Old Ones Cultist

Istiel's page

1,713 posts. Alias of Galorit.


Race

| HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6

Classes/Levels

| Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Gender

LN Female Human Warrior 1/Monk (Unchained) 4

About Istiel

Crunch:

Theme Song: Glorious Morning 2

Istiel Female Human Warrior 1 / Monk (Unchained) 4
LN Medium humanoid (human)
Init +2; Perception +10
XP:

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Stats
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Str 18 Dex 14 Con 14 Int 10 Wis 14 Cha 8

Spd 40 ft
Init +2

AC (18 +2 dex, +2 wis, +1 dodge, +1 armor atunement, +1 deflection, +1 monk bonus)
-Touch 17 (+2 dex, +2 wis, +1 dodge, +1 deflection, +1 monk bonus)
-Flat footed 15 (+2 wis, +1 armor atunement, +1 deflection, +1 monk bonus)
- vs movement AoO 22 (AC + 4 from mobility)

Hp 50/50 (+7 per level)

Sanity Threshold: 2

Sanity damage/score: 5/32 (Lesser madness: Hallucinations)
Sanity Edge: 16

Fort +9 (+4 class, +2 con, +1 ABP resistance, +2 warrior)
Ref +7 (+4 class, +2 dex, +1 ABP resistance)
Will +5 (+1 class, +2 wis, +1 ABP resistance, +1 trait) (+7 vs enchantment due to +2 from Still Mind)

BAB: +5

Languages [Tkoyah, Abyssal]

Favored class- Monk (+4 hp)

Melee:

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Dragon Style (Ferocity) Power Attack Unarmed: (Used for first attack of the round)

Dragon style allows for unarmed strike to be treated as a two-handed weapon for the purpose of damage and feats. Dragon Ferocity doubles the strength bonus for the first attack. Thus-

Unarmed strike, power attack, dragon style to hit: +9 (+5 BAB, +4 strength, +1 Weapon Focus: unarmed, +1 weapon attunement, -2 power attack at +4 BAB)

Dragon Style (Ferocity) damage: 1d8+15 (+4 strength, +4 Dragon Ferocity x2 str bonus on first attack, +4 power attack at +4 BAB, +2 power attack 50% 2-handed weapon damage bonus, +1 weapon attunement) (bludgeoning, x2 crit, (add + 5 damage with Imix's str boost))

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Dragon Style (Ferocity) Power Attack Unarmed: (used for flurry, 2nd, and 3rd attacks)

Dragon ferocity allows for all unarmed strike attacks after the first of the round to be treated as a two-handed weapon for the purpose of damage and feats, adding x1.5 str bonus. Thus-

Unarmed strike, (dragon style) to hit: +9 (+5 BAB, +4 strength, +1 Weapon Focus: unarmed, +1 weapon attunement, -2 power attack at +4 BAB)

Dragon Style damage: 1d8+13 (+4 strength, +2 Dragon Style x1.5 str bonus, +4 power attack damage at +4 BAB, +2 power attack 50% 2-handed weapon damage bonus, +1 weapon attunement) (bludgeoning, x2 crit, (add +3 with Imix's +4 str boost)

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Regular unarmed: (No power attack or dragon style.)

Unarmed Strike to hit: 1d20+11 (+5 BAB, +4 Strength, +1 weapon focus: unarmed, +1 weapon attunement)

Damage 1d8+5 (+4 strength, +1 weapon attunement) (bludgeoning, x2 crit)

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Ranged:

Flint-tipped javelin +7 (+5 BAB +2 dex),
Damage 1d6+4 (+4 Str) (piercing, x2 crit, fragile)

Combat Maneuver:

CMB: +9 (+5 BAB, +4 strength)
CMD: 26 (10 + 5 BAB + 4 STR, + 2 Dex, +1 Dodge, +1 deflection, +2 Wis, +1 monk bonus)

ACP:

Armor check Penalty: 0 Total [-0 Light Load, -0 Armor]

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Feats/Traits
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Feats-

Blind-fight (human bonus feat)

Weapon focus (unarmed strike), (1st level feat)

Dodge (lvl1 monk bonus feat, house-ruled to include mobility)

Deflect Arrows (lvl 2 monk bonus feat)

Dragon Style (lvl 3 feat) While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity (lvl 5 feat) While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Notes:

- Combat expertise, power attack, deadly aim are now combat options for anyone with a +1 BAB. Feats that are keyed off of these feats now need the ability to use this combat option as a prerequisite.
- Mobility is merged into the dodge feat. Feats with dodge as a prerequisite now just need dodge.

