| I am Nemesis |
Ok, i got my DM to agree to letting me create an evil MARVEL comics Daredevil in the HELL'S VENGEANCE campaign. The character is blind but has the echolocation spell in effect at all times, granting the character blindsight. I'm starting out as a monk up to 5th, taking the WAR SCHOLAR archetype and plan to use the Brawler's SHIELD CHAMPION archetype at 6th level, with a light quickdraw shield, renaming it BillyClub in the stat block. The Throwing Shield ability of the Shield Champion will allow me throw a light quickdraw shield (substituted w/ (L) billyclub) as a free action. RIGHT NOW, at this level the character does not throw the billyclub
So far we've played up to 4th level. The feats gruesome butcher & vengeance, the traits ex-iomedaean & thrune loyal agent were chosen for character flavor, turning an aasimar to evil. What I need now is help with feats for my anti-hero. Below is what my character looks like now. The two extra feats come from "home game" FLAWS inputted into Hero Lab, while Thrune Trusted Agent is free, granted by an oath to the Queen.
Any good suggestions out there in regard to feat selection or the build itself?
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Devereaux Deville
Male versatile human monk (war scholar) 4 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +16; Senses blindsight 40 ft.; Perception +7 (+9 against Cheliax)
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Defense
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AC 25, touch 20, flat-footed 22 (+5 armor, +3 Dex, +7 untyped bonus)
hp 39 (4d8+16)
Fort +8, Ref +10, Will +13; +2 circumstance vs. blinded or dazzled, +1 bonus vs. any good outsider and his minions.
Defensive Abilities evasion, thrune loyal agent; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee (L) billy club +8 (2d6+8) or
. . gauntlet (from armor) +7 (1d3+7) or
. . unarmed strike +7 (1d3+7)
Special Attacks powerful build
Spell-Like Abilities (CL 4th; concentration +4)
. . At will—halo
. . 1/day—summon lantern archon
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Statistics
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Str 10, Dex 16, Con 16, Int 10, Wis 24, Cha 10
Base Atk +3; CMB +16; CMD 23
Feats Coordinated Maneuvers[APG], Gruesome Butcher (Cheliax) (Completed), Improved Initiative, Thrune Trusted Agent, Vengeance, Weapon Focus (shield, throwing; substituted w/ (L) billyclub)
Traits cosmic caravan (the star gazer), ex-iomedaean, reactionary, thrune loyal agent
Flaws *complete blindness, jingoism
Skills Acrobatics +9 (+13 to jump), Bluff +2 (+4 against Cheliax), Diplomacy +2, Intimidate +7 (+9 circumstance vs. evil creatures), Knowledge (dungeoneering) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+12 to identify the abilities and weaknesses of creatures), Linguistics +7, Perception +7 (+9 against Cheliax), Sense Motive +18 (+20 against Cheliax), Stealth +9, Survival +9 (+13 in urban and underground settings, +11 against Cheliax); Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ ac bonus, battle focus, fast movement, gutter rat[ARG], halo[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], ki pool (11 points magic), mixed heritage[ARG], monk vows (vow of celibacy[UM], vow of cleanliness[UM]), monster lore +7, rapid planning, scion of humanity[ARG], silver tongued[ARG], slow fall 20 ft., solo tactics, truespeaker[ARG], umbral unmasking, versatile human[ARG]
Combat Gear fire elemental gem, potion of cure moderate wounds (10), acid (9), alchemist's fire (10); Other Gear mithral kikko armor[UC], billy club[APG], sand acid, sand acid, sand acid, 5,560 gp
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Tracked Resources
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Acid - 0/9
Alchemist's fire - 0/10
Halo (At will) - 0/0
Hold Person (1/day) - 0/1
Ki Pool (11/day) (Su) - 0/11
Metal throwing shield - 0/1
Potion of cure moderate wounds - 0/10
Sand acid - 0/1
Sand acid - 0/1
Sand acid - 0/1
Summon Lantern Archon (1/day) (Sp) - 0/1
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Special Abilities
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AC Bonus (+7) The War Scholar adds his Wisdom bonus to AC and CMD, more at higher levels.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Blindsight (40 feet) (Ex) Sense things and creatures without seeing them.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) You add 10 or more feet to his base speed.
Gruesome Butcher (Cheliax) (Completed) +2 Bluff, Knowledge, Perception, Sense Motive, Survival weapon attack and damage rolls against Cheliax.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknessess of creatures.
