About Shaoshu
Shaoshu
Male agathion-blooded aasimar (idyllkin) brawler (snakebite striker) 2/medium (relic channeler) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 30, 93)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 31 (3 HD; 1d8+2d10+10)
Fort +8, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 kusarigama +7 (1d3+13) or
. . +1 kusarigama flurry of blows +5/+5 (1d3+12) or
. . mwk urumi +7 (1d8+9/18-20) or
. . unarmed strike +6 (1d6+9) or
. . unarmed strike flurry of blows +4/+4 (1d6+9)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 kusarigama)
Special Attacks brawler's flurry, sneak attack +2d6, spirit (Champion, 1 influence)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—summon nature's ally II
Medium (Relic Channeler) Spells Known (CL 1st; concentration +3)
. . 0 (at will)—grave words[OA], guidance
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Statistics
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Str 16, Dex 12, Con 17, Int 10, Wis 8, Cha 15
Base Atk +2; CMB +6; CMD 16
Feats Accomplished Sneak Attacker, Improved Unarmed Strike, Power Attack, Spirit Focus (champion)[OA]
Traits indomitable faith, - custom trait -
Skills Acrobatics +5, Bluff +6, Climb +3, Diplomacy +6, Knowledge (local) +4, Perception +5, Sense Motive +3, Survival +1, Swim +7, Use Magic Device +6; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ brawler's cunning, champion's prowess (urumi), martial training, powerful bond, relics (6), spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Combat Gear wand of cure light wounds, alchemist's fire; Other Gear chain shirt, +1 kusarigama[UC], mwk urumi[UC], canteen[UE], charcoal stick, cheese, iron spike[APG] (6), masterwork thieves' tools, powder[APG], silk rope (50 ft.), wooden holy symbol of Lao Shu Po, 13 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Champion's Prowess (Urumi, Kusarigama) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.