Race |
| HP 255/255 | AC 43 T 39 (+4 v chaos) | CMB +25, CMD 38 | F+18 R+24 W+24 (+2 vs enchantment spells and effects) | Init +21 | Perc+28, SM+30; Darkvision 120’ |
Classes/Levels |
| Speed 80ft | Ki Pool 21/21 | Blessings 10/10 | Fervor 17/17 | Sacred Weapon 15/15 | Sacred Armor 15/15 | Mythic Power 13/13 | Active conditions: none |
Gender |
Male thaythilor monk of the mantis|mantis zealot 15 |
About Sethris Stilthor
Male thaythilor gestalt unchained monk (monk of the mantis) / warpriest (mantis zealot) 15
LE Medium humanoid (Thaythilor)
Init +21, Perception +28, Sense Motive +30; Darkvision 120’
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DEFENSE
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AC 43, touch 39
HP 255 (15d10+105)
Fort +18, Reflex +24, Will +24; +2 vs enchantment spells and effects
Immunities All diseases, including supernatural and magical diseases
Special Defenses Diamond Resilience, Diamond Soul, Empty Body, Evasion, Improved Evasion, Hard to Kill, Mirror Dodge, Purity of Body, Recuperation, Sacred Armor, Sacred Reflexes, Still Mind
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OFFENSE
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Speed 80ft.
Melee flurry of blows unarmed strike +30/+30/+30/+25/+20 (2d6+14 B)
attack action unarmed strike +30/+30 (2d6+14 B)
Special Attacks Channel Energy (5d6), Debilitating Blows, Elemental Fury, Fervor (5d6), Flurry of Blow, Ki Pool (21), Ki Strike, Sacred Weapon, Mythic Power (13), Sneak Attack +7d6, Stunning Fist, Style Strike
Combat Stamina 19 (reference)
Combat Tricks
Warpriest Spells Prepared (CL 15, concentration +29)
. . 5th-breath of life, commune, flame strike, true seeing, wall of stone
. . 4th-blessing of fervor, cure critical wounds, restoration, discern lies, divination (2)
. . 3rd-blindness/deafness, cure serious wounds, daylight, dispel magic, invisibility purge, ki leech, meld into stone
. . 2nd-cure moderate wounds, dread bolt, find traps, hold person, resist energy, restoration (lesser), silence, zone of truth
. . 1st-air bubble, burning disarm, cure light wounds, divine favor, endure elements, protection from good, sanctuary, touch of bloodletting
. . 0th (at will)-create water, grasp, light, purify food and drink, spark
Spell-like Abilities detect magic, read magic
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STATISTICS
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Str 16, Dex 30, Con 18, Int 16, Wis 31, Cha 12
BAB +15, CMB +25, CMD 38
Favored class Gestalt unchained monk/warpriest (+1 hit point)
Languages common, thasilonian, azlanti, ancient osirian
Diety Achaekek
Skills acrobatics +28, climb +21, escape artist +28, knowledge (religion) +22, perception +28, profession (law) +28, sense motive +30, stealth +28, swim +21; Racial bluff +1, diplomacy +1; Items perception (underground) +4, survival to track (underground) +4
Background Skills craft +21, knowledge (history) +21
Skill Unlocks (Perception)
-5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
-10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
-15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
Magic Items Amulet of Hidden Strength, Belt of Thunderous Charging, Bonebreaker Bracers, Boots of the Cat, Darklands Goggles, Drinking Horn of Bottomless Valor, Giantfist Gauntlets, Iron Flask, Necklace of Ki Serenity, Orb of Pure Law, Ring of Ki Mastery, Ring of Strength Sapping
Gear masterwork manacles
Spell Components incense (1800gp worth), unholy water (3)
Wealth 3600 gp
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RACIAL ABILITIES
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Gift of Tongues Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Master of Magic Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively, caster level checks made to overcome spell resistance, and on dispel checks.
Mystic Insight +2 racial bonus to Arcana and Spellcraft
Spell-Like Abilities At Will-Detect Magic, Read Magic
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TRAITS
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Outlander (campaign) You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure.
Cast at +1 CL and +1 DC: breath of life, commune, true seeing
Law Enforcer (Social) If you follow this code, you are always alert to those who transgress against the laws of civilization. You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.
