Sebecloki's Shattered Star AP Super Spectacular Paizo Anniversary Celebration Campaign (Inactive)

Game Master Sebecloki

Pathfinder turned up to 111.


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The PrCs aren't a requirement, I'd just like to see them get some love -- the reason I'm limiting stuff to just Paizo is that they have an incredible trove of stuff, but only a small portion gets used -- just like you were pointing out with the flavor/neat thing feats that no one takes if you only have 10. If you can effectively have 2/2/2///6 etc. builds with different gestalt arrangements, that leaves more opportunities for dips into deity-specific PrCs, etc.

I might even try to make a DM pc for this, I'm starting to fall in love with my own build rules here.


It's all good.
I'm still figuring out wether i want to go elder mythos cleric or bard with uc scaled fist monk. Both would fit my character concept, even sorcerer would fit.

As for PRC i have some ideas, but i have to see how it will work out.


Pai Song has to make a Perception Check in the Runelords game, just thought I'd point that out here in case you missed that.


Thanks just made it. Depending on what happens during the day i can only update stuff step by step or not at all sometimes. Or I get interrupted.


Hayato Ken wrote:
Thanks just made it. Depending on what happens during the day i can only update stuff step by step or not at all sometimes. Or I get interrupted.

No worries, I just thought maybe it got missed in the heap of other posts since it was short. I can't post very much on the weekends because that's when I work.


Looking at either 1 or both out of Dawnflower Anchorite and Holy Vindicator as prestige classes for my cleric/paladin of Sarenrae. Though they might get in the way of each other a bit I'm not sure.


Just didn't get to read all the posts there.
The more and longer posts there are, the more difficult it gets to hop in sometimes, because it takes longer to read and response.

For Pai Song i'm thinking to take a PRC Devoted Muse, that's why she's a Paladin of Shelyn also^^ Just have to take a look when and how i will incorporate it.


Great, thanks. I'm working on a half-dragon uc scaled fist monk//ecclesitheurge cleric of Irori. I'm set up to move into the Divine Scion prestige class on the cleric side at level 6, and I have three teamwork feats: Outflank, Precise Strike, and Shake It Off.

Did you know there's a feat called Ki Channel that allows you to use channel energy to replenish Ki? I never knew that. There are so many interesting feats that make you say, "That's cool, but I can't fit that in."


Exactly -- in a normal game you basically have most of your choices pre-programmed because you HAVE to take certain feats to qualify for others, and there's a small subset that are optimal.

With only 10 or so slots, there's only an illusion of option unless you want to mess up your build and not have the requisite BAB, AC etc. to function at high levels.

There's tons of very interesting flavorful stuff that end up being trap options if you have to give up necessary things to take them, but would be awesome for fluff reasons, or to round out a character concept.


GM Phntm888 wrote:

Great, thanks. I'm working on a half-dragon uc scaled fist monk//ecclesitheurge cleric of Irori. I'm set up to move into the Divine Scion prestige class on the cleric side at level 6, and I have three teamwork feats: Outflank, Precise Strike, and Shake It Off.

Did you know there's a feat called Ki Channel that allows you to use channel energy to replenish Ki? I never knew that. There are so many interesting feats that make you say, "That's cool, but I can't fit that in."

Just FYI, i already got a UC scaled fist/ elder mythos cleric^^

Similar, but going into different directions :D


Hey Seb, I know you're sometimes a bit flexible on requirements. What do you think of a Paladin of Chucaro, the (Chaotic Good) Empyreal Lord of Whimsy and Haze?

I'm already starting to imagine a paladin code, e.g.,
"I must stand against Evil, but I must do it with laughter and whimsy, not in a fuddy-duddy way.
"Unless life is on the line, I am never too busy to bring laughter to the depressed or downtrodden.
"Sometimes a joke or prank can accomplish what a blade cannot. I strive to use humor to disarm the greedy, the stodgy, and the self-important. I strive to expose hypocracy, duplicity, and avarice through levity."

