male Kuwa-Oni Sublime Human Gestalt (Hidden Blade Rogue/Bushi Warder) 4
Classes/Levels
Sens M +14, Stealth +19 Str 22, Dex 24, Con 22, Int 24, Wis 21, Cha 30 Luck 18
Gender
HP 102/102 AC 26 T 19 FF 19 Init +7 F+10 R+11 W+10 Perc +18 low-l, darkvision 60'
About Stratton of Arcanium
Stratton of Arcanium
Male ageless kuwa oni half-celestial sublime human warder (bushi) 4/unchained rogue (hidden blade) 4/gestalt 4 (Path of War 10, Pathfinder Unchained 20)
NG Medium humanoid (human)
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Stratton of Arcanium
Male ageless kuwa oni sublime human warder (bushi) 4/unchained rogue (hidden blade) 4/gestalt 4 (Path of War 10, Pathfinder Unchained 20); Member of Aeria Gloris
NG Medium humanoid (human)
Init +9; Senses Perception +14; low-light vision, darkvision 60 ft
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Defense
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AC 26, touch 19, flat-footed 19 (+7 Dex, +3 armor, +4 natural armor +1 Insight, +1 Deflection)
HP 102 (4d12 (30) +24 con +40 cha +4 toughness +4 favored class)
Fort +10, Ref +11, Will +9; +2 luck vs. traps,+4 racial bonus on saves vs. poison
Defensive Abilities danger sense +1, DR 5/-, evasion, Fast Healing 8, regeneration 5 (fire, acid), uncanny dodge; Resist Acid 10, Fire 7, Negative Energy 10, Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage, exhaustion
SR: 17
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Offense
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Speed 50 ft.
Melee Wakizashi +13 (18-20) 1d8+10 p/s or +1 Mithral Katana +14 (18-20) 1d10+9 or Lady Black +13 1d10+13 or 1d10+9
Ranged Shortbow +13 (x3) 1d6 p
Special Attacks 1 ready the draw, 1 reaching blade stance, 3 formless dance, 3 primal warrior stance, 3, flowing water stance, champion's strike, debilitating injury, sneak attack (unchained) +2d6, smite evil 1/day as paladin of same level
Spell-Like Abilities 4/day:fly 3/day:darkness, protection from evil 1/day:aid, bless, charm person, deep slumber, detect evil, invisibility (self only)
Channel Positive Energy as a 1st level cleric (1d6, DC 20, 11/day).(+2d6 phylactery)
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Statistics
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STATISTICS:
Final, starting, racial, other
Str 22, 9, +4 Oni, +2 sublime, +1 ageless, +2 mia wish, +2 mia super wish, +2 shrine of the spider god
Dex 24, 13, +4 Oni, +2 sublime, +1 ageless, +2 mia wish
Con 22, 7, +2 Oni, +1 Boost Points, +1 radish garden, +8 sublime, +1 ageless, +2 mia wish
Int 24, 18, +4 sublime, +2 mia wish
Wis 21, 16, +2 Oni, +2 mia wish,+1 boost
Cha 30, 17, +4 Oni, +1 statue of hera, +8 sublime
Lck 18, 15, +1 horseshoes, +2 boosts
Gear
seafoam green soul crystal, ipod with noise cancelling headphones, verdant vine bracelet, amulet of resurrection ,durable arrow (10), studded leather, shortbow, wakizashi[UC], artisan's outfit (something with a leather apron and lots of pockets/straps to hold tools), cold weather outfit, courtier's outfit (something nice to wear at the bordello), explorer's outfit, masterwork thieves' tools, peasant's outfit (exercise clothing), starting clothing, Phone, Life Vest Portable Difribulator, Glasses, Continuous Glucose Monitor, Insulin, 3 pens, Folding knife, potion key
Bag of Concealment Type I, Boots of Elvenkind, a Dusty Rose Prism Ioun Stone, Eyes of the Eagle, Muleback Cords, and a pair of Trapspringer's Gloves,Mask of a thousand tomes and a Phylactery of positive channeling, ring of protection +1, pig, Ring of Strength Sapping
pristine Trophy head (Displacer Beast), Boost Card +3
Ankheg armor proficiency
Ankheg breastplate
Ankheg sheild
Step of the cat: +2 to stealth
Black fur cloak of pouncing
Claws of the cat
Hydra Strike - Strike - Give an adjacent ally an AoO against the same target
Hydra leather boots or Hydra leather Vest
Troll gut rope
Health of a Troll belt
Essence orb of regeneration
Amulet of the Blood Boar
Chausible of the Fateweaver
Wealth: , About 1.50 in loose coins, 120 USD, 6565gp
Tireless Path- treated as two levels higher for purposes of these abilities
Level 1: Recover from the Fatigued condition in half the normal time, only have to sleep half the normal time.
