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164 posts. Alias of Doomguide.


Full Name

Verrin Kord

Race

Oni-Spawn Tiefling

Classes/Levels

Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Gender

Male

About Verrin Kord

Verrin Kord
Male Oni-Spawn Tiefling Magus (Kensai) 3/Monk (Flowing Monk) 2
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft. Perception +13
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Defense
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AC 22, touch 20, flat-footed 15 (+2 Dex, +2 natural, +1 dodge, +3 Monk, +4 Canny)
hp 43 (6d8+10)
Fort +8, Ref +6, Will +10
Defensive Abilities: Canny Defense, Evasion;Resist: Cold 5, Electricity 5, Fire 5
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Offense
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Speed 30 ft.
Melee: Masterwork Temple Sword +8(+7/+7) (1d8+10/19-20)
and Unarmed Strike +6 (1d6+8)
Ranged: Magic Stone +7 (1d6+7)
Special Attacks: Flurry of Blows
Magus (Kensai) Spells Prepared: (CL 6nd; concentration +12):
2nd-Bull's Strength
1st— Shield, Shocking Grasp x2
0(at will)— Arcane mark , Read Magic, Detect Magic
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Statistics
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Str 18, Dex 14, Con 12, Int 18, Wis 16, Cha 5
Base Atk +4; CMB +6; CMD 28
Feats: Arcane Strike, Armor of the Pit, Dodge, Improved Unarmed Strike, Power Attack, Weapon Focus (temple sword)
Traits: Magical Knack, Quantium University Graduate(Nex)
Skills: Acrobatics +11, climb +8, Disguise -1, Intimidate +8, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +8, Knowledge (history) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics
+10 Perception +14, Sense Motive +10, Spellcraft +10, Stealth +6, Swim +8.
Languages: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Orc, Sylvan, Terran.
SQ: Monk AC bonus, Arcane Pool, Chosen Weapon, Magus Arcana (Familiar), Redirection, Spell Combat, Spellstrike, Unarmed Strike, Unbalancing Counter
Combat Gear: Potion of Cure Light Wounds (2), Potion of Mage Armor; Other Gear: Masterwork Temple Sword, Bag of Everlasting Dung , Handy Haversack, Pouch of Magic Stones, Backpack, Bedroll, Flint and Steel, Soap (3), Trail rations (10), Waterskin(2), Wand of lightning bolt level 5 (50 charges) 209 gp, 8 sp, 7 cp
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Special Abilities
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Arcane Pool (+1, 5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike: As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Temple sword) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex): If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack: (Magus [Kensai]) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quantium University Graduate(Nex): +2 on Concentration checks to cast spells.
Redirection: (2/day, DC 14) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a re-position or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Spell Combat: (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Unarmed Strike: (1d6) The Monk does lethal damage with his unarmed strikes.
Spellstrike (Su): Deliver touch spells as part of a melee attack.
Unbalancing Counter (DC 14) (Ex): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn.