Valik Frost's page

817 posts. Organized Play character for Gilthanis.

Full Name

Valik Frost


Human 8.1


Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7


tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32





Special Abilities

Slow Fall 40' | stunning fist Fort DC 18 | Scorpion Fort DC 18






Osirion, Dwarven, Common, Thassilonian, Ancient Osirion, Ignan, Draconic, Aklo, Elven, Undercommon, Auran


Veteran Pathfinder

Homepage URL


Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 22
Charisma 12

About Valik Frost

PFS # 63386-7....22 xp
Male Human Monk 8.1 (Sensei/Ki Mystic)--Sages Faction
Lawful Neutral, 5'7", 145 pounds
Init +7; Senses Perception +22

AC 20 (MA 24) (MA + Crane 33) Touch 19, Flat-Footed 23, (Dex +1, Shield +1 (sansetsukon), Armor +4, Wis +6, Deflection +1, Dodge (+9 one-handed or +5 two-handed), +2 Monk AC, +4 dodge when using ki point)
HP [54] 6d8+7
Fort +6 +9, Ref +6 +9, Will +6 +14
Special CMD 23

Spd 30 ft.
Melee (cold iron/silver/magic) Unarmed Strike, Attack +11/+6, Damage 1d10+1
Melee Dagger, Attack +7/+2, Damage 1d4+1
Melee Cold Iron Siangham, Attack +11/+5, Damage 1d6+1
Melee Kama, Attack +11/+5, Damage 1d4+1
Melee +1 Sansetsukon, Attack +12/+7, Damage 1d10+2, block/disarm/monk, crit 19-20 x2
Melee Silver Nunchaku, attack +11/+5, damage 1d6+1
Ranged Shuriken, Attack +11/+5, Damage 1d2+1, range 10'
Special Advice (Inspire Courage 10 rounds/day), Ki Pool (9 points)

Str 12, Dex 12, Con 12, Int 12, Wis 22, Cha 12
Base Atk +6+1; CMB +14 ; CMD 23
Feats (1) Imp Initiative (H) Crane Style (M1) Dodge (3) Scorpion Style Fort DC 17 (5) Crane Wing (7) Crane Riposte
Traits Heirloom Weapon (Sansetsukon), Reactionary
Favored Class Monk
Languages Osirion, Dwarven
SQ slow fall 40’


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)
Your unarmed fighting techniques blend poise with graceful defense.

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)
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to def lect melee attacks with ease.

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)
You use your defensive abilities to make overpowering counterattacks.

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:


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:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, increase his speed by 20 feet for 1 round, or give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.

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


* Acrobatics +11/16 (7+1+3)...+19 to jump checks
* Climb +5 (1+1+3)
* Diplomacy +7 (2+1+3)
Escape Artist +1
* Intimidate +5 (1+1+3)
* Knowledge (arcana) +5 (1+1+3)
* Knowledge (dungeon) +5 (1+1+3)
* Knowledge (engineering) +5 (1+1+3)
* Knowledge (geography) +5 (1+1+3)
* Knowledge (history) +5 (1+1+3)
* Knowledge (local) +5 (1+1+3)
* Knowledge (nature) +5 (1+1+3)
* Knowledge (nobility)
* Knowledge (planes) +5 (1+1+3)
* Knowledge (religion) +5 (1+1+3)
* Linguistics +11 (8+1+3)
* Perception +22 (8+6+3+5)
* Profession (teacher) +12 (3+6+3)
* Sense Motive +15 (6+6+3)
* Stealth +10 (6+1+3)
* Swim +5 (1+1+3)


Equipment Details:



16590 gp

+1 Sansetsukon, 2008gp, 3 lbs (disarm/block/monk)
Dagger, 2gp, 1 lbs
10 Shuriken, 2 gp
Silver Nunchacku, 22gp
10 ghost touch shuriken, 201gp
Daredevil's Boots
Tanglefoot Bag
Bandolier (x2)
** Antitoxin
** Antiplague
** Potion Cure Light Wounds (x2)
** Potion Mage Armor (x2)
** Acid Flask
** Alchemist Fire
** Elixir of Hiding
** Cure Serious Wounds
** magic circle evil
** pro evil
** pro evil
** Haunt Siphon
Eyes of the Eagle (+5 competence bonus perception)
Aeigis of Recovery
Cloak of Resistance +2