The question: Can I make this work (and if so, how)?
a) can I play a CG Paladin?
b) OR a LG Paladin of a CG Empyreal Lord?
c) OR...other suggestions?

Thanks!


There's a chaotic good Paladin from 3.5 Paizo Dragon. I'll send you a PM. You can add extra feats to fill out the dead levels.


I have decided to change it up a bit. From divine to an arcane character since we don't have any arcane submissions currently (unless i missed one). I want to make a Ratfolk illusion(phantasm) wizard (shadowcaster)/alchemist (mindchemist/psychonaut). He'll also be a nightmare creature vetala vampire.

He originally comes from Vudra where he was an aspiring student of Ranatagi but his teachers saw something not right in him and had him expelled and forbidden from the psychic school. He would not be deterred and turned to his alchemy to attempt to master his mind (as well as other minds). He was very successful and learned many arcane techniques from the minds of others and, most dangerously, minds from other realms through the rifts. Unfortunately one of these powerful minds was drawn through the rift to him in his dreams, sensing his potential greatness. It terrified his sleep for months until it completely drained his mind, his prana, memories, knowledge and everything that made him, him. The nightmare vetala spirit took control of his body after it subsumed his mind and sought to explore more of this new world full of minds to consume.


That's a pretty awesome character pitch, I can't wait to see that all written up.


Hayato Ken wrote:
GM Phntm888 wrote:

Great, thanks. I'm working on a half-dragon uc scaled fist monk//ecclesitheurge cleric of Irori. I'm set up to move into the Divine Scion prestige class on the cleric side at level 6, and I have three teamwork feats: Outflank, Precise Strike, and Shake It Off.

Did you know there's a feat called Ki Channel that allows you to use channel energy to replenish Ki? I never knew that. There are so many interesting feats that make you say, "That's cool, but I can't fit that in."

Just FYI, i already got a UC scaled fist/ elder mythos cleric^^

Similar, but going into different directions :D

Hmmm...See, I was trying to avoid sorcerer because it was too obvious. Now I'm thinking we might be too similar and I need to do more to stand out.

We have Pathfinder Dark Sun areas, right?


Yeah -- but you'd use the rules from the Paizo conversion in Dragon Magazine and make requisite changes to update it to Pathfinder, as opposed to any other version.


I'm trying to figure out a country I can include for a background involving slavery and bloodsport. I like the idea of an infant half-dragon abandoned into slavery at an arena by their chromatic dragon parent as a means of toughening them up and proving their worth. I don't know if Katapesh has an arena that would feature that kind of bloodsport with slaves, and I don't know enough about Kaoling. I know the Dark Sun setting is big on slavery and bloodsport, but with only one dragon, I don't know that I can make the half-dragon part work.


The dragons in Dark Sun are completely their own thing -- they're not chromatic, metallic, or gem. Its basically a prestige class that advanced psions/defilers can enter into at the peak of their career, through which they transform into terrible monstrosities. They're closer to the Iron Kingdoms dragons like Toruk if you know that game's lore.


https://pathfinderwiki.com/wiki/Tymon here's another option. There's apparently also an arena in Kaer Maga and Riddleport.

I'm not sure the extra Paizo settings will come up at all, I'm just leaving that possibility open if I want to dip into Greyhawk or Dark Sun material.


Well i'm going elder mythos cleric, so no heal channeling.
Also taking madness variant channeling to confuse everyone on top of getting dissolved into nothingness :D
I thought about monk/sorcerer as well, it's pretty cool, but i think there's enough room for 2 cleric with different concepts.
I also don't know what the healing resource status of the party will be.


Oh, that's perfect. Let's see...it's in the River Kingdoms, so I can roll with Green or Black as the draconic parent. Let's see...Half-Dragon Slayer with the other side of the gestalt being...maybe sorcerer. Or perhaps psychic. Gonna think on it more.