Reactionary (combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Obsessed with Success (race) A Chelaxian without a visible degree of success is marked as pathetic, and so you grew up careful not to let failure stick. Once per day, when you re-attempt a skill check you have previously failed within the last minute, you can add a +4 trait bonus to that check.
Beacon of Faith (faith) You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Desperate Focus (magic) You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Windspeaker (region) You have a keen sense for weather patterns, and you always know 8 hours in advance when naturally occurring winds will reach high speeds
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MYTHIC
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Ascension Passed on. Sethris encountered a dying avatar of Achaekek, who he aided. In doing so he received a fragment of its powers when it passed.
Path Trickster
Trials
TODO
T1
T2 1
T3 2
T4 2
T5 3
Ability Score: +2 to each
Tier 2: Dexterity
Tier 4: Wisdom
Hard to Kill (Ex) Auto-stabilize. Die at negative two times CON.
Mythic Power (Su) 13/day.
Surge (Su) +1d8 to any 1d20 roll; immediate action and 1 mythic power.
Amazing Initiative (Ex) Init +5. Free action to spend 1 mythic power to take an additional standard action (cannot cast a spell) during that turn (1/round).
Recuperation (Ex): Recovery full hit points on rest if not dead. Rest for 1 hour and 1 mythic power: regain half of full hit points and daily class feature uses (but not mythic power or mythic abilities).
Mythic Saving Throws (Ex): No effects from spell or special ability from a non-mythic source on successful save.
Trickster Attack: Surprise Strike
Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Path Abilities
1: Mythic Flurry of Blows:The monk may add the extra attacks gained from flurry of blows to the single melee attack he gains as an attack action. At mythic tiers 1-5 this is limited to a single extra attack from flurry of blows. At mythic tier 6-9, a monk of 11th or higher level may add two extra attacks from flurry of blows to a single melee attack taken as an attack action. At mythic tier 10, a monk of 20th level can make a third additional attack at his highest base attack bonus whenever he makes a flurry of blows, and may add all three extra attacks from flurry of blows to a single melee attack taken as an attack action. This stacks with the first and second attack from this ability and additional attacks from haste and similar effects.
2: Mythic Fervor: Whenever you fall, you don't take any damage and you land on your feet. When using this ability, you fall at a rate of 150 feet per round, and can move up to 5 feet horizontally for every 10 feet you fall.
3: Mirror Dodge (Su): The warpriest may expend one use of mythic power to heal, damage, or cast a prepared spell on an adjacent creature as a swift action.
4: Enhanced Ability (Ex): WIS+2
5: Enhanced Ability (Ex): DEX+2
Mythic Feats
1: Mythic Combat Reflexes: Make any number of attacks of opportunity.
2: Mythic Dodge: The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.
3: Toughness: Provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
4: Mythic Weapon Finesse: Use Dexterity modifier on both attack and damage rolls.
5: Mythic Spring Attack: Make first attack before moving.
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FEATS
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1. (Monk) Dodge (Mobility): +1 dodge bonus to AC, +4 AC against attacks of opportunity from movement.
1. (Monk) Improved Unarmed Strike: Always considered armed.
1. (Monk) Stunning Fist: Stun opponent with an unarmed strike.
1. (Monk) Weapon Focus (Unarmed Strike): +1 bonus on attack rolls with one weapon.
1. (Default) Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver; +2 to all of these.
1. (Default) Toughness: +3 hit points, +1 per Hit Die beyond 3.
1. (Free Skill Unlock) Signature Skill (Perception)
2. (Monk) Combat Reflexes: Make additional attacks of opportunity.
2. (Default) Improved Initiative: +4 bonus on initiative checks.
2. (Default) Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.
3. (Warpriest) Step Up: Take a 5-foot step as an immediate action.
3. (Default) Snapping Turtle Style: Gain +1 shield bonus to AC when at least one hand is free.
3. (Default) Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver; +2 to all of these.
4. (Default) Following Step: Move up to 10 feet as an immediate action.
4. (Default) Vicious Stomp: When opponent falls prone, it provokes an attack of opportunity from you.
5. (Default) Combat Patrol: Increase threatened area for attack of opportunity.
5. (Default) Stand Still: Stop enemies from moving past you.
6. (Monk) Improved Grapple: +2 bonus on grapple attempts, no attack of opportunity.
6. (Warpriest) Pummeling Style: Combine your unarmed strikes together.
6. (Default) Grabbing Style: Take no penalty for grabbing a foe one-handed, retain your Dex bonus to AC when pinning.
