Red Dragon

Yraazhin's page

10 posts. Alias of hallowsinder.


Gender

Male

Size

6' 4" 240 lbs

Age

23

Special Abilities

Yes

Alignment

LN

Strength 23
Dexterity 18
Constitution 20
Intelligence 18
Wisdom 20
Charisma 18

About Yraazhin

Cavetoad's Checklist:

Abilities:
Original Stat rolls, got perfect 18's
Current Ability Scores:
Str 23/29 (+6/+9 brutal strikes) (18 base, +4 Racial, +6 from Brutal Strikes, +1 Level)
Dex 18 (+4) (18 base)
Con 20 (+5) (18 base +2 Racial)
Int 18 (+4) (18 base)
Wis 20 (+5) (18 base +2 Racial)
Cha 18 (+4) (18 base)
Racial:
See Race Spoiler below.
Classes:
See Overview Spoiler below.
Only class alignment requirement is monk requires lawful, which Yraazhin.
Combat Crunch:
Size: M Reach: 5'
Initiative: +9 (+4 Dex, +5 Wis (Stalker))
Senses: Perception +11, Darkvision 120'
Move Speed 40' land, 30' swim (30 base for both, +10 land speed from Monk)
AC 28 (10 + 5 Wis (Monk) +4 Dex + 6 Natural Armor (Race + Brutal Slayer) +1 Shield (Monk) +2 Dodge (Warlord, Feat)), Touch 21, FF 22
Max HP 51 (3max10, Con +15, Toughness +3, Favored +3)
Fort +8 (Base +3, Con +5) [+2 vs poison/spells/spell-like]
Ref +12 (Base +3, Dex +4, Wis +5 (Stalker)) [+2 vs poison/spells/spell-like]
Will +13 (Base +3, Wis +5, Cha +5 (Warlord)) [+2 vs poison/spells/spell-like]
CMD 30/33 (10 + 5 Wis (Monk) +4 Dex + 6/9 Str +2 Dodge +3 BaB)
CMB +9/12 (3 BaB + 6/9 Str)
Katana- +11 (+3 BaB, +6 Str, +1 Enhance, +1 Weapon Focus); 2d6+12 (+9 Strx1.5, +1 enhance, +2 Feat); 18-20, x2, S
Katana One Hand- +11 (+3 BaB, +6 Str, +1 Enhance, +1 Weapon Focus); 2d6+9 (+6 Str, +1 enhance, +2 Feat); 18-20, x2, S
Gauntlet- +10 (+3 BaB, +6 Str, +1 Weapon Focus); 1d6+8 (+6 Str, +2 Feat); x2, B or S
Brutal Katana- +14 (+3 BaB, +9 Str, +1 Enhance, +1 Weapon Focus); 2d6+16 (+13 Strx1.5, +1 enhance, +2 Feat); 18-20, x2, S
Brutal Katana One Hand- +14 (+3 BaB, +9 Str, +1 Enhance, +1 Weapon Focus); 2d6+12 (+9 Str, +1 enhance, +2 Feat); 18-20, x2, S
Brutal Gauntlet- +13 (+3 BaB, +9 Str, +1 Weapon Focus); 1d6+11 (+9 Str, +2 Feat); x2, B or S

Mods- Power Attack -1 hit/+2(3) damage.
Skills:
See Skills Spoiler below.
Feats:
See Feats Spoiler below.
Traits:
Adopted(Smoke Resistant, Social)- +5 trait bonus on fort saves vs coughing, choking from smoke inhalation and vision unimpaired by smoke. Does not apply vs magic smoke.
Unorthodox Method(Black Seraph for Silver Crane, Regional)- Trade disciplines.
Slot saved for cooperation with party (such as a family trait), otherwise, Reactionary (Combat) for +2 Init.
Special Abilities:
See Special Abilities Spoiler below.
Spells/Powers:
See Maneuvers Spoiler below.
Minions:
None
Languages:
If Xenophobic means what I think it means.. Draconic. Otherwise, Draconic, Tian, Vudrani, Celestial, Undercommon.
Misc:
Misc - hero points documented
Special Item - See Equipment Spoiler below
Character Stuff- See Background Spoiler
Misc - Mini Crunch in character stat fields
Misc - Age, Size, misc features filled in
Encumbrance, Equipment, Money - See Equipment Spoiler below
Theme - See Overview Spoiler below