Powerful Build Can function as one size larger where advantageous.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Thrune Trusted Agent Gain bonus to Ref and Will save when within 30 ft. of ally with feat, or increase effectiveness of aid another action.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Vengeance (any good outsider) (Completed) +1 to att, dam, and saves vs. any good outsider and his minions.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
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| Andostre |
Are there any Daredevil traits that you don't have that you want your character to have? Anything to do with a secret identity? Or anything to with attraction from were-squirrels?
Daredevil has a pretty unique fighting style that doesn't completely revolve around his billy club. I was consider a combat style feat chain.
I can't find anything about the War Scholar archetype. Is that where you are getting the Inquisitor abilities from?
| Dave Justus |
I'm confused about your race. Some parts seem to be based on being human, others based on being Aasimar. Also, it seems like you are replacing the same racial trait multiple times in some cases, which you can't do.
For example:
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Of course if you are an aasimar, you don't have the human racial traits at all.
| I am Nemesis |
Are there any Daredevil traits that you don't have that you want your character to have? Anything to do with a secret identity? Or anything to with attraction from were-squirrels?
Daredevil has a pretty unique fighting style that doesn't completely revolve around his billy club. I was consider a combat style feat chain.
I can't find anything about the War Scholar archetype. Is that where you are getting the Inquisitor abilities from?
lol. were-squirrel-girls = Daredevil kryptonite. funny. As for War Scholar its a monk archetype, i don't remember the original source but it can be found in Hero Lab.
Regarding Evil DD being a unique unarmed combatant; that will come back online at 6th level as a brawler. He lost improved unarmed strike as a War Scholar.
Gruesome butcher being completed puts an end to having a secret identity. Now my name is known to my perceived enemies (the goodly Cheliaxians)
I'm confused about your race. Some parts seem to be based on being human, others based on being Aasimar. Also, it seems like you are replacing the same racial trait multiple times in some cases, which you can't do.
For example:
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Of course if you are an aasimar, you don't have the human racial traits at all.
Aasimar that took scion of humanity, allowing him to pass for human. As for the overlaps, that's gotta be a bug in hero lab, because the program allowed it.
| I am Nemesis |
One thing to keep in mind is that blindsight only works out to 40' feet (or 8 squares). So if I'm the target of a ranged attack, I'm considered flat-footed. This makes me wonder if Snatch Arrows and associated feats would be a good choice.
I am considering Crane Style, Crane Wing & Crane Riposte for counter-striking
or Cudgeler Style, Cudgeler Sweep, Cudgeler Takedown for the villain that wants to save his foes for later torture & interrogation
or Snake Style, Snake Sidewind, Snake Fang to increase AC, confirm crits with Sense Motive synergy.
Also, the character will lose access to his monk vows once he multiclasses into Brawler, dropping 2 ki points.
GRATEFUL FOR ANY ADVICE
| Smallfoot |
War Scholar, according to d20pfsrd.com, is 3rd party material from Rite Publishing. Thats' where the teamwork equivalent to the Inquisitor's Solo Tactics comes from. I can't figure that statblock at all. 10,16,16,10,24,10? And 2d6 as base damage for a shield? Shield bash for a light shield is 1d3, so for Large, what 1d4 or 6? Finally, Shield Champion does not allow a free action throw - it's an attack, so has to be a standard action.
| I am Nemesis |
@Smallfoot
Original stats are 10,16,12,10,18,10 ... then add;
Archon-Blooded Aasimar (Lawbringers) ='s +2 Con, +2 Wis
Dual Talent (Scion of Humanity) ='s +2 Con, +2 Wis
Chosen Aasimar Abilities: +2 Wis & Powerful Build (use large weapons)
Bashing enchantment ='s 2 sizes larger
And you are right about the Standard Action for the attack.
Everything else was allowed by the HERO LAB program
| I am Nemesis |
When you take scion of humanity, it opens "Add Alternate Racial Traits" for humans as well as aasimars. Powerful build is on the Aasimar "Add Alternate Racial Traits" list, Its listed as "Use Large Weapons". Dual Talent is on the human list. There is an option in the aasimar list at the very top to "Add Additional Ability". That's how you get two aasimar abilities.
The GM is running Hell's Vengeance, not PFS. Everything should legal Pathfinder stuff plus some 3rd party stuff approved by the GM.
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I now realize its was a mistake to post the whole character, it's seems to be too much of a distraction from the purpose of this thread.
I'd like to reiterate that I'm LOOKING FOR FEAT ADVICE. Please. Thank You
| Smallfoot |
Thanks for the explanation!
@Smallfoot
Original stats are 10,16,12,10,18,10 ... then add;
Rolled stats? I get that as a 29 point buy.