Traits-

Indomitable Faith (+1 will saving throw)

Orphan: +1 to survival, and survival is always a class skill

Role-

Warrior Priest (Monk)

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Skills
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(18 total, 5 per level)

Acrobatics: 10 (+5 rank +2 dex +3 class monk)

Climb: 8 (+1 rank +4 str +3 class warrior)

Perception: 10 (+5 rank +2 wis +3 class monk)

Sense Motive: 6 (+1 rank +2 wis +3 class monk)

Stealth: 10 (+5 ranks +2 dex +3 class monk)

Swim: 8 (+1 rank +4 str +3 class warrior)

Survival 10 (+4 rank +2 wis +4 class orphan)

Profession (Herbalist): 6 (+1 rank +2 wis +3 class monk)

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Special Abilities
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Stunning Fist (4/4, DC 14)- You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally.

A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

At 4th level, the monk can choose to make the target fatigued instead of stunned.

Evasion- At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ki Pool (4/4) At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.

Ki Powers:

Lvl 4: Qinggong Power: Barkskin (self only, 1 ki)

Still Mind (Ex)

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Automatic Bonus Progression:

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1 (Robes), weapon attunement +1 (Unarmed Strike)
5th Deflection +1

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Gear
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Currency: 19gp

Monk’s outfit
Istiel's Mask (Magical, scaling item)

Paring knife (flint) 1#
3 Flint-tipped javelin 6#
Heavy Pick (mwk, adamantine) 6#

2 antitoxin
2 antiplague
smelling salts
1 twitch tonic
4 potions of cure moderate wounds
1 potion of cure serious wounds

Jute Sack

Primative Firestarter
3 Torches 4#
Blanket (winter) 3#
7 Trail Rations 7#
Mess kit l#
Soap 1#
Waterskin (full) 4#
Blue and Gold Embroidered Silk Belt
100 ft Silk Rope 10#

2 candlerods
10 tindertwigs
Nightdrops (4/5)
2 acid flasks

Domnhall's bloody Mask wrapped in linen

Jute Pouch:
Small pieces of chalk and charcoal wrapped in paper

Wooden Box with:
Fishhook (bone)
Sewing needle, thread, string

Turtle shell box with:
Goose Feather Quill, Black Ink (8oz)

Scroll case (0.5#) containing:
10 sheets of rolled parchment

Jute Belt Pouch 0.5#

Linen cloth for collecting and segregating herbs

Tom's Fingerbone (Enchanted with continual Darkness)

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Scaling Item: Istiel's Mask (5/5 spell points)

Istiel's mask has been imbued with some of Domhnall's consciousness. As such, she has some insight into the nature of time. The mask gains one spell point per character level, which may be used by the wearer of the mask as part of another action. As the mask gains spell points, additional abilities will be unlocked.

1 spell point: Time is a river, and as such flows quick and slow, depending on where you are on that river. The wearer of the mask can gain use of the Time Sphere's Base Powers. The Haste ability is self-only. The bearer of the mask uses Wisdom as his or her casting stat, and is considered a mid-caster in terms of caster level, save DCs, etc. (CL 3), Will Save DC 15 for Slow, effect 3 rounds total, Haste effect for 3 rounds total)

3 spell points: Time is accumulated experience. The wearer of the mask gains the Repetition talent. It is a self-only ability.

5 spell points: It Gets Easier Over Time: The wearer of the mask gains the Second Chance talent. This can be applied retroactively to the previous GM action due to the nature of PBP.

Magic Skill Bonus: +7 (+5 caster class levels, +2 wis), applied to Concentration checks, etc.