Overview:

Classes: Warlord/Stalker/Monk
Favored Class: Warlord 3 (Steelfist Commando)
Secondary: Stalker 3 (Brutal Slayer)
Tertiary: Monk 3 (Monk of the Silver Fist)

Alignment: LN, "Good? Evil? Simply the names for two fighting pantheons. All that matters in the end is that lived up to your own expectations and that of your family." Kobolds, in general, are not nice people. Being trained by Goodwin opened Yraazhin's eyes to a world of other ideologies, many of them directly against his upbringing. Unwilling to deem his own people wrong, but unable to ignore the outside world, Yraazhin concluded good and evil as equal in "rightness". He views the conflict of ideologies in war and bloodshed as natural, not something to try and prevent.

Theme: Well, Yraazhin tries to be a dark, moody, enlightened soul of the wandering blade. Sometimes, he even succeeds. However, he's still young, still feels the exhiliration of combat, still seeks the camraderie of companions, still obsesses over cool stuff, and still sighs over emo poetry. That said, he can still slice through the fabric of space and time to dismember you from across a room.


Race:

Lizardfolk, Humanoid(reptilian), 9 RP
+ Advanced Strength/Wisdom (8 RP)
+ Hardy (3 RP)
+ Toxic, life-stealing (1 RP)
+ Darkvision 120 ft. (3 RP)
+ Nat Armor +3 (6 RP)

Stats:

Size: M Reach: 5'
Initiative: +9 (+4 Dex, +5 Wis (Stalker))
Senses: Perception +11, Darkvision 120'

Ability Scores:
Str 23 (+6/+9 brutal strikes) (22 base, +6 from Brutal Strikes, +1 Level)
Dex 18 (+4) (18 base)
Con 20 (+5) (20 base)
Int 18 (+4) (18 base)
Wis 20 (+5) (20 base)
Cha 18 (+4) (18 base)

Defense:
AC 28 (10 + 5 Wis (Monk) +4 Dex + 6 Natural Armor (Race + Brutal Slayer) +1 Shield (Monk) +2 Dodge (Warlord, Feat)), Touch 21, FF 22
CMD 30/33 (10 + 5 Wis (Monk) +4 Dex + 6/9 Str +2 Dodge +3 BaB)
Fort +8 (Base +3, Con +5) [+2 vs poison/spells/spell-like]
Ref +12 (Base +3, Dex +4, Wis +5 (Stalker)) [+2 vs poison/spells/spell-like]
Will +13 (Base +3, Wis +5, Cha +5 (Warlord)) [+2 vs poison/spells/spell-like]
Max HP 51 (3max10, Con +15, Toughness +3, Favored +3)

Offense:
BaB +3, CMB +9/12 (Str +6/9, BaB +3)
Move Speed 40' land, 30' swim
Attacks
Katana- +11 (+3 BaB, +6 Str, +1 Enhance, +1 Weapon Focus); 2d6+12 (+9 Strx1.5, +1 enhance, +2 Feat); 18-20, x2, S
Katana One Hand- +11 (+3 BaB, +6 Str, +1 Enhance, +1 Weapon Focus); 2d6+9 (+6 Str, +1 enhance, +2 Feat); 18-20, x2, S
Gauntlet- +10 (+3 BaB, +6 Str, +1 Weapon Focus); 1d6+8 (+6 Str, +2 Feat); x2, B or S
Brutal Katana- +14 (+3 BaB, +9 Str, +1 Enhance, +1 Weapon Focus); 2d6+16 (+13 Strx1.5, +1 enhance, +2 Feat); 18-20, x2, S
Brutal Katana One Hand- +14 (+3 BaB, +9 Str, +1 Enhance, +1 Weapon Focus); 2d6+12 (+9 Str, +1 enhance, +2 Feat); 18-20, x2, S
Brutal Gauntlet- +13 (+3 BaB, +9 Str, +1 Weapon Focus); 1d6+11 (+9 Str, +2 Feat); x2, B or S

Mods- Power Attack -1 hit/+2(3) damage.


Feats:

Toughness (Campaign Bonus) +1 HP/Level
Improved Unarmed Strike (Warlord Bonus 1) Considered armed when unarmed, deal lethal or nonlethal damage.
Intimidating Prowess (Level 1.1) Add Strength to Cha for intimidate
Daisho Expertise (Level 1.2) Increase damage die size of wakazashi/katana by 1, can use dex to hit for either wakazashi/katana, counts as weapon finesse for prereqs.
Weapon Group Adaption (Level 1.3) Heavy Blades for use with Broken Blade
Discipline Focus (Level 1.4) +2 save DCs for Broken Blades and +2 damage with discipline weapons
Quick Draw (Level 1.5) Draw weapons as a free action
Reserved (Level 2) Reserved for Teamwork feat if the team wants one in particular.
Weapon Focus Gauntlet (Monk Bonus 1) +1 to hit with gauntlet
Dodge (Monk Bonus 1) +1 Dodge AC
Deflect Arrows (Monk Bonus 2) Deflect one normal projectile per round if has a hand free.
Extra Slayer Art (Level 3) Gain an extra stalker art.
Greater Unarmed Strike (Warlord Bonus 3) Deal 1d4 with unarmed strikes
Golden Lion Style (Warlord Bonus 3) Once per round, when an ally (other than self) misses a target you both flank, make attack of opporunity against that foe. (May be taken in place of a teamwork feat)

Proficiencies:
Simple/Martial/Monk/Gauntlet Weapons
Light Armor
Bucklers

Skills:

33 Points (18 Stalker, 12 Int, 3 Campaign)
*Denotes class skill
Trained Skills
*Acrobatics +10 (3 points, +4 Dex, +3 class)
*Autohypnosis + (3 points, +4 ???, +3 class)
*Climb +10/+13 (1 point, +6/9 Str, +3 class)
*Bluff +9 (3 points, +4 Cha, +3 class)
*Diplomacy +10 (3 points, +4 Cha, +3 class)
*Disable Device (1 points, +4 Int, +3 class)
*Heal +11 (3 points, +5 Wis, +3 class)
*Intimidate +15/18 (3 points, +4 Cha, +6/9 Str, +3 class)
*Knowledge (martial) +8 (1 point, +4 Int, +3 class)
*Perception +11 (3 points, +5 Wis, +3 class)
*Ride +9 (1 points, +5 Dex, +3 class)
*Sense Motive +9 (1 point, +5 Wis, +3 class)
Spellcraft +5 (1 point, +4 Int)
*Stealth +10 (3 points, +4 Dex, +3 class)
*Survival +9 (1 point, +5 Wis, +3 class)
*Swim +18/21 (1 point, +6/9 Str, +8 Racial, +3 class)
32 spent

Untrained Skills:
*Appraise +4 (+4 Int)
*Craft +4 (+4 Int)
*Disguise +4 (+4 Cha)
*Escape Artist +4 (+4 Dex)
Fly +4 (+4 Dex)
Knowledge (arcana) (unusable)
Knowledge (dungeoneering) (unusable)
*Knowledge (engineering) (unusable)
Knowledge (geography) (unusable)
*Knowledge (history) (unusable)
*Knowledge (local) (unusable)
Knowledge (nobility) (unusable
*Knowledge (nature) (unusable)
*knowledge (planes) (unusable)
*Knowledge (religion) (unusable)
Linguistics (unusable)
*Profession (unusable)
Sleight of Hand (unusable)
Use Magic Device (unusable)


Special Abilities:

Paragon Lizardfolk:
Racial Stats- +4 Str, +2 Con/Wis
Natural Armor- +5 Natural Armor bonus (base 2 +3 from race builder options)
Swim Speed- 30', +8 racial to swim checks
Hardy- +2 racial bonus on saving throws vs poison/spells/spell-like
Darkvision- 120 ft. range see in the dark
Toxic- As a swift action 5/day (con mod) poison weapon with, Fort DC 10 + 1/2 HD + Con Mod; 1/rd for 6 rds; 1 con damage, 1 save cures.

Steelfist Commando (Warlord):
Tactical Presence (Ex)- Adopt a presense as a move action (one at a time max)
Indomitable Preseence- All allies within 30 ft. gain the benefits of die hard, and add Warlords Cha (+4) to fortitude saves versus death, fatige, exhasution, and poison saves as a moral bonus.
Dodge Bonus (Ex)- +1 dodge AC. Improves by one at 6/10/14/18.
Warleader (Ex)- Bonus Teamwork Feat, standard action to share it (or an allies' teamwork feat) with allies within 30 ft. Lasts 3+4(Cha Mod) rounds, usable 1+4(Cha Mod)/day. Bonus use at 4/8/12/16/20.
Force of Personality (Ex)- Add Cha to Will saves. Doesn't stack with other Cha to will bonuses.

