Keeper Myre

Shinkeer Aswander's page

830 posts. Organized Play character for Hawkwen Agricola.


Full Name

Shinkeer Aswander

Race

Human (Kellid/Tian)

Classes/Levels

Monk (Terracotta Monk) 10 Sorcerer (Wildblooded) 5

Gender

AC33/Tch29/Flat29/CMD43(45 vs grapple & trip)||HP117[117]|Fort:+10;Ref:+11;Will:+19|Percept.+27(+29 for traps, +31 if in stone, trapspotter)|SenMot.+14|Init.+3

Size

Med

Age

18

Alignment

LN

Deity

Irori

Languages

Common, Hallit, Tien

Strength 16
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 27
Charisma 10

About Shinkeer Aswander

Shinkeer Aswander (Monk)
PFS# 65114-11
Male human (Tian-Shu) monk (terra-cotta monk) 10/sorcerer (wildblooded) 4 )
LN Medium humanoid (human)
Init +3; Senses Perception +27
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Defense
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AC 33, touch 29, flat-footed 29 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +1 insight, +1 luck, +11 Wis)
hp 117 (14 HD; 4d6+10d8+48)
Fort +10, Ref +11, Will +19 (+2 trait bonus vs. charm and compulsion); +2 vs. enchantments, +8 bonus against mechanical traps
Defensive Abilities trap dodge; Immune disease; Resist acid 5, cold 5
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Offense
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Speed 60 ft.
Melee +1 shock temple sword +14/+9 (1d8+5/19-20 plus 1d6 electricity) or
. . +1 shock temple sword flurry of blows +15/+15/+10/+10/+5 (1d8+5/19-20 plus 1d6 electricity) or
. . dagger +13/+8 (1d4+4/19-20) or
. . unarmed strike +15/+10 (2d8+6/19-20) or
. . unarmed strike flurry of blows +16/+16/+11/+11/+6 (2d8+6/19-20)
Special Attacks flurry of blows, stunning fist (12/day, DC 25)
Sorcerer Spell-Like Abilities (CL 6th; concentration +14)
. . 11/day—heavenly fire (1d4+2 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 6th; concentration +14)
. . 2nd (5/day)—bull's strength
. . 1st (8/day)—bless, grease, magic missile, shocking grasp, snowball (DC 19), vanish[APG] (DC 19)
. . 0 (at will)—daze (DC 18), detect magic, disrupt undead, flare (DC 18), haunted fey aspect[UC], message, resistance
. . Bloodline Empyreal
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Statistics
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Str 18, Dex 16, Con 14, Int 11, Wis 27, Cha 10
Base Atk +9; CMB +18 (+24 grapple, +20 trip); CMD 43 (45 vs. grapple, 45 vs. trip)
Feats Cornugon Stun, Dodge, Eschew Materials, Expanded Arcana[APG], Greater Grapple, Improved Critical (unarmed strike), Improved Grapple, Improved Trip, Improved Unarmed Strike, Monastic Legacy[UC], Pummeling Style[ACG], Rime Spell[UM], Stunning Fist, Toughness, Tribal Scars
Traits child of two peoples, magical knack
Skills Acrobatics +13 (+25 to jump), Bluff +4, Climb +19, Disable Device +22, Escape Artist +10, Fly +7, Heal +14, Intimidate +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (religion) +6, Perception +27 (+29 to notice traps within ten feet; bonus increases to +4 if on a stone wall or floor), Sense Motive +14, Spellcraft +5, Stealth +13, Survival +12, Swim +8
Languages Common, Hallit, Tien
SQ fast movement, ki pool (13 points cold iron, lawful, magic, silver), maneuver training, slow fall 50 ft., stone grip, trap intuition, wholeness of body (10 hit points)
Combat Gear jingasa of the fortunate soldier, oil of bless weapon, oil of daylight (2), potion of cure moderate wounds, potion of cure serious wounds, potion of fly (2), scroll of aram zey’s focus (x5), scroll of endure elements, endure elements, endure elements, endure elements, endure elements, wand of cure light wounds, wand of infernal healing (50 charges), wand of mage armor (50 charges), acid (4), air crystal, antiplague, antitoxin; Other Gear +1 shock temple sword, dagger, deep red sphere ioun stone, dusty rose prism ioun stone, onyx rhomboid ioun stone, +2 amulet of mighty fists, belt of giant strength +4, bracers of armor +4, flawed dull grey ioun stone, gauntlet of the skilled maneuver (grapple), headband of inspired wisdom +6, ioun torch ioun stone, monk's robe, ring of protection +2, bandolier, bandolier, belt pouch, earplugs, masterwork backpack, masterwork thieves' tools, monk's outfit, smoked goggles, wrist sheath, spring loaded, wrist sheath, spring loaded, 516 pp, 5 gp, 9 sp, 7 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Cornugon Stun You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +10/+10/+5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Heavenly Fire (1d4+2 divine energy, 11/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Maneuver Training (Ex) CMB = other BABs + Monk level
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Scroll of aram zey’s focus (x5) Add this item to create a scroll with spells on it.
Scroll of endure elements, endure elements, endure elements, endure elements, endure elements Add this item to create a scroll with spells on it.
Slow Fall 50 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Stone Grip +10 Climb at full speed with no DC increase. As a swift action, use 1 ki for spider climb.
Stunning Fist (12/day, DC 25) You can stun an opponent with an unarmed attack.
Trap Dodge (Ex) +8 bonus to save vs mechanical traps.
Trap Intuition (Ex) +2 bonus to notice traps or +4 if in stone, automatic check in 10 ft.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wholeness of Body (10 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Consumables
Wand of CLW -3/50 chrgs used
Wand of Mage Armor -6/50 chrgs used
Wand of Infernal Healing -23/50 chrgs used
10 Ghost Touch Crossbow Bolts
10 Silver Crossbow Bolts