Chain Mauler

Shadow-touched Gabriel's page

80 posts. Alias of natloz.


Full Name

Shadow-Touched Gabriel Izalith

Race

| HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16

Classes/Levels

| Speed 40ft , +10ft sprinter | Active conditions:

Gender

Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4

About Shadow-touched Gabriel

Shadow-touched Gabriel Izalith
LN Lavasoul Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4
Init +6; Perception +21; Darkvision 60 ft
HP: 77/77
Ki: 4/6
Stunning Fist: 4/6
Racial Enlarge/Reduce 1/1
--------
Defense
--------
AC 22, Touch 22, Flat Footed 17 {+2 Barkskin}(+0 armor, +4 dex, +1 deflection, +1 Dodge, +4 wis, +2 Monk)
HP 77
Fort +8, Ref +13, Will +8
Energy Resist: 5 Fire
Special Defense: +1 AC & Reflex vs traps; +2 vs enchantment spells and effects; immune vs disease; +4 dodge AC vs AOO from Movement; can’t be FF vs surprise and invis gets no bonus; < 1/2 hp, fast heal 1 in dim light & improved evasion
--------
Offense
--------
(Effects: +8 BAB; +1 hit WF; +4 hit & Damage from Dex; +1 AoMF)
Speed 40ft, +10ft on charge, run, or withdraw
Melee: Unarmed Strike +14(1d10+5+2 fire 20/x2)
Flurry +14/+14/+9 (1d10+5+2 fire 20/x2)
Special Attacks: Sneak Attack 2d6, Stunning Fist, Debilitating Injury, Style Strikes (Spin Kick), Blind-Fight, combat reflexes(4)

Small: flurry +16/+16/+11 (1d8+6+2 20/x2)
Combat reflexes (5)

Ki Abilities: Vanish (swift, 4 rounds, 1 Ki), Extra Attack on full attack (swift, 1 Ki), Barkskin (50 mins, 1 Ki)
--------
Stats
--------
STR 10,Dex 18, Con 14, Int 12, Wis 18, Cha 7
Bab +8, CMB +8, CMD 29

Traits: Indomitable Faith +1 will saves
Reactionary +2 init
--------
SKILLS
--------
Skill points: Rogue 32 (8*4), Monk 20 (4*5), Int 9, 9 background (craft, profession, perform)
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Acrobatics +18 (+4 dex, +9 rank, +3 cs, +2 competence)
+22 Jump
Climb +6 (+1 rank, +3 cs, +2 competence)
Disable Device +15 (+4 dex, +6 rank, +3 cs, +2 class)
Escape Artist +16 (+4 dex, +9 rank, +3 cs)
Know Dungeoneering +5 (+1 int, +1 rank, +3 cs)
Linguistics +6 (+1 int, +2 rank, +3 cs)
Perception +21 (+4 wis, +9 rank, +3 cs, +5 competence)
+23 vs traps
+22 vs surprise
Perform (Dance) +10 (-2 cha, +9 rank, +3 cs)
Sense Motive 16 (+4 wis, +9 rank, +3 cs)
Sleight of hand 11 (+4 dex, + 4 rank, +3 cs)
stealth +18 (+4 dex, +9 rank, +3 cs, +2 competence)
Swim +4 (+1 rank, +3 cs)

Languages: Common, Ifrit, High Ifrit, Benthic, Maker Script

Feats:

Weapon Finesse – Use dex to hit with light melee weapons
Weapon Focus (Unarmed Strike) – +1 hit with unarmed strike
Dodge – +1 dodge AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility – +4 dodge AC vs AOO from movement
Jabbing Style – When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.
Jabbing Dancer – Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn.
Pummeling Style - Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.
Combat Reflexes: Can make extra AOO. Can take AOO while flat-footed.

Racial Features:

+2 con, +2 Int, -2 dex
Energy Resistance: Fire 5
Darkvision: 60ft
Efreeti Magic: Can cast enlarge or reduce person 1x per day. Replaces Spell-like ability
Brazen Flame: Ifrits flames sometimes infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 2 points of fire damage with its melee attacks. Replaces Fire Affinity
Sprinter: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Shadow Gatherer: You gain +4 circumstance bonus to your stealth checks whenever you are in any light condition besides 'bright light'.
Too Slippery to Die: Anytime you are at less than half HP(38), you gain the following abilities:
- Improved Evasion
- Limited Dim-Healing: You gain fast healing 1, as long as you are not in bright light.

Unchained Monk Features:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: Dodge, Combat Reflexes
Flurry of Blows (Ex): Extra attack at full BAB. Stacks with Haste, ect..
Stunning Fist (Ex): Gain feat and uses per monk lvl. Can make target Stunned or Fatigued
Unarmed Strike (Ex): Improved Unarmed Strike feat. Improved Damage as table. (1d8)
Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (ex): Enhancement bonus to land speed as listed on table. (10ft)
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. (Quingong power: Barkskin)
Still Mind (Ex): +2 (untyped) vs enchantment spells and effect
Purity of Body (Ex): Immunity to all diseases, including supernatural and magical diseases
Style Strike (Ex): Can perform 1 selected style strike per round. (Spink Kick)
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.