Warlord's Gambit (Ex)- As a swift action, attempt a gambit, in combat only. Add Cha as luck bonus to any d20 checks involved in attempting the gambit. If a gambit is failed, suffer -2 to all d20 rolls for a round but renew one maneuver. Success renews 4 (Cha Mod, min 2) maneuvers. All AoE buffs to allies have 60 ft range and require sight.
Unbreakable Gambit- Immediate action, attempt to succeed on a fort/will save against an extraordinary ability, maneuver, power, spell, spell-like, or supernatural ability, that is not harmless. Success heals for 12 (3xCha Mod) hp.
One more Gambit-

Brutal Slayer (Stalker):
Recover maneuvers (Ex)- Standard action recover a single maneuver. Full round action recover 5 (Wis mod) maneuvers, gain +5 (Wis Mod) dodge AC, 6 (2xLvl) temp HP and DR 5/- (Wis mod) for one round, stacking. Next attack deals 5 (Wis Mod) bleed damage.
Brutal Strikes (Ex)- Gain +6 Profane strength bonus for 5 (Wis Mod) rounds whenever you confirm a critical strike). Increases by 2 at 8/16.
Armor of Scars (Ex)- +1 bonus to Natural Armor. Improves by one at 6/10/14/18.
Muscle Memory (Ex)- Add 1/2 Str to AC/Reflex instead of Dex. Full Str at level 6.
Ki Pool (Su)- 6 (1/2 lvl +Wis Mod) Ki. As an immediate action, can spend 1 ki to gain +4 insight on a single perception/sense motive check.
Combat Insight (Su)- Add Wis mod to initiative and reflex saving throws as an insight bonus.

Stalker Arts-
Brutal Ambush (Ex)- Gain Brutal Strikes for any attack against a flat-footed opponent.
Furious Strikes (Ex)- Boosts Brutal Strikes (already included), treats slayer level as fighter level for taking critical feats.
Combat Precognition (Su)- Spend a point of ki as immediate action, for 6 rounds all enemies must roll twice and use the worse result when attacking the stalker.

Monk of the Silver Fist (Monk):
Recover Maneuvers (Ex)- Full round action, grant an adjacent ally (or himself) +5 insight AC/Saves (Wis Mod) and recover 5 (Wis Mod) maneuvers. Or standard action regain 1 maneuver.
Gauntlet Strike (Ex)- 1d6 damage with gauntlet, treat anything worn over the hands as a gauntlet, including brass knuckles, normal gauntlets, rope gauntlets, and spiked gauntlets.
Shielding Fist (Ex)- +1 shield bonus to AC while wearing gauntlets, and gauntlets are treated as bucklers in addition to normal effects. Enhancment bonus on gauntlets as weapons also applies to this shield bonus. Can wear these gauntlets and use them as a buckler without interfering with Monk abilities.
AC Bonus (Ex)- When unarmored and unencumbered, add Wis to AC/CMD, +1 to AC/CMD at levels 4/8/12/16/20. Applies wehn flat-footed, lost when immobilized, helpless, wearing armor, with shield (other than guantlets), or when carrying medium or heavy load).
Fast Movement- 10 ft. enhancment to speed.
Evasion- If succeeds at reflex save for half, take no damage instead.
Either Ki Pool/Still Mind, depending on unchained or normal monk.


Misc:

Traits:
Adopted(Smoke Resistant, Social)- +5 trait bonus on fort saves vs coughing, choking from smoke inhalation and vision unimpaired by smoke. Does not apply vs magic smoke.
Unorthodox Method(Black Seraph for Silver Crane, Regional)- Trade disciplines.
Slot saved for cooperation with party (such as a family trait), otherwise, Reactionary (Combat) for +2 Init.
Languages: Draconic, Tian, (3 others from int, likely picked to have common languages with group)

Equipment:

Worn: 1 M Rope Gauntlet 2 lbs, 2 sp (x2 crit, B/S), on left hand

Load: 200/400/600

Money: Nope.

