Sajan Gadadvara

Tsadok Whisperfall's page

248 posts. Alias of ScarletFox.


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

About Tsadok Whisperfall

Tsadok Whisperfall EXP: 75,902
Male dhampir unchained monk (tempest) 9 (Legendary Games: Legendary Monk 14, Pathfinder RPG Advanced Race Guide 96, Pathfinder RPG Pathfinder Unchained 14)
LN Medium humanoid (dhampir)
Init +5 Senses: darkvision 60 ft., low-light vision; Perception: +17
AC 30, touch 26, flat-footed 25
(+2 armor, +2 deflection, +5 Dex, +2 monk, +2 natural, +5 Wis, +2 Armor Attunement)
HP 71 (9d10+13) (51 hp, Grazed -1; 34 hp, Wounded -2; 17 hp, Critical -3; -1 hp, Disabled)
Fort +13, Ref +15, Will +10 *Resistance +3
Defensive Abilities evasion, negative energy affinity, resist level drain Purity of Body: Immune disease
Speed 60 ft.
Melee +2 Riven Hourglass Unquiet Grave nine-ringed broadsword +23/+18 (1d8+8/15-20/+12 damage on crit) *When using both schools together (Maneuver and Stance) Att is +24 *Weapon Attunement +4
unarmed strike +14/+6 (1d10+1/+4 damage on crit)
Mind-Glass Kerambits +9/+4 (1d3+1/ +2 damage on crit)
Ranged +1 mwk rope dart +17/+12 (1d4+2/+2 damage on crit) (monk weapon) *Weapon Attunement +1
mwk shuriken +16/+11 (1d2+1/+1 damage on crit)
Special Attacks ki strike (cold iron, magic, silver), skirmisher, style strike (flying kick [20 feet]), stunning fist (7/day, Fort DC 16)
Str 12 (+1), Dex 20 (+5), Con 12 (+1), Int 14 (+2), Wis 16 (+5), Cha 14 (+2)
Base Atk +8; CMB +8; CMD 27
Feats Combat Patrol* Deflect Arrows* Extra Ki* Improved Unarmed Strike*
Slashing Grace Stunning Fist* Weapon Finesse Weapon Focus (nine-ringed broadsword)
Improved Crit (nine-ringed bsd)
Skill Groups Perceptive, Thieving
Skill Specialties Acrobatics +15, Athletics +14, Influence +8 Perception +17, Stealth +16
Traits Born in the Light, Dragonfoe
Languages Common, Elven, Giant, Orc
SQ Born in the Light Dayborn Dragonfoe Evasion ki pool (9 points) manipulative negative energy affinity rapid metabolism rapid recovery resist level drain skirmisher slashing grace speed stunt (fast-moving flanker, freerunner, Ki Power: Wholeness of Body) style strike(flying kick) swift and sure fast movement Improved Evasion
Style Strike (Shattering Punch)
Combat Gear potion of cause moderate wounds (1), Necklace w/7 vials of blood (3-Inflict Mod wounds 2d8+3, 4-Inflict Ser wounds 3d8+5)
Other Gear mwk nine-ringed broadsword (Sable Moon, attuned), mwk rope dart, mwk shuriken (10), monk's kit (backpack, belt pouch, blanket, hemp rope [50-foot], soap, torches [10], trail rations [5 days], waterskin), monk's outfit (attuned, free), Ring of Ki Mastery (3 Ki points stored), 150 gold sails