Archon-Blooded Aasimar (Lawbringers) ='s +2 Con, +2 Wis
Dual Talent (Scion of Humanity) ='s +2 Con, +2 Wis
That’s not how Scion of Humanity works, alas. It qualifies you for feats with Human prerequisites, but it doesn’t give you the Human floating +2. And Dual Talent is a Human alternate trait.
Chosen Aasimar Abilities: +2 Wis & Powerful Build (use large weapons)
There’s no Aasimar trait or feat I’m aware of that gives you an additional +2.
Bashing enchantment ='s 2 sizes larger
Light shield d3, Large goes to d4, two sizes larger would be 1d8, I think.
And you are right about the Standard Action for the attack.
Everything else was allowed by the HERO LAB program
All that being said: If your GM and the other players are cool with this build, keep enjoying yourselves! Just be ready for some big adjustments if you start playing PFS or join another campaign.
| Temperans |
I think you are missing Blind-fight feats (which you desperately need to remove fighting penalties from being blind).
Im not sure how you are getting blindsight but assume the GM gave it to you. However, I recomend taking Blinded Blade Style to gain Scent, and a few other benefits.
* If you do get Blinded blade style, I also recomend Combat style master so that you always have it available.
| juantamad |
Gutter Rat
Heart of the Slums
Heart of the Streets
Imperious Human
Mixed Heritage
Silver Tongued
Versatile Human (no extra +2 to two different stats)
...Of course if your GM is totally fine with this and you don't feel guilty about it, by all means.
Aasimar get an option to trade out their spell-like ability to get a variant ability, which the +2 to a stat comes from. Of course this is also GM approval and should technically be rolled for a percentile...
Snake Style seems fitting though with Sense Motive and is very Daredevil-like.
| I am Nemesis |
my replies are in BOLD
Thanks for the explanation!
Welcome
I am Nemesis wrote:@Smallfoot
Original stats are 10,16,12,10,18,10 ... then add;Rolled stats? I get that as a 29 point buy. your forgetting +1 Wis @ 4th level
Quote:Archon-Blooded Aasimar (Lawbringers) ='s +2 Con, +2 Wis
Dual Talent (Scion of Humanity) ='s +2 Con, +2 WisThat’s not how Scion of Humanity works, alas. It qualifies you for feats with Human prerequisites, but it doesn’t give you the Human floating +2. And Dual Talent is a Human alternate trait. i admit i rely heavily on Hero Lab to tell me what's legal. As long as their are no Validation Details errors my GM (& I) are happy.
Quote:Chosen Aasimar Abilities: +2 Wis & Powerful Build (use large weapons)There’s no Aasimar trait or feat I’m aware of that gives you an additional +2. it is in the "Aasimar Abilities" list
Quote:Bashing enchantment ='s 2 sizes largerLight shield d3, Large goes to d4, two sizes larger would be 1d8, I think. correct. then add Powerful Build (use large weapons) to get 2d6, net total is 3 sizes larger.
Quote:All that being said: If your GM and the other players are cool with this build, keep enjoying yourselves! Just be ready for some big adjustments if you start playing PFS or join another campaign. you should see the other character builds for our other players; the necromancer is an absolute monster; the barbarian titan mauler kills everything, the hellknight aspirant IS a joke (sorry Chad)And you are right about the Standard Action for the attack.
Everything else was allowed by the HERO LAB program
** spoiler Scion of Humanity only lets you qualify as human to take human feats and favored class bonus. You can't get any human racial traits. What your character really doesn't have:Gutter Rat, Heart of the Slums, Heart of the Streets, Imperious Human, Mixed Heritage, Silver Tongued, Versatile Human (no extra +2 to two different stats) **as i said above- i do rely on hero lab to correct any errors i may make.
Aasimar get an option to trade out their spell-like ability to get a variant ability, which the +2 to a stat comes from. Of course this is also GM approval and should technically be rolled for a percentile... our GM has accordingly enhanced the encounters to compensate for our power gaming
Snake Style seems fitting though with Sense Motive and is very Daredevil-like. i agree, its the one i'm leaning the most toward
I think you are missing Blind-fight feats (which you desperately need to remove fighting penalties from being blind).
Im not sure how you are getting blindsight but assume the GM gave it to you. However, I recomend taking Blinded Blade Style to gain Scent, and a few other benefits.The character is blind but has the echolocation spell in effect at all times, granting the character blindsight. GM's idea, rather than investing in all the "blind" feats. I like the Blinded Blade Style for scent, very Daredevilesque.