Special Item: +1 Katana that grants Proficiency, Power Attack, Weapon Focus

Maneuvers:

Steelfist Commando- 8 known, 5 readied, 2 stance Broken Blade, Steel Serpent, Golden Lion, Solar Wind, Thrashing Dragon, Riven Hourglass
Readied- Minute Hand, Rapid Strike, Hunting Serpent Blow, Encouraging Roar, Hunting Party
Known- Minute Hand, Rapid Strike, Hunting Serpent Blow, Horizon Wind Lancet, Leaping Dragon, Encouraging Roar< Hunting Party, Open Slot
Stances- Body of the Night, Inner Sphere Stance

Minute Hand- First Level Riven Hourglass Boost
Swift action, make a melee attack with -2 to hit.

Rapid Strike- Second Level Riven Hourglass Strike
Standard action, make two melee attacks against the same target.

Hunting Serpent Blow- First Level Steel Serpent Strike
Standard action, make Heal check against target's AC, if successful, target is flat-footed against this attack and the attack deals extra 1d6 damage. If the heal check fails, attack has -2 to hit.

Horizon Wind Lancet- First Level Solar Wind Boost
Swift Action, first ranged attack deals extra 1d6 damage.

Encouraging Roar- First Level Golden Lion Boost
Swift Action, all allies +2 morale attack and damage for one round.

Hunting Party- First Level Golden Lion Strike
Standard Action, melee attack, if successfully hits, grant an adjacent ally an AoO against the target.

Leaping Dragon- First Level Thrashing Dragon Boost
Swift Action, jump as a swift action with +10 competence to acrobatics, treated as having running start.

Body of the Night- First Level Steel Serpent Stance (Su)
+4 competence to hit, +1d6 damage vs flat-footed/dex denied targets. Add heal ranks to stealth as competence bonus.

Inner Sphere Stance- First Level Thrashing Dragon Stance
+2 Dodge AC, +2 Morale Will saves, while weilding two weapons (katana in one hand, gauntlet/unarmed strike in other counts)

Monk of the Silver Fist- 5 Known, 3 Readied, 1 Stance, Eternal Guardian, Iron Tortoise, Mithral Current
Readied- Swift Current, Tidal Blade, Warden's Bearing
Known- Swift Current, Tidal Blade, Warden's Bearing, Open Slot, Open Slot
Stances- Vigilant Keeper's Stance.

Swift Current- First Level Mithral Current Strike
Standard action, melee attack with +1d6 damage. Drawing weapon makes target is flat-footed against this attack.

Tidal Blade- First Level Mithral Current Strike
Standard action, melee attack two adjacent enemies (roll to-hit and damage once, compare against both targets). Drawing weapon gives +2 to hit.

Warden's Bearing- First Level Eternal Guardian Boost
Swift Action, gain +2 on a Combat Maneuver check and do not provoke an AoO for it, and treat size as one larger for whether or not it can affect target.

Vigilant Keeper's Stance- First Level Eternal Guardian Stance
All squares you threaten are difficult terrain to opponents, thoguh they can still charge through it. Whenever hits with an attack of opporunity, target is cursed.

Brutal Slayer- 8 known, 5 readied, 2 stance Broken Blade, Solar Wind, Steel Serpent, Veiled Moon, Silver Crane, Primal Fury, Riven Hourglass
Readied- Enduring Crane Strike, Dimensional Strike, Flurry Strike, Bronze Knuckle, Shards of Iron Strike
Known- Enduring Crane Strike, Dimensional Strike, Ghost Hunting Blow, Flurry Strike, Bronze Knuckle, Shards of Iron Strike, Panther on the Hunt, Open Slot
Stances- Eyes of the Crane, Open Slot

Flurry Strike- First Level Broken Blade Strike
Standard action, melee attack, make two attacks at full BaB. (Discipline Weapons only, +2 damage)

Enduring Crane Strike- First Level Silver Crane Strike [good] (Su)
Standard action, melee attack. Restore 1d6+5(Wis Mod) health to ally within 30-ft (including initiator)

Dimensional Strike- First Level Veiled Moon Strike (Su)
Standard action, melee or ranged attack, target is flat footed.

Shards of Iron Strike- First Level Broken Blade Strike
Standard Action, melee attack, target is staggered for one round if attack is successful. (Discipline Weapons only, +2 dammage)

Bronze Knuckle- Second Level Broken Blade Boost
Swift action, for one turn, for unarmed attacks/discipline strikes, deal additional 2d6 pts of damage and ignore damage reduction.