Cold Iron Siangham

Wayfinder (1PP)

In/On Masterwork Backpack (50gp)

Hemp Rope 50', 1gp, 10 lbs
Waterskin, 1gp, 4 lbs
6 days rations, 3 gp, 6 lbs
Flint & Steel, 1gp, -- lbs
2 torches, 2cp, 2 lbs

Slot Items:

Eyes: Eyes of the Eagle (+5 Perception)
Feet: Daredevil Boots (+5 acrobatics to move through threatened squares or by people. 10 rounds per day, not needed to be consecutive, free action to activate)
Neck: Aegis of Recovery (+2 to ongoing saves ie poison/disease/etc & heals 2d8+3 if dropped below 0 HP)
Headband: Inspired Wisdom +2
Shoulders: Cloak Resistance +2
Ring #1: Ring of Protection +1 (deflection bonus)
Ring #2:

Total Weight Carried lbs ( lbs w/o backpack)

Light lbs Med lbs Heavy lbs Lift lbs Drag/Pull lbs


Background, Physical Description & Personality:


***Quick Character Details***

Name Valik Frost
Age 34
Gender Male
Race Human
Height 5'7"
Weight 145 lbs
Alignment LN
Occupation Seasoned Pathfinder


PFS Scenarios: 41 Prestige / 42 Fame

5-08: The Confirmation / +1 xp / +2 pp / +440gp
Access to: ring of protection +1, scroll of barkskin, scroll of mage armor (6th CL), wand of burning hands (4 charges, CL 3rd), wand of CLW (8 charges, CL 3rd), pearl of power 1st

purchases: weapon blanch cold iron (20gp), weapon blanch silver (5gp)

First Steps I / 1 XP / + 422gp / 2 PP
Access to: Elixir Hiding (250gp), Wand Disguise Self (75gp, 5 charges), Wand Knock (990gp, 11 charges), Potion Invisibility (300gp), Scroll Remove Disease (375gp)

Bought: casting Remove Disease (150gp)

Penumbral Accords / 1 XP / + 527gp / 2 PP
Access to: Bracers of Armor +1 (1000gp), Cloak of Resistance +1 (1000gp), Potion Cure Moderate Wounds (300gp)

Bought: potion of mage armor (50gp), spell masterwork transformation Sansetsukon (360gp)

Rise of the Goblin Guild / 1 XP / +570gp / 2 PP
Access to: Brooch of SHielding (60 points left, 600gp, limit 1), Elixir of Hiding (250gp), Necklace of Fireballs (two 2d6 spheres, 600gp, limit 1), Potion Cure Moderate Wounds (300gp), Potion Gaseous Form (750gp), Potion Resist Energy: fire (300gp), Wand of Cure Light Wounds (24 charges, 360gp, limit 1)

Bought: mage armor potion (50gp), potion CLW (50gp), tanglefoot bag (50gp)

Severing Ties / 1 XP / + 517 gp / 1 PP
Acess to: Besmera's Bicorne, Goblet Quenching, Wand Delay Pain (11 charges, 990 gp, limit 1), Wand Purify Food & Drink (34 charges, 255 gp, limit 1)

Bought: potion mage armor (50gp), potion protection evil (50gp)

Goblinoid Dead / 1 XP / + 514 gp / 2 PP
Access to: hand of the mage (900gp), scroll cure mod (150gp), scroll lesser restoration (150gp), wand inflict light wounds (19 charges, 285 gp)

Bought: Potion Mage armor (50gp), wayfinder (1pp)

Delerium's Tanlge / 1 XP / +1189.5 gp / 2 PP
Access to: scroll lesser restoration (150gp), wand daze (375gp), wand magic missile (2250gp), wand of water breathing (450gp, 2 charge, limit 1), cloak resistance +1, potion cure mod, potion haste, goggles minute seeing

Bought: (x2) potion CLW (100gp), (x2) potion mage armor (100gp), Daredevil Boots (1400gp)

Cyphermage Dilemma / 1 XP / +1241gp / 2 PP
Access to: +2 studded leather armor, potion cure serious wounds, potion invisibility

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)


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.