6. (Default) Jabbing Style: Gain bonus damage when two or more unarmed strikes hit the same opponent during your turn.
7. (Default) Combat Style Master: May switch styles as a free action.
7. (Default) Step Up and Strike: Follow adjacent creature and attack as an immediate action.
8. (Default) Grabbing Drag: Move farther with dragged foes.
8. (Default) Touch of Serenity: Foes hit by unarmed strikes cannot attack or cast spells.
9. (Warpriest) Pummeling Bully: When using Pummeling Style, attempt a reposition or trip combat maneuver as a free action.
9. (Default) Greater Grapple: Maintain your grapple as a move action.
9. (Default) Jabbing Dancer: Move 5 feet without provoking attacks of opportunity whenever you hit with an unarmed strike.
10. (Monk) Medusa’s Wrath: Make 2 extra attacks against a hindered foe.
10. (Default) Greater Trip: Enemies you trip provoke attacks of opportunity.
10. (Default) Pinning Rend: Against pinned opponent, you may deal bleed damage with Grapple check.
11. (Default) Hammer the Gap: With a full-attack action, each hit against the same opponent deals extra damage.
11. (Default) Snapping Turtle Clutch: Your shield bonus applies to your CMD and touch AC.
12. (Warpriest) Pummeling Charge: Pummel after a charge.
12. (Default) Grabbing Master: Grab two foes instead of just one.
12. (Default) Jabbing Master: Increase the damage dealt with Jabbing Style.
13. (Default) Dimensional Agility: May take any additional actions remaining after using dimension door or abundant step.
13. (Default) Dimensional Assault: May use dimension door or abundant step as part of a charge action.
14. (Monk) Spring Attack: Move before and after melee attack.
14. (Default) Dimensional Dervish: During full-attack action, you may cast dimension door or use abundant step as a swift action.
14. (Default) Dimensional Maneuvers: Gain +4 on combat maneuver checks while using Dimensional Dervish.
15. (Warpriest) Rapid Grappler: Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple.
15. (Default) Dimensional Step Up: Follow a creature that teleports away.
15. (Default) Dimensional Savant: Provide flanking from all squares you attack from when using Dimensional Dervish.
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SPECIAL ABILITIES
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AC Bonus (Ex)
Aura (Ex) Lawful Evil
Blessings (Su) Death, Trickery; 10/day; DC 27
-From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mindaffecting effects, paralysis, poison, and stun.
-Death's Touch (major): At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action upon hitting an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation).
-Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell.
-Greater Invisibility (major): At 10th level, as a swift action you can become invisible for 1 round (as greater invisibility).
Channel Energy (Su) Use 2 fervors; 30ft burst, 5d6 negative (harm living, heal undead), DC 27 Will
Debilitating Blows (Ex) Stunning fist enhancements: the target is also entangled and exhausted for 1 round after the Stunning Fist effect ends. Spend 1 ki point to increase duration to 8 rounds (WIS mod).
Evasion (Ex) Take no damage on successful reflex save.
Fast Movement (Ex)
Fervor 17/day; melee touch, 5d6 negative (harm living, heal undead); cast spell (casting time 1 round or less) without somatic components and do no provoke.
Flurry of Blows (Ex) In a full attack, take two additional attacks at the highest bonus.
Focus Weapon Unarmed Strike
Improved Evasion (Ex) Take half damage on failed reflex save.
Ki Pool (Su) 21 ki points. Ki strike when pool is not empty. Ki strikes count as magical, cold iron, silver, and lawful for overcoming damage reduction.
Ki Powers (Su)
-Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
-Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.
-Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
-Elemental Fury (Su) (acid): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
-Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
-Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Mantis Sworn (Ex) Must choose Achaekek as deity, and lawful evil alignment.
Orisons
Pressuring Strikes (Ex) Sneak attack.
Purity of Body (Ex) Immunity to all diseases, including supernatural and magical diseases.
Sacred Armor (Su) enhancement +3; 15 minutes/day; special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19).
Sacred Reflexes (Su) As a swift action gain improved uncanny dodge; 15 minutes / day.
Sacred Weapon (Su) +3 enhancement; 15 rounds/day; special abilities: axiomatic, brilliant energy, defending, disruption, flaming, frost, keen, merciful, mighty cleaving, shock, and unholy.