Nine-Ringed Broadsword
Cost 15 gp; Damage 1d6 (small), 1d8 (medium); Critical x3; Range – ; Type S; Special monk; Weight 4 lbs.
This broad-bladed weapon has nine heavy rings threaded through its spine, providing additional weight to add to the force of its impressive chopping power.
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Rope Dart
Cost 1 gp; Damage 1d3 (small), 1d4 (medium); Critical x2; Range 20 ft.; Type P; Special blocking, distracting, monk; Weight –
This deceptively complex weapon appears to be nothing more than a 12-foot rope attached to a 6-inch long, conical metal spike. Similar to a meteor hammer, it can be whirled at great speeds, then aimed to strike and pierce opponents with great reach. Once it strikes, the wielder can quickly retrieve the weapon with a tug of the rope as a free action. Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
Distracting: You gain a +2 bonus on Influence skill checks to feint in combat while wielding this weapon.
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Cost 1 gp; Damage 1 (small), 1d2 (medium); Critical x2; Range 10 ft. (projectile); Type P; Special monk; Weight 1/2 lbs.
A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can’t be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Born in the Light Tsadok receives a +2 bonus on checks and saves affected by the Endurance feat (this bonus does not stack with the bonus granted by the Endurance feat).
Combat Patrol As a full-round action, Tsadok may set up a combat patrol, increasing his threatened area by 5 feet for every 5 points of his base attack bonus. Until the beginning of his next turn, he may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. Tsadok may move as part of these attacks, provided his total movement before his next turn does not exceed his speed. Any movement he makes provokes attacks of opportunity as normal.
Dayborn Tsadok has weaker ties to his undead bloodline than other dhampirs. As such, he is unhindered by daylight and loses the light sensitivity racial trait.
Dragonfoe Tsadok receives a +1 dodge bonus to AC against creatures with the dragon type and a +2 bonus on Reflex saves against breath weapon attacks.
Evasion (Ex) If Tsadok 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 he is wearing light armor or no armor. If Tsadok is helpless, he does not gain the benefit of evasion.
Improved Unarmed Strike Tsadok's unarmed strikes don't provoke attacks of opportunity, and can deal lethal or nonlethal damage as he chooses.
Ki Pool (Su) Tsadok has 9 points of ki, supernatural energy that he can use to accomplish amazing feats. As long as he has at least 1 point of ki, Tsadok can make a ki strike, which allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool as a swift action, he can increase his base speed by 30 feet for a number rounds equal to his Wisdom modifier (minimum 1). The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Manipulative (Ex) Tsadok receives a +1 bonus on Influence and Perception checks (already included above).
Negative Energy Affinity (Ex) Though alive, Tsadok reacts to positive and negative energy as if he were undead — positive energy harms him, negative energy heals him.
Rapid Metabolism (Ex) Tsadok heals naturally at twice the normal rate. This has no effect on magical healing. However, he also must eat twice the normal amount to remain healthy and avoid starvation. Tsadok takes a -2 penalty on saving throws or Constitution checks to avoid the ill effects of hunger.
Rapid Recovery (Su) As a swift or immediate action, Tsadok can expend 1 point from his ki pool to negate fatigue, or to reduce exhaustion to fatigue. He cannot negate or reduce fatigue or exhaustion caused by starvation and hunger.
Resist Level Drain (Ex) As a dhampir, Tsadok takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels Tsadok takes are removed without the need for an additional saving throw.
Skirmisher (Ex) If Tsadok moves at least 10 feet before attacking with an unarmed strike or monk weapon (including ranged attacks, if his target is within 30 feet), any successful attack he makes before the beginning of his next turn deals an additional 2d6 points of damage. This is considered precision-based damage and does not apply to creatures immune to critical hits or that have concealment or total concealment. If he hits with an unarmed strike, Tsadok may choose to attempt a combat maneuver check to reposition the target in lieu of dealing this additional damage/ The combat maneuver check does not provoke an attack of opportunity. In addition, he gains a +1 dodge bonus to AC until the beginning of his next turn if he moves at least 10 feet.
Slashing Grace When wielding his nine-ringed broadsword one-handed, Tsadok can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and he can add his Dexterity modifier instead of his Strength modifier to that weapon’s damage. The weapon must be one appropriate for his size. He does not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Speed Stunts Tsadok has gained new ways in which he can spend his ki points to perform extraordinary feats.
Fast-moving Flanker (Ex): During any round in which Tsadok moves at least 10 feet, he can designate any one spaces he occupies at any point during his move as his position for the purpose of providing flanking to allies or giving or receiving the benefit of the aid another action. This is in addition to his actual position at the point when an ally makes an attack. If he expends 1 point from his ki pool, he can designate a number of spaces equal to his Wisdom modifier (minimum 1) as his position for this purpose. He can use this ability to provide flanking to himself.
Free Runner (Ex): Whenever Tsadok uses the charge, run, or withdraw action, as long as he has at least 1 point in his ki pool he can run along sloped or vertical surfaces as part of his movement without needing to make an Athletics check, as long as he begins and ends his movement on a horizontal surface. Tsadok can turn during his movement as required to move from a horizontal to vertical surface as part of a charge or run action. He also may use this ability to move across soft or flexible surfaces that would normally be unable to bear his weight, such as a narrow tree limb, mud, or water.
Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level (8).
Style Strike (Ex) Tsadok knows one type of style strike. Whenever he has moved at least 10 feet during a round, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
Flying Kick: Tsadok leaps through the air to strike a foe with a kick. Before the attack, he can move a distance equal to his fast movement bonus. This movement is made as part of his skirmisher ability and does not require an additional action. At the end of this movement, Tsadok must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Stunning Fist 7 times per day before making an attack roll with an unarmed strike, Tsadok can use this feat. If a foe is damaged by the attack, it takes damage as normal and must attempt a Fortitude save (DC 16). If it fails, it's stunned for 1 round (it drops what it holds, can't take actions, loses its Dexterity bonus to AC, and takes a -2 penalty to AC) or fatigued (the monk’s choice).
Swift and Sure (Ex) Tsadok is not denied his Dexterity modifier when using the run action, and he does not take penalties or face an increased DC for moving at full speed when he makes Acrobatics, Athletics (for accelerated climbing), Stealth, or Survival checks.

The items claimed by Tsadok are kerambits made with blades of mindglass.
For those that don't know, mindglass is a special material as strong as steel that also provides the bearer with protection against an opponent’s psychic abilities. When a creature wielding a melee weapon made of mindglass succeeds at a saving throw against a psychic or mind-affecting effect from a creature, the weapon stores some of that energy and holds it for a future attack. A mindglass weapon can store this energy for a number of rounds equal to the level of the spell, or half the creature’s CR if the effect wasn’t a spell or spell-like ability. If the weapon hits a creature while still holding this energy, it suffuses the target with a disruptive field for 1 round. On a critical hit, the disruptive field effect instead lasts for a number of rounds equal to the weapon’s critical multiplier. In the case of the kerambits, the disruptive field lasts for 3 rounds.
While affected by this field, a target must succeed at a concentration check (DC = 15 + twice the spell’s level) to cast any spell or spell-like ability (in addition to any other required concentration checks). If the check is failed, the affected creature’s spell or spell-like ability is wasted.
In addition, both kerambits are dual balanced. This means that when wielding two weapons with the dual-balanced modification, the wielder reduces any two-weapon fighting penalties by 1 for both weapons.