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Carrying Capacity
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Current load: 47lbs

Light: 0-100 lbs
Medium: 101-200 lbs
Heavy: 201-300 lbs

Overhead lift: 300 lbs
Staggering lift: 600 lbs
Push/drag: 1500 lbs

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Capital
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2.6gp earned capital

Goods:
Influence:
Labor:
Magic:

Appearance and Personality:

With the exception of her eyes, hands, and feet, Istiel's body is completely swathed in the black, loose-fitting garb of Cornucopia's monastic order (similar to kuroko from bunraku). Her hands and feet are fair-skinned, suggesting a Tsinyah heritage, and calloused from years of training. In the warmer seasons she is typically seen in leather moccasins, while in colder temperatures her feet are encaused in rugged leather boots.

She is noticeably tall (6'), standing a head or more higher than other Tsinyah women and usually an inch or two taller than Tsinyah men. Because of her height and concealing robes she is used to being mistaken for a male before opening her mouth. Istiel's rebirth took place 5 years ago, and while her true age is unknown, she was probably in her teens at the time. She is 160 pounds of thick muscle.

The most striking feature of her outfit is the mask that covers her face, held tightly in place by black leather straps. Intense, judgmental hazel eyes stare out from the sockets of the immaculately carved, red and white, lacquered wood of her face. A line of four claw marks have dug deep into the wood on the left side, inflicted by the corrupted Worm King, Thom.

Istiel is often described as bull-headed, direct, and terse; she does not menace words nor spare feelings. The monk's seemingly cold and calm demeanor is amplified by her expressionless mask, from which sharp and judging eyes search for offenses against society. She is liable to use her fists to solve problems above all else, and will not hesitate to dispense beatings to settle disputes if her warnings are not heeded. The monk is keenly aware of her own strength and power, to the point of considering intimidation useless- action is much more effective, and the chance for glory much greater.

Given her penchant for stone-faced violence, it is fortunate (for her and others) that she considers her word to be bond, respects the strong Takayah government, and wishes to see the Three Peoples flourish. Istiel considers the oath she took to protect the interests and livelihood of The Three Peoples to be absolute, and unless there are major threats or disruptions to deal with she will not interfere with the lives of Takayah citizens. In fact, she prefers to be pointed in the direction of a problem to solve- and if that problem can bleed, then it will probably go away.

It is unsurprising that Istiel has few friends, and the few she has are monks themselves. Instead, she finds comfort in tending to herbs and plants, or spending time in the wilderness. Unlike sentient beings plants simply follow the laws of nature, making them much more agreeable and understandable than most humanoids. Unfortunately, there is little glory in growing small bushes in pots, causing her to have a habit of looking for trouble to stomp and a growing reputation for never backing down from a personal challenge.

Goals, Desires, Motivations:

1) How do you feel about living in a society with a rigid caste system?

All have their place, for their own good. If someone is to raise above their caste on their own merit, then they deserve the status. However, if they lie, cheat, or steal their way upward... the rungs of the ladder will be snapped beneath their feet.

2) How do you feel about your government, which is strong and centralized. It provides good services (good roads, navigable waterways, enough to eat and survive the winter for most every citizen) but also takes its fair share of production and then some.

The bounty of public services provided by the government is well worth the private sacrifice, and every citizen should appreciate it. Many do not realize, or seem to care, that avoiding the Tribute is robbing themselves of goods and services- not to mention weakening the kingdom as a whole.

3) How do you feel about your role/place within Takayan society?

I am oathbound to protect the people and interests of The Three People. Following this oath gives my life meaning and allows me to pursue my Tenet to godhood.

Goals:

Provide safety and foster the growth of Takayan society.

Achieve glory worthy of song and story.

Ascend to divinity after taking the second Journey.

Desires:

Worthy opponents and challenges.

Domhnall's praise and wisdom.

A nice green house to grow some exotic herbs in her spare time.

Motivations:

Istiel's Tenet: Never forgo an opportunity for glory.

She wishes to see stability and order in the world, even at the cost of personal freedom.

Monastery Background:

Clerics and other spiritual members of the Pantheon become spiritual beacons, pillars of communities, and strive to become the standard by which other followers can hold themselves. There are other worshipers that spend decades or more training and studying in Cornucopia's government-sanctioned monastery, pledging their lives to protect the interests of the Takayah people and chasing the possibility of ascending to godhood. Joining the monastery is known as The First Step.