Sneak Attack (Ex) +7d6 (+3d6 from mantis zealot, +4d6 from monk of the mantis)
Spells Prepared from the cleric spell list. Cannot cast Chaotic or Good spells.
Spontaneous Casting Expend any prepared spell that isn’t an orison to cast any inflict spell of the same spell level or lower.
Still Mind (Ex) Save +2 vs enchantment spells and effects.
Stunning Fist (Ex) DC27; instead of stunning the target, may inflict fatigue, sickened for 1 minute, or staggered for 1d6+1 rounds.
Style Strike (Ex): Two flurry of blows attacks per round get a style effect.
-Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
-Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
-Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Tongue of the Sun and Moon (Ex) Understand and speak with any living creature, as if under a permanent tongues effect.
Unarmed Strike (Ex) 2d6
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APPEARANCE
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Sethris doesn’t have the common blond hair of the Thaythilors but he does have the deep blue eyes. His hair is short, curly and brown but he generally keeps a deep red cloak tightly pulled around his form until it needs to be shed for battle.
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PERSONALITY
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Sethris is curt and to-the-point. He’s almost never the first one to speak up, letting others bare their weaknesses first (in social or combat situations). He tends to show very little emotion, but likewise very little empathy. He has never been close to anyone.
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BACKGROUND
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Chapter 1: Family and Youth
Sethris was born into a common family, the youngest of six children. He has three sisters, one brother, and one sibling who seemed to flow back and forth between the two designations. Their mother died when Sethris was very little, and home-life became very chaotic. Unable to handle raising six kids alone, the father looked for what he deemed to be “safe” child labor or care situations that would keep all of them earning or learning all day long while he worked various labor jobs. This often meant that some did not come home every day. As a result they were not at all close-knit and his older siblings felt more like roommates coming and going in his life. The sisters worked in garment districts, returning often with frail and injured fingers. The brother was away for weeks or months at a time as a petty assistant to traveling merchants. Every time he returned, he said less. The last sibling was constantly rejected for what they were, and ended up spending many days hanging out in local bars and theaters.
Sethris’ assignment was of a young attendant to a local temple. It didn’t matter to his father what the faith was, and so it turned out to be of Achaekek. Although they lived at the edge of the nation, far from the seat of power of the Red Mantis, Sethris came into contact with many high-ranking officials and their entitled children in this setting. The first several years were… rough. Most of all, he learned to look out behind him and around every corner for violent encounters. The other youth did not let him forget who he was, and wasn’t.
Chapter 2: Coming of Age
In his intense isolation Sethris sneaks away for hours to a monk conclave located in the temple to Achaekek. He also moves into one of the very bare “cells” that ascetics use to escape his chaotic home life. By this time, despite the bullies he has taken to the faith of Achaekek and has romanticized the order of the Red Mantis. Sethris aspires to one day be among their elite assassins. He spends all of his free time practicing what he learns hiding in the shadows near the monks. Meanwhile his actual (meagerly) paid duties have caused him to catch the attention of the temple barristers who draw up favorable assassination contracts, and scout out new work. Complementing the Red Mantis Assassins proper, these shrewd lawyers once secretly took payment from every rival member of a small city’s council and happily left the lot dead, and the city leaderless. Under their tutelage Sethris complements his secret monk training with a paltry but functional amount of legal knowledge, and the rare allowance to pray with the temple priests and begin practicing the ways of divine magic. By this time he hasn’t bothered returning to his family in months, and never again will.
Chapter 3: The test of Achaekek
Gaining more and more trust, Sethris begins making journeys with the law-scribes and barristers of the Red Mantis. He’s deemed powerful enough to defend them on the road, and faithful and trustworthy enough to uphold their ideals. After two years with this reputation Sethris catches the attention of Red Mantis at the seat of power elsewhere in the nation, and is requested to come work there for them. The journey will take a few weeks.
Halfway there, one late evening, Sethris comes across a mantis creature in the heat of intense battle with clerics of Abadar. Sethris can sense the presence of Achaekek within the mantis creature. He rushes into the battle, helping it fight off the oppressors and heretics. Unfortunately, though they are victorious the mantis creature is mortally wounded. In that moment he comes to realize he has come into contact with an Avatar or aspect of Achaekek. As this form passes from the world, it gives a slight aspect of Achaekek’s power to Sethris.
Chapter 4: Proving himself to the Vernai and joining the Crimson Crew
TODO