Race |
| HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' |
Classes/Levels |
| Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire |
Gender |
”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) |
Age |
Reduce Ability Damage and Temporary Penalties by 2 and Ability Drain by 1; Improved Evasion; Immune to Disease |
Deity |
none |
Strength |
20 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
8 |
Wisdom |
25 |
Charisma |
7 |
About Rand, The Iron Fist
Male Human/Outsider (Chaotic, Evil, Demon) Unchained Monk 13
LG Medium Humanoid (Human)
Init: +12; Senses: Perception +24
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Defense
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AC: 34, touch 29, flat-footed 28 (10 base +5 armor, +5 Dex, +11 wis +2 deflection +1 dodge/+5 natural armor)
HP: 134 (13d10+52)
Fort: +14, Ref: +17, Will: +17; +2 vs. Enchantments
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Offense
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Speed: 70 ft.
Melee: Unarmed Strike +22 (2d8+9/19-20)
Special Attacks: Flurry of Blows (+2 attacks), Stunning Fist (DC 23; 14/day), Style Strikes (1/round)
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Statistics
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Str: 16/20,
Dex: 16/20,
Con: 14,
Int: 8,
Wis: 19/25,
Cha: 7
Base Atk: +13;
CMB: +22;
CMD: 47
Feats: Combat Reflexes, Cut from the Air, Deflect Arrows, Dodge, Improved Critical (Unarmed Strike), Improved Unarmed Strike, Iron Will, Martial Focus (Monk Weapon Group), Power Attack, Standstill, Stunning Fist, Toughness, Vicous Stomp, Weapon Focus (Unarmed Strike)
Traits Reactionary, Quain Martial Artist
Skills Acrobatics r13 +22 (+51 total to jump), Climb r7 +16, Perception r13 +24, Sense Motive r13 +24, Swim r6 +15
Languages Abyssal, Celestial, Common, Gokan; Telepathy 100'
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Special Abilities
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Stunning Fist (14/day): Can spend a use of stunning fist as part of an attack; target hit by attack has to save or suffer Stun for 1 round, Fatigued, Sickened for 1 minute, or Staggered for 1d6+1 rounds.
Improved Evasion: Take no damage on a successful Reflex Save and half damage on a failed save.
Fast Movement (+40'): Increase your base movement speed by 40'; this is an enhancement bonus.
Still Mind: +2 bonus to save vs. Enchantment spells and effects.
Purity of Body: Immune to all diseases, including magical and supernatural diseases.
Tongue of the Sun and Moon: gain a permanent Tongues effect.
Unarmed Strike (2d8): Scaling damage for unarmed attacks based on level, can make an unarmed strike even hands are full, and can deal lethal or non-lethal damage without penalty to attack roll.
Ki Pool (13): Gain a pool of points to power Ki Powers; additionally, as long as the Ki pool has at least 1 Ki Point remaining, treat munarmed attacks as Magic, Cold Iron, Silver, and Lawfully aligned. By spending 1 ki point as a swift action when making a flurry attack to make an additional attack at highest bonus.
Ki Powers:
Diamond Resilience (1 Ki Point): As a swift action, spend 1 Ki Point to gain DR 2/- for 1 minute.
High Jump (0/1 Ki Point): Add monk level to Acrobatics checks to jump; always considered to have a running start to jump; can spend 1 Ki Point to add +20 to Acrobatics checks to jump for 1 round.
QingGong Power (Barkskin; Self Only) (1 Ki Point): Spend 1 Ki Point to cast Barkskin on myself. Caster level equals Monk level.
QingGong Power (Restoration; Self Only) (1 Ki Point): Spend 1 Ki Point to cast Restoration on myself. Caster level equals Monk level.
Wind Jump (1 Ki Point): Spend 1 Ki Point as a move action to gain a fly speed equal to my land speed (perfect maneuverability) for 1 minute; must land at the end of each round or suffer falling.
Style Strikes:
Defensive Spin: Must use a punch. If attack hits, add a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself.
Flying Kick: Must use a kick. Before the attack, move a distance equal to his fast movement bonus. This movement does not require an additional action. At the end of this movement, make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.
Shattering Punch: Must use a punch. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
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Equipment
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Permenant Equipment: Amulet of Mighty Fists +2, Belt of Physical Might +4 (Str/Dex), Bracers of Armor +5, Cloak of Resistance +3, Monk's Robe, Pale Green Prism Ioun Stone (Implanted), Periapt of Inspired Wisdom +6, Ring of Minor Fortitude, Ring of Protection +2, Wayfinder
Consumables: Wand of Cure Light Wounds (35 charges), Potion of Lesser Restoration