These ascendant hopefuls cast aside their old lives and become monks, the Takayah's caste of warrior-priest. Legend has passed down that ascension is possible only through becoming a new person, forgetting and removing oneself from everything that previously defined oneself. The body is recognized as but a vessel for ascension to take place in. All trainees are issued black robes and hoods (think kuroko from Japanese bunraku) that completely cover the body with the exception of the hands, feet, and eyes. These important tools are left exposed to provide a connection between the mortal world and their new identity, as well as freedom of movement. These robes are only removed for bathing in pitch-black rooms, and the hoods are equipped with veils that hide the face when eating and drinking.

The trainees study and train with masters in a manner similar to an apprenticeship, working in the day while training and studying at night. After several years a trainee is judged and put through trials to determine if they are physically, mentally, and emotionally capable of becoming a full-fledged monk. Those found unworthy are released from the monastery, and can typically find work using the skills they learned during their training. This is one of the few ways a person can move up the caste system to become professionals, but most that can endure the demanding life of the monastery do not leave.

All trainees deemed worthy of perusing enlightenment swear to a lifetime of service to the people of Takaya. During times of peace they offer services and skills, and in times of strife they protect the peoples of the land. On the day of the initiation into monkshood, the hopeful is given a special brew crafted by the monastery’s herbalists, The Journey, to allow one a glimpse of the spiritual realm. This secret, poisonous, and hallucinogenic mixture (containing yahuasca vine, chacruna shrub, and jimson weed) begins a body-wracking three-day Vision outside of the mortal realm. While entranced, the trainee is shown how they can gain enlightenment and become a god of their own. Each person is given a different Tenet to follow if they seek to become a god, which would define their jurisdiction if they ascend into the pantheon. The monk is free to share this Tenet or keep it secret.

In addition, on becoming coherent, the monk is gifted with two visions- a new name, and a new face. The name assumed by the monk becomes their new identity, and they are formally born into the order. The new face envisioned by the monk while entranced takes a longer time, as the monk must guide the monastery’s craftsmen to create a mask that is worn over the hood of the monk’s face. This, combined with the traditional body-concealing robes or clothes of the monks choice, become the monk’s new body which will be their assumed form should they attain godhood. Most of the masks and clothing chosen by the monks are suited to continue their physical training, especially those that extensively travel in their search for enlightenment. However, some monks that envisioned extravagant or unwieldy masks or costumes have made it into the annals of history, normally with disastrous results.

Not all survive the trance that transports their mind’s eye to the spirit world, as a glimpse past the end of the mortal coil is too much for some to bear. Those that survive completely cut off contact from their old life and permanently assume their new identity to continue training. Regardless if a monk survives the drug trance or not, the monastery reports to all family or other contacts that the person is dead, for they consider the person the monk was before to be gone and replaced by one hoping to achieve ascension. For all intents and purposes the monk’s birth takes place on the day they pass through the trance and re-emerge as a fully fledged monk, known as The Rebirth. At this point they can choose to attempt to become a Master at the monastery, take on tasks from the government, or travel the land aiding the peoples of the Baunti; whatever helps them achieve their Tenet.

No mortal form has ever survived two uses of The Journey. When a monk feels they have successfully completed their Tenet and learned all the world has to offer, they once again imbue the trance mixture and attempt to guide their soul to enlightenment and godhood. None ever wake again, but some are entranced for months before their mortal forms finally die. Others pass hours in. Whether an attempt succeeds or fails is often left to the interpretation of the priests and monastery masters by watching for signs of the new deity's influence.

While exposure of a monk’s body is meant to be limited to maintain the godly imagine they aspire to, all monks recognize they are still mortal and consider their material forms vessels for enlightenment. As such, they strive for physical perfection and good health, and most will not put themselves in harm’s way unless inaction conflicts with their Tenent, their Tenent involves dangerous endeavors, or they must endanger themselves to protect the peoples of the Baunti.

