Time: At 12th level, swift action spend 6 ki points to gain 3 standard actions instead of 1. Standard actions can only be used for melee attack, skill, extraordinary ability, or move action. Can’t be used to cast spells or use SLAs, and can’t be combined with full-attack. Any move actions taken do not provoke AoO.

===============================================
DRUID ABILITIES
===============================================
Spontaneous Casting: Can lose a prepared spell to cast SNA.
Alignment Spells: Can’t cast spells of alignment opposed to his or his deity (if any).
Bonus Language: Knows Druidic. Can choose Sylvan as bonus language.
Nature Bond: Domain? Animal Companion? ***WIP NEED TO PICK***
Nature Sense: +2 Knowledge (nature) and Survival
Wild Empathy: Can use Diplomacy for animals.
Woodland Stride: Can move through non-magical undergrowth at normal speed.
Trackless Step: Leaves no trail in natural surroundings, unless wanting to leave trail.
Resist Nature’s Lure: +4 saves vs SLA and supernatural abilities of fey, and spells and effects that target plants (e.g. blight, entangle, spike growth, warp wood).
Wild Shape:
- 5/day, 1 hr/lvl
- Can turn into diminutive, tiny, small, medium, large animals as Beast Shape I, II, III.
- Can turn into small, medium, large, huge elementals as Elemental Body I, II, III, IV.
- Can turn into small, medium, large, huge plant creature as Plant Shape I, II, III.
Venom Immunity: Immune to all poisons

===============================================
CHOPPING DOWN THE CHRISTMAS TREE ABILITIES
===============================================
Strike Insubstantial: Attacks have a 50% chance to strike incorporeal or ethereal targets.
Ignore DR: Attacks have a 50% chance to bypass hardness and damage reduction.
Ghost Warrior (Gift): Your weapons and armor gain the ghost touch property.
Powerful Stature (Knack): You count as one size category when beneficial.
***WIP NEED TO PICK MORE***

===============================================
MYTHIC ABILITIES
===============================================
***WIP NEED TO COMPLETE***
Mythic Path: Trickster and ???
- Surprise Strike: Swift action 1 MP to melee/range atk within 30ft. in addition to any other attacks made in this round. Target considered flat-footed, add tier to atk, and dmg bypasses DR.
- 1: Mythic Spellcasting (Universal), ??? ()
- 2: ??? (Trickster), ??? ()
- 3: Vanishing Move (Trickster), ??? ()
- 3: Legendary Item (free, house rule)
- Undetectable
- ???
- ???
Ability Score increase: +2
Hard to Kill: Auto stabilize below 0 HP without Con check.
Mythic Power: 11 = 3 Base +6 (Tier*2) +2 (Extra Mythic Power)
Surge: +1d6; immediate action 1 MP to increase any d20 roll by +1d6 after results of roll is revealed.
Amazing Initiative: +3 (Tier) Initiative; free action 1 MP to take extra standard action (can’t be used to cast spell), usable 1/round.
Recuperation: Regain full HP after 8 hours rest, or spend 1 MP to gain half of full HP after 1 hour, and regain all class features limited to certain numbers per day.

MAGIC:

***WIP***

Spell Points: 78
Spells Known per Level: 34 (per the Spell-Points Magic System)

===============================================
DRUID SPELLS
===============================================
1: Faerie Fire
2: Lesser Restoration
3: Greater Magic Fang
4: Air Walk, Ball Lightning, Control Water, Cure Serious Wounds, Dispel Magic, Echolocation, Flame Strike, Freedom of Movement, Ice Storm, Rusting Grasp, Scrying, Strong Jaw
5: Animal Growth, Baleful Polymorph, Call Lightning Storm, Control Winds, Cure Critical Wounds, Death Ward, SNA V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Fire, Wall of Thorns
6: Antilife Shell, Dust Form, Greater Black Tentacles, Greater Dispel Magic, Fey Form III, Find the Path, Greater Insect Spies, Mass Cure Light Wounds, Roaming Pit, Stone Tell, Transport via Plants, Unerring Tracker, Wall of Stone, SNA VI, Source Severance, Swarm Skin

===============================================
WIZARD SPELLS
===============================================
1: Mage Armor, True Strike
2: Sense Vitals, See Invisibility, Mirror Image
3: Haste, Displacement
4: Dimension Door, Greater Invisibility
5: Icy Prison, Overland Flight, Passwall
6: Antimagic Field, Borrowed Time, Shadow Walk, True Seeing, Wall of Iron

===============================================
CLERIC SPELLS
===============================================
1: Divine Favor
2: Silence
4: Divine Power, Mighty Strength, Restoration
5: Plane Shift, Righteous Might
6: Heal

===============================================
MYTHIC SPELLS
===============================================
***WIP NEED ONE MORE MYTHIC SPELL***
4: Mythic Greater Invisibility (Legendary Games - Mythic Spell Compendium)
6: Mythic Antimagic Field

The Horrifically Overpowered Magical Source feat allows adding other class spell list onto Druid spell list.