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About Valik FrostPFS # 63386-7....22 xp
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-------------------- Feat Descriptions:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Crane Style (Combat, Style)
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. ------- Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. ----- Crane Wing (Combat)
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed. ----- Crane Riposte (Combat)
Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th. Benefit: You take only a -1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent's attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. Special Abilities:
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Advice (Ex) A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion. Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level. Ki Mystic (Su): At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check. This ability replaces still mind. Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can do one of the following:
Mystic Insight (Su): At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit. This ability replaces purity of body. High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool. -------------------- Skills Details: 4+int+human/lvl
Spoiler:
* Acrobatics +11/16 (7+1+3)...+19 to jump checks
-------------------- Equipment Details:
Spoiler:
Worn/Carried 16590 gp +1 Sansetsukon, 2008gp, 3 lbs (disarm/block/monk)
Kama
Wayfinder (1PP) In/On Masterwork Backpack (50gp) Hemp Rope 50', 1gp, 10 lbs
Slot Items:
Belt:
Total Weight Carried lbs ( lbs w/o backpack) Light lbs Med lbs Heavy lbs Lift lbs Drag/Pull lbs -------------------- Background, Physical Description & Personality:
Spoiler:
***Quick Character Details*** Name Valik Frost
-------------------- PFS Scenarios: 41 Prestige / 42 Fame 5-08: The Confirmation / +1 xp / +2 pp / +440gp
purchases: weapon blanch cold iron (20gp), weapon blanch silver (5gp) First Steps I / 1 XP / + 422gp / 2 PP
Bought: casting Remove Disease (150gp) Penumbral Accords / 1 XP / + 527gp / 2 PP
Bought: potion of mage armor (50gp), spell masterwork transformation Sansetsukon (360gp) Rise of the Goblin Guild / 1 XP / +570gp / 2 PP
Bought: mage armor potion (50gp), potion CLW (50gp), tanglefoot bag (50gp) Severing Ties / 1 XP / + 517 gp / 1 PP
Bought: potion mage armor (50gp), potion protection evil (50gp) Goblinoid Dead / 1 XP / + 514 gp / 2 PP
Bought: Potion Mage armor (50gp), wayfinder (1pp) Delerium's Tanlge / 1 XP / +1189.5 gp / 2 PP
Bought: (x2) potion CLW (100gp), (x2) potion mage armor (100gp), Daredevil Boots (1400gp) Cyphermage Dilemma / 1 XP / +1241gp / 2 PP
Bought: potion mage armor (50gp), potion invisibility (300gp) Blackros Matrimony / 1 XP / +1307 gp / 1 PP Access to: potion fly (750gp), potion protection arrows (300gp), potion cure moderate (300gp) Bought: silver nunchaku (22gp), eyes of the eagle (2500gp) In Wrath's Shadow / 1 XP / +1359gp / 2 PP Access to: acrimony veil (13500 gp or 6750gp +18PP, limit 1), belt of giant strength +2 (4000gp), ring protection +1 (2000gp) Bought: potion mage armor (50gp), The Disappeared / 1 XP / +1860gp / 2 PP Access to: cloak of elvenkind (1500gp), dust of disappearance (3500gp), elixir of hiding (250gp), hat of disguise (1800gp), improved ring of climbing (10000gp) Bought: potion of mage armor (50gp), My Enemy's Enemy / 1 XP / +1324gp / 2PP Access to: brooch shielding (65 points left, 975gp, limit 1), candle truth (2500gp), potion cure mod (300gp), potion resist energy acid (300gp), slay arrow vermin (282gp), wand gaseous form (8 charges, 1800gp, limit 1) Bought: potion mage armor (50gp) Fortress of the Nail / 1 XP / +1570gp / 2PP Access to: +1 Flaming Longsword (8300gp), Bag of Holding type I (2500gp), Cloak of Resistance +1 (1000gp), Oil of Invisibility (300gp), Potion of Cure Serious (750gp), Wand of Charm Monster (6 charges, 2530gp, limit 1) Bought: potion mage armor (50gp) Veteran's Vault / 1 XP / +1898gp / 2 PP Access to: cloak resistance +1, handy haversack, potion cure serious, potion invisibility, ring sustenance, robe needles, scroll summon monster III Bought: upgraded MWK weapon to +1 (2000), potion mage