* If you do get Blinded blade style, I also recomend Combat style master so that you always have it available. good suggestion
Snake Style, Snake Sidewind, Snake Fang, and Blinded Blade Style seem to be the "go to's". any other idea's?
| Smallfoot |
@Smallfoot
Original stats are 10,16,12,10,18,10 ... then add;
Rolled stats? I get that as a 29 point buy.
your forgetting +1 Wis @ 4th levelAh. I misunderstood what you meant by ‘original’.
Bashing enchantment ='s 2 sizes larger
Light shield d3, Large goes to d4, two sizes larger would be 1d8, I think.
correct. then add Powerful Build (use large weapons) to get 2d6, net total is 3 sizes larger.In regular Pathfinder, the ability to use Large weapons doesn’t make the weapon itself larger or treat it as larger. Take a look at the Titan Mauler Barbarian archetype and the Inappropriately Sized Weapons rules to see how it works. Powerful Build seems to be another 3rd party thing, so it could be different, but everything I saw online looked equivalent. Not saying you’re wrong in the context of your game group, just saying it’s not in sync with the way most of us play.
| I am Nemesis |
@Temperans- Looks like blindsight negated the -2 penalty to AC, the loss of DEX to AC, the -4 penalty to STR & DEX checks. Most checks that rely on vision (reading, Perception checks based on sight) still automatically fail.
@Smallfoot- HERO LAB did the calculation on size modified Damage. The only thing i did was add Bashing (2 sizes larger) and select Powerful Build (1 size lager). Net total is 3 sizes larger (start 1d3, one step up='s 1d6, two steps up ='s 1d8, three steps up ='s 2d6)
@Anarchy_Kanya- Looking at the hard copies of Pathfinder Player Companion: Blood of Angels & Blood of Fiends, you are right, the tiefling is the race that gets POWERFUL BUILD. For some reason the option shows up in the Aasimar Abilities list in my hero lab. Must be a glitch.
| Anarchy_Kanya |
Technically they don't get Powerful Build. Use Large Weapons is something different and only lets you... use larger weapons, as the name suggests, while Powerful Build affects more than that. Plus I don't think there even is such a thing in 1st party material.
As for the shield bash damage, it actually goes 1d3 => 1d4 => 1d6 => 1d8.
| I am Nemesis |
@Anarchy_Kanya- in Hero Lab, if you select Use Large Weapons, the program also applies Powerful Build to Racial, Template & Faction Abilities. i don't know why.
As for shield bash damage; HERO LAB did the calculation on size modified Damage. The only thing i did was add Bashing (2 sizes larger) and select Use Large Weapons (1 size lager). Net total is 3 sizes larger. why it modified the damage to 2d6 i don't know. And since Use Large Weapon is tiefling only i'll most likely have to drop it.
now maybe we can get back SUGGESTING FEATS FOR DEVEREAUX DAREDEVIL Please?
| Dave Justus |
now maybe we can get back SUGGESTING FEATS FOR DEVEREAUX DAREDEVIL[/B] Please?
The problem is, without understanding the houserules you are using and your existing character build, we can't suggest what feats would be good.
What feats are good depends on what abilities the character already has.
| I am Nemesis |
FEATS right now; Coordinated Maneuvers[APG], Gruesome Butcher (Cheliax) (Completed), Improved Initiative, Thrune Trusted Agent, Vengeance, Weapon Focus (shield, throwing; substituted w/ billyclub)
The feats gruesome butcher & vengeance were chosen for character flavor, turning an aasimar to evil.
the only house rules really are the Home Game FLAWS. while they have an effect on some skill checks, they don't effect the build itself. forget the use large weapons. its been dropped.
it'll be Monk5 / Brawler5 (or Brawler10 if i don't get advised otherwise)
| I am Nemesis |
so discovered a couple of corrections;
DM is ok w/ me keeping use large weapons for the aasimar
shield bash damage (substituted w/ (L) billyclub), works like this;
light quickdraw shield base damage 1d3 =>
Bashing (2 sizes larger), 1d4 => 1d6 =>
Spikes (1 size larger), 1d8 =>
Powerful Build (1 size larger), 2d6
Net total is 4 sizes larger
Not getting Blinded Blade Style; feat tax is too high (Blind-fight, Blinded Competence, Blinded Master, Blinded Blade Style, Greater Blind-Fight, Improved Blind-Fight)
The Snake Style seems to be working out pretty well.
I'm really enjoying this character, and would like to hear what you think about the character so far. Obviously, Devereaux at 6th level, does some petty telling damage.
Any thoughts on improving/refining the build?