Unchained Rogue Features:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. At second level, a dark lurker gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. At lvl 3, choose a light weapon to use dex for damage. (Unarmed strike)

Blades from the Shadows (ex): Ability to make sneak attacks vs foes with cover. Repleaces Evasion
Blind-Fight (ex): Gain blind fight as bonus feat. Replaces lvl 2 rogue talent.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Rogue Talent:Ninja Trick: Vanishing Trick (Su): Cast vanish as swift action for 1 Ki point. Caster lvl = rogue lvl.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Mundane Equipment:
MW backpack
MW Thieve’s Tools
Silk Rope
Torches (10)
Trail Rations (5 days)
Waterskin
Bed Roll
Belt Pouch
Iron Pot
Mess Kit
Chalk (10)
Flint and steel
Grappling Hook

The ring and 4 white potions from Moon Inquisitor

Magic Equipment:
Headband: Headband of Inspired Wisdom +2
Eyes: Eyes of the Eagle
Shoulders: Cloak of Resistance +1
Neck: Amulet of Mighty Fists +1
Body: Monk’s Robe
Belt: Belt of Incredible Dexterity +2
Feet: Cat Burglar’s boots
Ring 1: Ring of Feather Falling
Ring 2: Ring of Protection +1

Gold:1300

Background:
1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.
2) Having run away from home, he makes his living both dancing, something he loves and Mercenary missions from the Happy Swords.
3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family
4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never.
5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body.

As the party fell to the Road of Bones, they awoke in the subterranean realm of myconids. Gabe pulls himself from the muck having been reborn, his shadowy taint removed with his rebirth. The transformative presence of the Heap is not easily shaken off though. Some of the restorative magics of the myconian demi-god stuck with Gabe even as they left the underground tunnels behind. As the party traversed the Great Forest and its home plane, the fey magic had a subtle effect on the remaining Heap matter in the assassin. His mind, changing in ways that weren’t obvious even to himself until the effects were already in place. New knowledge and fighting techniques replaced the old ways. Items he once held dear, now foreign to him. He grabs for his sword only to find himself holding an amulet already around his neck. His sparkling mithril armor now mimicking the garb of the oread tribal leader with which they are traveling. Shadow-touched Gabrel knows his allies and retains his goals but the Fey influence has changed his methods to protect his friends and attain his goals. He no longer holds the guilt of killing which guided him in the past. Through all these changes, his mantra remains similar, “Through the darkness, not of the darkness.”

Gabriel has Charcoal black hair, Deep blue eyes and skin the color of ash. Where once there was ugly dark veins covering his body and he left eye, there are now gray streaks. His rebirth removed the taint, but the evidence of their existence remains. When his anger flares, the streaks glow faintly with an inner fire. black veins covering his chest, arms and a single vein going across his left eye. The Veins, make his skin look like charred lumber.
As a person Gabriel is Demure, someone who follows orders as opposed to questioning and rebellion. The one thing he stand up for is Darkness not being inherently evil.

Build Notes:

Base stats: STR 9,Dex 17-2, Con 12+2, Int 10+2, Wis 16, Cha 7
Lvl 4: +1 str
lvl 8: +1 dex
non-item Modified Stats: Str 10, Dex 16, Con 14, Int 12, Wis 16, Cha 7

Lvl 1: Unchained Monk 1
-Feat Weapon Focus (Unarmed Strike)
-Bonus feat (Dodge)
-flurry of blows (bonus attack)
-stunning fist
-unarmed strike (1d6)
-Monk AC Bonus (+0 +Wis)
Lvl 2: Unchained Rogue 1 (Dark Lurker)
-Finesse training
-sneak attack +1d6
-trapfinding
Lvl 3: U Rogue 2
-Feat Jabbing Style
-Blades from the Shadows (evasion)
-Blind Fight (rogue talent)
Lvl 4: U Rogue 3
-Danger sense +1
-finesse training (unarmed strike)
-sneak attack +2d6
Lvl 5: U Rogue 4
-Feat Pummeling Style
-Debilitating injury
-rogue talent (Ninja Trick: Vanish)
-uncanny dodge
Lvl 6: U Monk 2
-Bonus feat (Combat Reflexes)
-evasion
Lvl 7: U Monk 3
-Feat Mobility
-Fast movement (+10 ft)
-ki pool
-ki strike (magic)
Lvl 8: U Monk 4
-Ki power (Quingong Power: Barkskin)
-still mind
-Unarmed Strike (1d8)
-Monk AC bonus (+1 +Wis)
Lvl 9: U Monk 5
-Feat Jabbing Dancer
-Purity of body
-style strike (1/round) (Spin Kick)