armor (50) The Sanos Abdusction / 1 XP / +2275gp / 2 PP Access to: +1 disruption morningstar, belt of mighty constitution +2, dust of disappearance, gauntlets of rust, potion of cure moderate wounds, ring of maniacal devices Bought: Mage Armor Potion (50gp), 10 Shuriken (2gp), Headband of Inspired Wisdom +2 (4000) Way of the Kirin / 1 XP / +3288 gp / 2 PP Access to: cloak of resistance +1, nightdrops, + 1 brawling leather lamellar, amulet of natural armor +1, potion fly, ring of protection +1 Bought: Potion Mage Armor (50gp), Jester's Fraud / 1 XP / +2564gp / 2 PP Access to:cloak of resistance +2, potion of cure serious, wand of touch idiocy (20 charges, 1800gp, limit 1), wand of web (17 charges, 2350gp, limit 1) Bought: NOTHING Day of the Demon / +3255 gp / 2 PP Access to: jar of eyeballs (8000), boots levitation, masterwork cold iron heavy mace, howler earplugs, potion gaseous form, robe bones, wand misdirection, glamered +2 leather armor, +1 large demon bane heavy mace Bought: potion mage armor (50gp) Rivalry's End / +3341 gp / 2 PP Access to: dust of tracelessness, potion levitation, potion CMW, potion invisibility, wand irriseni mirrorsight (10 charges), ring spell knowledge II, dust illusion, ring spell knowledge IV Bought: potion mage armor (50 gp), potion barkskin (300 gp), potion levitate (300 gp), potion fly (750 gp), potion haste (750 gp) Fabric of Reality / +4054 gp 5 sp / 2 PP Access to: amulet natural armor +1, bracers of armor +2, cloak resistance +1, elemental gem air, potion cure moderate, potion cure serious, ring protection +1, wand false life (6 charges, 540gp), wand mage armor (30 charges, 450gp), wand spontaneous immolation Bought: Mage Armor (50gp), Cloak Resistance +2 (4000gp), Green Market / 4171 gp / 2 PP Access to: +1 ghost touch / mwk quarterstaff (8600gp), +1 ghost touch hide armor (16165gp), cloak resistance +1, necklace fireballs type I (1650gp), ring force shield (8500gp), sleep arrows (132gp, limit 15) Bought: mage armor (50gp), cure serious (750gp), weapon blanch ghost salt (200gp), haunt siphon (300gp) Tower of Ironwood Watch / 5562 gp / 2 PP Access to: shock arrow (166, limit 10), amulet natural armor +1, lesser bouncing metamagic rod, ring protection +1, wand resist energy (CL 7, 8 charges, 1680gp, limit 1) Bought: potion mage armor (50), potion cure serious (750), Mel “raise dead” (640), potion resist fire 10 (300), 2 scrolls magic circle evil (750) Season 9 Faction Card:
LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down). SOUL WARDEN (4+ goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you. SAGE JEWEL CANDIDATE (7+ goals): The benefts of soul warden extend to all allies within 30 feet. After spending Prestige Points in order to be restored to life, you gain a number of temporary Prestige Points equal to half the number expended. You can spend these temporary points only to retrain your character (Pathfnder RPG Ultimate Campaign 188) before the end of your next adventure, after which time unused points are lost.Osirion is among the oldest nations, yet its greatness has waxed and waned over the ages. A pair of scholars has revived the Jeweled Sages, an organization dedicated to recapturing Osirion’s lost glory and disseminating forgotten knowledge to bring about a new golden age in the Inner Sea. Rebuilding the order depends on recovering more of the original sage jewels and recruiting new sages. This year, the Scarab Sages must use their knowledge to defeat an ancient evil from within before it undermines everything they’ve worked for. Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed. 2/2 Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area). 0/2 Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar fgure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level. 0/1 Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulflls this goal, but its market price must be at least twice this value. 0/2 Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers. 0/2 Successfully complete a scenario in Season 3 of Pathfnder Adventure Card Guild: Season of Plundered Tombs. 1/1 Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt. 0/1 Have a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics. |