Istiel Background:

The sounds of all-consuming flame and terrified screams are all she could hear from her hiding place beneath a pile of baskets. Frightened beyond belief, the young girl strained her ears to hear anything but the screams of her kinsfolk being cut short by spears and axes of a rival tribe. The realization of nearing footsteps came too late, and she looked up into the leering face of a man with a blood-soaked flint axe. Instincts saved the girl, for when the man reeled back the axe to knock the flat across her head, she struck his shin with a large rock that had been clutched between her hands. Between the yowling warrior and the cacophony of pillage and murder, no one saw or heard her try to run away, or bore witness as she stumbled and smashed through a rickety fence keeping guard for the cliff face beyond it. Before she became airborne, one image reached her terrified eyes- the Mossy Cliff tribe's longhouse shining like the sun as flames roared from its roof.

She survived tumbling down the cliff face, and the next day found nothing useful or alive near her tribe's old home. Among the carnage a few pieces of broken flint, a basket or two. Torn cloth for her wounds, but nothing to help the mourning of everyone she had ever known. Weeks passed as she wandered the forest, journeying away from the mountains for fear of rival tribes thinking her easy pickings. She always hid when danger seemed imminent, and usually succeeded in staying out of harm's way. When she spotted a strange masked man picking mushrooms in the forest, she hid as always... but the man spoke to her while going about his business, knowing perfectly well where she was. She knew she was caught and was unaware what this creature could do, so she tentatively answered his questions. When it was revealed she was orphaned and alone, the man offered her a choice- die alone in the fast approaching winter, or join the man's "tribe". There wasn't much of a choice to be made.

The man who found her, Domhnall, proved to be a stern but fair father figure for her, which she immediately latched on to for support. They traveled for a brief while through small villages, and the culture shock was apparent- multiple buildings, private land holdings, food and security abounded. But arriving at the monastery in Cornucopia was the biggest shock of all, for she initially mistook the Serpent Mound for a naturally occurring peak until Domhnall told her it was made by the efforts of many people. It was at that moment she wanted to be part of the the Takayah society, and eagerly joined the ranks of the trainee monks under Domhnall's tutelage.

Many more years passed, and the woman trained her body and mind to its peak so that she could be reborn as a true monk. Her dose of The Journey was personally prepared and administered by Domhnall himself, and after a three-day body-wracking nightmare she was born again coughing and writhing as she regained consciousness. The first words out of her mouth were her name- "Istiel" The second were a weak whisper, heard only by Domhnall- "This is home."

Five years have passed since Istiel's rebirth, and in the time she has become respected as a powerful fighter and budding herbalist. She resides in Shadeholme with her master and his students, stationed to protect the locals and study the nearby flora with Domhnall.

Knowledge of Istiel in Shadeholme:

1: Istiel is cold and off-putting, but her word is bond. She can be trusted with anything if you can put up with her, but lying or manipulating her is not recommended.

2: Istiel is incredibly strong and one of the best to have around in a fight. She and the other monks provide security to Shadholme by beating groups of troublemakers unconscious for the law to scoop up, killing wandering beasts, or acting as a deterrent against mountain tribe raids. She has a problem of showing up to verbal disputes and attempting to solve them with her fists, though, and locals are usually happier to see Suuha show up rather than Istiel.

3: Istiel is a decent herbalist, and in conjunction with her master offers remedies, goods, and potions for fair prices.

NPC connections:

Domhnall- Master and mentor of Istiel and an herbalist of great skill. While he is known for many potent concoctions, he most famous accomplishment is a more vivid (but not any safer) form of The Journey that all trainee monks must consume to receive their Tenets. During his many travels to seek rare herbs to make The Journey, Dumhnall discovered Istiel and brought her into the fold. Istiel looks to him as a father. Grandfather would be more chronologically accurate; his Rebirth took place over 40 years ago. A hard man to please, he is direct and gruff, but a charitable heart rests within his stern demeanor. His mask is one piece of solid oak with lacquered morning glories carved into the jawline, around the mouth, and up between the eyes. He wears deep earth-colored robes and a golden sash to signify his Master rank. The old monk's Tenet is unknown, but it is rumored to involve creating a potent herbal brew that allows one free passage to and from the spirit world. These rumors intensify as he has not yet taken the second Journey despite his old age.