Panther on the Hunt- First Level Primal Fury Strike
Full-Round Action, charge melee attack with circumstance +2 hit/damage, ignore attacks of opportunity.

Ghost Hunting Blow- First Level Veiled Moon Boost (Su, Ethereal)
Swift Action, all attacks this round are treated as ghost touch.

Eyes of the Crane- First Level Silver Crane Stance [good] (Su)
Roll twice on Perception checks or vs concealment, using better roll. Detect evil as a spell-like ability at will with CL = IL.


Background (Slightly out of Date):

Yraazhin was born a big. The kobold tribe Redforest Wyrms knew he was gonna be a tall one and predicted many bumped heads. How right they were in more sense than one.

Yraazhin was the natural front-line muscle of his generation growing up, where other children relied on nimbleness and dexterity, Yraazhin relied on his power and durability. He was frequently a head and a half taller than anyone else in his generation, but he was no outcast for being different. Yraazhin was true to the most positive of kobold traits, community and cooperation, placing the others of his tribe above himself and placing himself in harms way on their account. For his dedication, and his ability to survive such feats on account of his iron hard scales, he was given the name Dragonscale Yraazhin. It was for these strange physical traits and his selfless nature, did Goodwin pick him.

One last defining moment of his childhood remains to be spoken of, before Goodwin's tutelage. He and other children were watching the caravan road that did snake through Redforest, shadowing a caravan. They waited for it to be destroyed by the bridge troll so that they might skitter over the pickings left over after the troll had eaten its fill. For the troll had no taste for metals and silks and spices, only meats.

But today no shiny metal man stood in the front of the caravan to try and protect it only to get eaten. Instead, it was a man in a bathrobe with a blonde flattened cone hat and a scar over his left eye. The funny bathrobe man was the cause of much curiosity in the children of the Redforest Wyrms. When the bridge troll came to eat the caravan, the bathrobe man did not yell or charge but simply slide his blade just a thumb length out of the sheath to make the shiny blade glimmer. The bridge troll clawed at bathrobe man, but he stepped side to side, instead of letting armor dent into body like all the shiny metal men did. It made the bridge troll look like a real fool, and now the kobold children snickered from the grass at the troll rather than the man.

And now we switch to Yrazhin's in-character narration to truly get a feel for the level of his fanboy-ism hero worship.
"Then bathrobe man finally struck back, a strike faster than the eye, his curved blade appearing suddenly appearing pointed towards the sky, the only sign of its passing canyon of red across the troll's body! The troll staggered back a half step, as the bathrobe man began sheathing his weapon like a boss. The troll smiled, confident the wound would heal and began to strike again! And then, and this was the best part, just as the troll was about to swing, bathrobe's sword went chink as it finished being sheathed, and then the wound of the troll burst out a fountain of blood, bathrobe man angling his hat to prevent it from getting on his bathrobe somehow. The troll fell back dead, and the bathrobe man just looked back over his shoulder at us and went "Heh" before walking on, so cooool!"
"Say, that scar you happen to have over your left eye..""UH LOOK AN OSTRICH!" *escape*

Ahem, back to where we were, with the Archmage Goodwin, Yraazhin was NOT happy to be "rescued". At least at first, as he was old enough to have formed significant attachments to his tribe, and he was nothing if not loyal and dedicated to them. Only one thing made him a willing participant. And that was the fact that Archmage Goodwin could bribe him with a super cool bathrobe, hat, and curved sword, and the training of how to be like his hero. Dragonscale Yraazhin envisioned a triumphant return to his tribe as a supercool, he now knew the word, "Ronin".

The news that ten thousand years had passed was NOT welcome news to Yraazhin. More than Archmage Goodwin, Yraazhin seeks out any sign of his tribe's legacy, or more importantly a way to go back in time. As the most powerful mage Yraazhin knows of that might be able to achieve this is Archmage Goodwin, Yraazhin seeks his rescue only so he may beat a way to return to his tribe out of him. Or so he tells himself.

Build Goals:
No multiclassing/PrC plans, simply improving his mastery of disciplines. Cheese dip in Warder (Dervish Dancer) for Int to AC. Twin Mind into Aegis to represent his insanely tough body.

No companions-