Level 3: only have to eat 1 meal a day
level 5: Immune to the Exhausted condition
Level 7: Do not need to eat, sleep, or drink. Recover from the Fatigued condition with 2 hours of rest/meditation
Level 9: Immune to magical sleep
Level 11: Immune to the Fatigued condition.
Level 13: Immune to Energy Drain
Level 15: Immune to Staggered, may function normally at zero hit points
Level 17: Immune to Stunned and Dazed
Level 19: Immune to Dying conditions, may function normally at negative hit points until dead
Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist.
Once per day on command, command word 'Leshy', the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell entangle, as the vines coil around the creature’s legs. The vines persist, but at the start of the affected creature’s turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage.
A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.
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Soul Crystal:
The soul crystal appears in your hand and feels warm. It changes its color to your favorite color. You know that there is two options and you can always change them at the beginning of the day. It can have two abilities of two Ioun Stones if you toss it into the air. The other option is to touch it to a willing or unwilling creature. If it is willing you gain a connection to that creature and you both gain some bonuses. If unwilling Will Save DC 18, if it fails you can command it as per command Monster spell.
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Other Boons
Horseshoe Pit: gain +1 to luck and the ability to roll with advantage 1/day.
Small Garden (Radish): +1 Con
Statue of Hera: +1 Cha
Shrine of the Spider God +2 Str
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Boost Points 60/66 Spent Now 5xBoost Points
5 1st Bonus Feat (Limit 1)
7 +1 to Stat below 18 (Con)
7 +1 Stat below 18 (Luck)
7 +1 Stat below 18 (Luck)
10 Gain 2nd bonus feat (Max 1): Advanced Study (Stance, Warder: Flowing Water Stance)
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
15 +1 Stat below 21 (Wis +1)
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Sublime Template:
Sublime Creature (CR +2)[3pp]
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.
A sublime creature is the epitome of health and beauty, being more comely than other members of its race.
Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.
A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here.
CR: +2
Armor Class: Increase natural armor by +2.
Speed: Increase all the base creature’s natural speeds by 10 ft.
Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
Special Abilities: The sublime creature gains the following special abilities.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.
Feats: Gain Toughness as a bonus feat.
Skills: +4 racial bonus to Diplomacy.
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Mia wish bonuses
+2 Str
+2 Con, 2 boost point
+2 Wis, elixir of xp
+2 Dex, +2 trait bonus to stealth
+2 Int, Hexproof. The ability to stop one curse from affecting you, choose when you wake up.
+2 super wish bonus to Str
Daily Quest Setup Now 5xBoost Points
Slow mode
100 Pushups Str take 10 [dice]10+6[/dice] vs DC 10 1 hour
100 Situps Str take 10 [dice]10+6[/dice] vs DC 12 1 hour
100 squats Str take 10 [dice]10+6[/dice] vs DC 14 1 hour
100 jumping jacks Dex take 10 [dice]10+7[/dice] vs DC 16 1hour
rest an hour
run 5k Con take 10 [dice]10+6[/dice] vs DC 10 1 hour
6 hours total
Fast Mode
100 Pushups Str take 10 [dice]10+6[/dice] vs DC 15 1/2 hour
100 Situps Str take 10 [dice]1d20+6[/dice] vs DC 17 1/2 hour
100 squats Str take 10 [dice]1d20+6[/dice] vs DC 19 1/2 hour
100 jumping jacks Dex take 10 [dice]10+7[/dice] vs DC 21 1/2 hour
rest an hour
run 5k Con take 10 [dice]10+6[/dice] vs DC 15 1/2 hour