Suuha- Istiel's friend, also apprenticed to their master Domhnall. Suuha is gregarious, diplomatic, and emotionally driven; opposite to Istiel's cold, headstrong, and occasionally brutal personality. He has always been in competition with Istiel for their master's approval, teachings, and wisdom. Istiel and Suuha squabbled often and hard as trainees, though Suuha quickly learned to relay on quick wit rather than physical force when it came to ruffling Istiel's feathers. This banter is typically to Domnhall's amusement, especially if they challenged each other to get more work done or train harder, but petty fighting is quickly squashed. The near death experiences of their Rebirth caused them to form a sort of truce, leaving behind most of the previous squabbles that "died" with their former self. Now they share a sort of sibling bond, not that anyone but Domhnall would be able to tell. They still compete and occasionally fight, but they are also prone to confide in each other, because who better to listen? Suuha's mask is made of cherry- carved and lacquered to look like a red and yellow flame. He has never shared his tenet, but Istiel claims it's "To babble so long the listener bleeds out from their ears."

Character planning and Notes:

Blue Embroidered Silk Belt (Won during the Cornucopia Loop Race. The belt is blue like still water unsullied by silt, and stitched through with fine golden threads, two wavy lines that run the length of the belt, between them, another gold stitching, wings, repeated.)

Legal matters - there is a magistrate (Bertram Hamfatten), who works hand-in-hand with the Garrison-Captain. The Garrison-Captain has the power to issue warrants (and only the G-C). The magistrate decides punishment, in consultation with the Lord Mayor (though the magistrate's decision is legally binding).

Any soldier has the right to carry out a warrant and make an arrest, and Istiel, as a warrior-monk, has that right. Though for the most part the monks are a bit aloof from the standard order of command, and tend to be more focused on strictly defense and doing their monky stuff.

Lvl 4, +1 to str, after lvl 6 get epic stat advancement for wisdom

Remember the Automatic bonus progression!

Regarding NPC level and skills/traits - yes. You're character is effectively level 2 for everything but XP progression and fractional bonuses. Max skill ranks are 2, magical knack is as you are a level 2 character, etc. So, when you level next you'll get class abilities for your PC class as a level 2 character (assuming you don't level as an NPC or multi-class) and have max skill ranks of 3 for your skills and gain a feat.

Skills:

(will have to alternate skill points every other level to some skills)

Feats:

1st Level: Dodge (lvl 1, bonus (lvl1)), Blind-fight (lvl 1), Weapon focus (unarmed, lvl 1)

2nd level monk (monk bonus): Deflect Arrows (lvl 1, bonus (lvl1))

3rd level total: Dragon Style

5th level total: Dragon Ferocity

6th level monk (bonus): Improved Disarm

7th level total: Elemental Fist? (2d6 damage, 6 times a day. Does it stack with Elemental Fury?) Dragon Roar (Can Elemental Fury be used in place of Elemental Fist for 15-foot cone?) Crane style/Crane Wing? Furious Focus?

1st Epic feat (Post level 7): ?

Other Top Feats:

Furious Focus

Crane Style, Crane Wing

Iron Will

Improved critical (Get +1 BAB increase, then qualify for feat)

Toughness, post level 7 toughness

Endurance -> Diehard , Deny Death?

Step up (lvl 1) -> Follwing Step (lvl 1) -> step up and strike (lvl 6)

Combat Reflexes (lvl 1, bonus (lvl 1) +2 AoO)

Improved Initiative (lvl 1)

Possible feats:

Snake style (lvl 3, piercing) -> Snake sidewind (lvl 6)

Tiger style (lvl 3, slashing)

Monkey Style (lvl 5)

Combat Style Master (lvl 5)

Hamatulatsu Strike (piercing, bonus (lvl 6), Inner sea world guide)

Lunge (lvl 6)

Pummeling Sytle (lvl 6)

Things to ask for from party:

MAGE ARMOR

Barkskin

Protection from Evil

Enlarge Person

Magic Weapon OR Magic Fang

Desired equipment:

Monk's Robe

Ring of protection

Cloak of Protection

Amulet of Natural Armor

Wand of Mage armor (for someone else to cast) or bracers of protection

Amulet of Mighty fists

Belt of giant strength/physical might

Ki powers to choose from:

Top-

Ki metabolism

Empty Body

Elemental Fury

Qinggong Power - restoration

Style Strike:

5th level- Shattering Punch