Ageless Master

Subotai Jelme's page

41 posts. Organized Play character for qwerty1971.


Full Name

Subotai Jelme

Race

Aasimar

Classes/Levels

Unchained Monk 6 (HP:37/52)(AC:20 (24) FF:17 T:18)(F:+7 R:+8 W:+6)(Init:+4)(Perception:+11)

Gender

Male CL 6

Alignment

LG

Languages

Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Infernal, Hwan, Tien

Strength 14
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 17
Charisma 14

About Subotai Jelme

Subotai Jelme
Male azata-blooded aasimar (musetouched) unchained monk (invested regent) 6 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Player Companion: Heroes of the High Court 22, Pathfinder RPG Bestiary 7, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +11
Ki: 4 of 8/day ||||| Investiture: 6 of 6/day
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Defense:

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AC 20, touch 18, flat-footed 17 (+2 armor, +1 deflection, +3 Dex, +1 monk, +3 Wis)
hp 52 (6d10+12)
Fort +7, Ref +8, Will +6; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 5, cold 5, electricity 5

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Offense:

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Speed 50 ft.
Melee dagger +7/+2 (1d4+6/19-20) or
short sword +7/+2 (1d6+6/19-20) or
unarmed strike +7/+7/+2 (1d8+7)
Special Attacks flurry of blows (unchained), stunning fist (6/day, DC 16), style strike
Spell-Like Abilities (CL 6th; concentration +8)
1/day—glitterdust (DC 14)
Monk (Unchained) Spell-Like Abilities (CL 6th; concentration +8)
At will—divine favor (1 investiture point), shield of faith (self only, 1 investiture point)
—barkskin (self only, 1 ki)[UM]
[dice=Unarmed Strike]1d20+7[/dice] ...[dice=DMG]1d8+7[/dice]
[dice=Unarmed Strike Flurry]1d20+7[/dice] ...[dice=DMG]1d8+7[/dice]
[dice=Unarmed Strike Flurry]1d20+7[/dice] ...[dice=DMG]1d8+7[/dice]
[dice=Unarmed Strike Flurry]1d20+7[/dice] ...[dice=DMG]1d8+7[/dice]
[dice=Unarmed Strike Flurry]1d20+2[/dice] ...[dice=DMG]1d8+7[/dice]
[dice=Jabbing Style Bonus Damage]1d6[/dice]

[dice=Ki Boosted Flurry]1d20+7[/dice] ...[dice=DMG]1d8+7[/dice]


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Statistics:

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Str 14, Dex 17, Con 14, Int 12, Wis 17, Cha 14
Base Atk +6; CMB +6; CMD 26
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Infernal, Hwan, Tien

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Feats|Traits|FCB:

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Feats Improved Unarmed Strike, Jabbing Style[ACG], Power Attack, Stunning Fist, Weapon Finesse
Traits honored fist of the society, quain martial artist
FCB: +1/4 Ki Point/level: +1.2 total

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Skills= 30:

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Acrobatics +11 (+19 to jump), [dice=Acrobatics]1d20+11[/dice]
Climb +7, [dice=Climb]1d20+7[/dice]
Escape Artist +11, [dice=Escape Artist]1d20+11[/dice]
Intimidate +6,
Knowledge (history) +5,
Knowledge (religion) +6, [dice=Religion]1d20+6[/dice]
Linguistics +6,
Perception +11, [dice=Perception]1d20+11[/dice]
Sense Motive +13, [dice=Sense Motive]1d20+13[/dice]
Stealth +7, [dice=Stealth]1d20+7[/dice]
Swim +6

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Magical Items Placement:

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(Belt Slot) -Belt of Dex +2-
(Body Slot) ------------------------
(Chest Slot) ------------------------
(Eyes Slot) ------------------------
(Feet Slot) ------------------------
(Hands Slot) ------------------------
(Head Slot) ------------------------
(Headband Slot) -Headband of Wis +2-
(Neck Slot) ------------------------
(Shoulder Slot) ------------------------
(Wrist Slot) ------------------------
(Ring Slot 1) -Ring of Prot +1-
(Ring Slot 2) ------------------------

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Gear:

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Gear: acid, alchemist's fire, holy water (2), holy weapon balm[ACG]; Other Gear dagger, short sword, belt of incredible dexterity +2, bracers of armor +2, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Korada)[UE], magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Korada, 463 gp

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Special /Class Abilities:

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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Favor (1 investiture point, At will) (Sp) Costs 1 investiture point to activate.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Investiture (Su) You have a pool of supernatural energy that fuels amazing abilities and divine protection.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Shattering Punch On fist hit, ignore DR and hardness for damage.
Shield of Faith (self only, 1 investiture point, At will) (Sp) Costs 1 investiture point to activate.
Stunning Fist (6/day, DC 16) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wholeness of Body (1d8+6 hp) (Su) As a standard action, use 2 ki to heal damage to self.

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Backstory:

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Subotai grew up in the lands of Tian-Xia where he was orphaned at an early age. Taken in by a a fishing family he was raised by many in the village due to having no true parents. His schooling included philosophy and after doing some research he decided to dedicate his life to the Korada faith. Subotai grew up expanding his martial talents.

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Personality:

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scenarios:

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3-I1 First Steps, Part 1: In Service to Lore
Gallows of Madness 1*: Apprentices Returned Boons.
Gallows of Madness 2*
Gallows of Madness 3*
Gallows of Madness Bonus*
9-10 Signs of Senghor
8-12 Tyranny of Winds 3

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