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Male versatile human brawler (shield champion) 2/monk (war scholar) 4 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +16; Senses blindsight 40 ft.; Perception +14 (+16 against Cheliax)
--------------------Defense--------------------
AC 25, touch 20, flat-footed 22 (+5 armor, +3 Dex, +7 untyped bonus)
hp 61 (6 HD; 4d8+2d10+22); fast healing 1 (1 min. duration)
Fort +11, Ref +13, Will +13; +2 circumstance vs. blinded or dazzled, +1 bonus vs. any good outsider and his minions., +4 vs. being knocked prone
Defensive Abilities evasion, thrune loyal agent; Resist acid 5, cold 5, electricity 5
--------------------Offense--------------------
Speed 40 ft.
Melee (L) billy club +17 (2d6+15) or
. . (L) billy club flurry of blows +15/+15 (2d6+15) or
. . gauntlet (from armor) +9 (1d3+7) or
. . gauntlet (from armor) flurry of blows +7/+7 (1d3+7) or
. . unarmed strike +9 (1d6+7) or
. . unarmed strike flurry of blows +7/+7 (1d6+7)
Special Attacks brawler's flurry, martial flexibility 4/day, powerful build
Spell-Like Abilities (CL 6th; concentration +6)
. . At will—halo
. . 1/day—summon lantern archon
--------------------Statistics--------------------
Str 10, Dex 16, Con 16, Int 10, Wis 24, Cha 10
Base Atk +5; CMB +18 (+20 disarm); CMD 25 (27 vs. disarm, 29 vs. trip)
Feats Combat Expertise, Combat Reflexes, Coordinated Maneuvers[APG], Gruesome Butcher (Cheliax) (Completed), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Skill Focus (Perception), Snake Sidewind[UC], Snake Style[UC], Thrune Trusted Agent, Vengeance, Weapon Focus (shield, throwing)
Traits cosmic caravan (the star gazer), ex-iomedaean, reactionary, thrune loyal agent
Flaws *complete blindness, jingoism
Skills Acrobatics +12 (+16 to avoid being knocked prone, +16 to jump), Bluff +2 (+4 against Cheliax), Diplomacy +2, Disguise +0 (+1 when disguised as any individual who is not a student of or affiliated with your school), Intimidate +9 (+11 circumstance vs. evil creatures), Knowledge (local) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+12 to identify the abilities and weaknesses of creatures), Linguistics +7, Perception +14 (+16 against Cheliax), Sense Motive +22 (+24 against Cheliax), Stealth +12, Survival +9 (+13 in urban and underground settings, +11 against Cheliax); Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ ac bonus, battle focus, brawler's cunning, elusive, fast movement, gutter rat[ARG], halo[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], ki pool (11 points magic), martial training, mixed heritage[ARG], monk vows (vow of celibacy[UM], vow of cleanliness[UM]), monster lore +7, rapid planning, scion of humanity[ARG], silver tongued[ARG], slow fall 20 ft., solo tactics, truespeaker[ARG], umbral unmasking, versatile human[ARG]
Combat Gear fire elemental gem, potion of cure moderate wounds (10), acid (9), alchemist's fire (10); Other Gear kikko armor[UC], billy club[APG], sand acid (2), 840 gp
--------------------Tracked Resources--------------------
Acid - 0/9
Alchemist's fire - 0/10
Halo (At will) - 0/0
Hold Person (1/day) - 0/1
Ki Pool (11/day) (Su) - 0/11
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Metal throwing shield (substituted w/ (L) billyclub), - 0/4
Potion of cure moderate wounds - 0/10
Sand acid - 0/2
Summon Lantern Archon (1/day) (Sp) - 0/1
--------------------Special Abilities--------------------
AC Bonus (+7) The War Scholar adds his Wisdom bonus to AC and CMD, more at higher levels.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Blindsight (40 feet) (Ex) Sense things and creatures without seeing them.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 1 (1 min. duration) (Ex) Heal damage every round unless you are killed, but only in certain situations.
Fast Movement (+10 ft.) You add 10 or more feet to his base speed.
Gruesome Butcher (Cheliax) (Completed) +2 Bluff, Knowledge, Perception, Sense Motive, Survival weapon attack and damage rolls against Cheliax.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kusari-Gama: Elusive +1 when disguises as someone who is not of your school.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait.
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknesses of creatures.
Powerful Build Can function as one size larger where advantageous.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Thrune Trusted Agent Gain bonus to Ref and Will save when within 30 ft. of ally with feat, or increase effectiveness of aid another action.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Vengeance (any good outsider) (Completed) +1 to att, dam, and saves vs. any good outsider and his minions.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack.
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group.
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair.
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to create DareDevil i'll use the Brawler's shield champion archetype with a light quickdraw shield, renaming it BillyClub in the stat block.
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