EDIT: In that case, I'm sticking with my original idea (also, I'd started buying equipment, and I really didn't want to do that again). I have a better basic story fleshed out for the original, too.


Fluff and crunch are coming along wonderfully for my character idea... Going Half Dragon Half-Orc Racial Heritage (Changeling) Bloodrager/Inquisitor of Yig, Father of Serpents, with Healer's Hands and Open Conduit, dipping into some of the performance combat feats (never used those before), and some flavorful feats like Arcane Vendetta and Smash. Probably going with Signature Skill (Heal), and will be able to do massive amounts of healing, share teamwork feats with the group with improved bonuses, hand out touch range spells from 20' away, and aid another to other's spellcasting. Still have more feats to pick and lots of gear to select, and having a blast!


I know, if I do say so myself, I think I come up with some of the most interesting extreme build ideas on these boards. I can't wait to look at the character sheets for these ones.


I think I mentioned this, but I've looked through several of the AP modules, and they're all centered on a dungeon crawl basically. I remember someone mentioned a mounted inquisitor above -- that might be of limited uselessness, for instance, in the first adventure, where the dungeon crawl is a multi-story pier of the Irespan. I'm not sure how you'd maneuver a mount through that unless it was something very unusual like a flying/levitating steed.


Sebecloki wrote:
I think I mentioned this, but I've looked through several of the AP modules, and they're all centered on a dungeon crawl basically. I remember someone mentioned a mounted inquisitor above -- that might be of limited uselessness, for instance, in the first adventure, where the dungeon crawl is a multi-story pier of the Irespan. I'm not sure how you'd maneuver a mount through that unless it was something very unusual like a flying/levitating steed.

That was me. The mount will actually be able to fly/levitate, and will have the Narrow Frame feat so it can squeeze without penalties into half it's space. Not needed too much while it is only Medium sized, but at 7th when it advances to large it will be effectively Medium for space constraints.


That sounds fine, I just don't want anyone to be surprised at the setting when we start.


Avoiding space constraints are good. Related, here's my submission. Iakyth, the Thunder Fist. Have a look, and make sure you feel the backstory is good enough to justify the stats.

Crunch:

Iakyth, the Thunder Fist
Male half-dragon human (Garundi) unchained monk (scaled fist) 5//cleric (ecclesitheurge) 5 VMC Bard
LN Medium dragon (human)
Init +11; Senses Perception +20; low-light vision, darkvision 60 ft
Favored Class: Unchained Monk
FCB: +5 Skill Points
DEFENSE
AC 42, touch 33, flat-footed 34 (+5 armor, +7 Dex, +8 Cha, +5 deflection, +1 dodge, +2 monk, +4 natural)
HP 150 (5d10+50)
Fort +17, Ref +16, Will +18; +2 vs fear; +1 vs charm and compulsion
Special Defenses channel energy 2d6 (11/day, DC 20), draconic mettle, evasion, moderate fortification, perfected form +2; Immune disease, electricity, paralysis, sleep
OFFENSE
Speed 40 ft, fly 80 ft (average)
Melee unarmed strike +21 (1d10+15), bite +16 (1d6+7), 2 claws +16 (1d6+7)
Melee flurry of blows unarmed +23/+23 (1d10+15)
Ranged +3 adamantine spear +15 (1d8+14)
Special attacks blessing of the faithful, breath weapon 1/day (5d6 electricity, DC 17), draconic fury (electricity), ki pool (11), ki strike (magic), stunning fist 6/day (DC 21, stunned or fatigued), style strike (flying kick)
Domain Spell-Like Abilities (CL 5th; Concentration +13)
At will - lore keeper (29)
Spells Prepared (CL 5th; Concentration +13)
3rd (3+1) - dispel magic, ki leech, prayer, tongues (D)
2nd (5+1) - bull’s strength (D), hold person (DC 21), ironskin (2), lesser restoration, resist energy,
1st (6+1) - bless, compel hostility (DC 20), divine favor (2), enlarge person (D), remove fear, touch of blindness (DC 20)
0 - detect magic, enhanced diplomacy, guidance, stabilize
D Domain Spell; Domains Self-Perfection (primary), Language (secondary) (see domain mastery)
STATISTICS
Str 32, Dex 24, Con 28, Int 20, Wis 28, Cha 26
Base Atk +5; CMB +16 (+18 bull rush, grapple, trip); CMD 32 (34 vs bull rush, grapple, trip)
Traits Centered, Exchange Agent (Survival)
Feats Binding Ki Throw, Chokehold, Combat Expertise, Combat Reflexes, Combat Style Master, Dragon Style, Dodge, Domain Strike, Enhanced Ki Throw, Feral Combat Training (bite, claw), Following Step, Grabbing Drag, Grabbing Style, Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Ki Throw, Improved natural Attack (Claw), Improved Unarmed Strike (M), Improved Trip, Intimidating Prowess, Iron Will, Jabbing Dancer, Jabbing Style, Ki Channel, Ki Stand, Ki Throw, Mobility, Outflank, Point Blank Shot, Precise Shot, Precise Strike, Press to the Wall, Power Attack, Savage Slam, Scribe Scroll, Selective Channel, Shake it Off, Sidestep, Skill Focus (Acrobatics, Fly, Knowledge (religion), Perception), Spinning Throw, Spring Attack, Stand Still, Steady Engagement, Step Up, Stunning Fist (M), Toughness, Vicious Stomp, Weapon Focus (bite, claw, unarmed)
(M) - denotes monk class feature
Skills (ACP -0)
--Appraise* +10 = 5 Int + 2 ranks + 3 Class
--Acrobatics +18 = 7 Dex + 5 ranks + 3 Class + 3 Skill Focus
--Climb +15 = 11 Str + 1 rank + 3 Class
--Diplomacy +16 = 8 Cha + 5 ranks + 3 Class
--Escape Artist +14 = 7 Dex + 4 ranks + 3 Class
--Fly +15 = 7 Dex + 2 ranks + 3 Class + 3 Skill Focus
--Intimidate +25 = +11 Str + 8 Cha + 3 ranks + 3 Class
--Knowledge (arcana) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (dungeoneering) +11 = 5 Int + 1 rank +3 Class + 2 Bardic Knowledge
--Knowledge (engineering)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (geography)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (history)* +12 = 5 Int + 2 ranks + 3 Class + 2 Bardic Knowledge
--Knowledge (local) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (nature) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (nobility)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (planes) +15 = 5 Int + 5 ranks + 3 Class + 2 Bardic Knowledge
--Knowledge (religion) +18 = 5 Int + 5 ranks + 3 Class +3 Skill Focus + 2 Bardic Knowledge
--Perception +20 = 9 Wis + 5 ranks +3 Class + 3 Skill Focus
--Profession (scribe)* +15 = 9 Wis + 3 ranks + 3 Class
--Sense Motive +17 = 9 Wis +5 ranks + 3 Class
--Spellcraft +13 = 5 Int + 5 ranks + 3 Class
--Stealth +15 = 7 Dex + 5 ranks + 3 Class
--Swim +15 = 11 Str + 1 rank +3 Class
*denotes background skill points
Languages Common, Garundi, Ancient Osiriani, Azlanti, Draconic, Dwarven, Osiriani, Vudrani
SQ aura (Lawful), bardic knowledge, bonded holy symbol, domain mastery (Self-perfection, Knowledge), ecclesitheurge’s vow, fast movement, inherent bonuses, orisons, purity of body
Combat Gear wand of cure critical wounds (50 charges), 4 potions of invisibility, 2 potions of cure moderate wounds, potion of water breathing, 2 flasks acid, 2 flasks alchemist’s fire, 2 flasks holy water, 2 flasks liquid ice, 2 tanglefoot bags, 2 thunderstones Gear ghost touch amulet of mighty fists +4 (bonded holy symbol), cloak of resistance +5, bracers of armor +8 (+5 Armor, moderate fortification), ring of protection +5, ring of sustenance, belt of physical might (Dex, Con) +2, headband of inspired wisdom +2, handy haversack, traveler’s any-tool, monk’s robe, iron holy symbol of Irori, 43 gp

Special Abilities:

Cleric (Ecclesitheurge)
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.

Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Unchained Monk (Scaled Fist)

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Draconic Fury (Su): At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level.

Draconic Mettle (Su): At 4th level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. This ability replaces the still mind ability.

Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Evasion (Ex): 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.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Ki Pool (Su): 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. At 7th level, his unarmed attacks are also treated as cold iron and silver 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 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. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Other

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Centered: Requirement(s) Irori
Having anchored yourself in your faith and your knowledge of yourself, you’ve made it difficult for others to dominate you. You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1.

Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Inherent Bonuses: Iakyth has used a manual of bodily health +4, manual of quickness of action +4, manual of gainful exercise +5, tome of clear thought +4, tome of understanding +4, and tome of leadership and influence +4 to boost the relevant stats.

Half-Dragon Template:

CR: Same as the base creature + 2 (minimum 3).

Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.

Armor Class: Nat. armor improves by +4.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see Natural Attacks.)

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier). 60-foot line of electricity.

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.

Backstory:

Iakyth’s story begins at The Monastery of the Learned Warrior, a somewhat isolated monastery on the southern coast of Jalmeray. His draconic mother, Maxera, was the monastery’s guardian, and she gave him to the monks with strict instructions to train him in both mind and body, to hone his skills, for 25 years. After that time, he was to journey to her island by boat, where he would face a series of trials to prove himself worthy of her blessing. The monks agreed.

Iakyth was told nothing of this, though growing up it was readily apparent he was not like anyone else in the monastery. He was no throwback to a draconic ancestor. His tiny wings, teeth, and claws, coupled with a human child’s mind, made him a most difficult and unruly child. Many a monk grew tired keeping him controlled and attempting to teach him discipline suitable for Irori. Perhaps as much for sanity as anything else, those who had the duty of teaching him thought of their time as a test of their patience, centeredness, and devotion to the Master of Masters. Eventually, as the dragonling grew older, he became more calm and studious, more focused and centered. He applied himself to both his physical and his mental studies, proving himself of keen mind and powerful body. His draconic heritage grew more pronounced as his wings became capable of bearing his weight, his claws and teeth grew sharper, and his scales became more refined.

Under the monk’s physical training, his innate draconic strength and toughness were honed to peak physical condition. He was constantly pushed to his limits, for he had started so far beyond other students that he had to be pushed further than they. For training the mind, where other students were to study three or four subjects each, he was forced to study all of them, the monks adhering to his mother’s instruction that they should ready him for whatever tests lie ahead. They taught him not to rely on his advantages, for they could be taken away at any moment. Finally, upon his 25th birthday, he was called before the leader of the monastery, and was told of his mother.

300 years ago, the Monastery of the Learned Warrior was established. Part temple to Irori, part martial arts training dojo, and part school, the Monastery attracted the attention of a bronze dragon, Maxera, who had made her lair on a rocky island some distance away. Intrigued, she adopted a human guise and sought to learn about the monks and their traditions. She sought acceptance to the school, and was able to prove herself worthy of their teachings. The monks taught a hard discipline, emphasizing that only through perfection of mind and body could one truly attain enlightenment. Students were expected to study a wide variety of topics and maintain themselves in perfect physical form. Time in the day was limited, but these were the monks’ expectations. Maxera found their teachings useful, and eventually revealed to the monks her true identity. In thanks for their teachings, Maxera vowed to protect the monastery should any danger arise.

They told him she had given him to the monastery to raise and train, and that he must now journey to her island and face a series of tests to prove his worth. The monastery provided a small, one-person boat for him, and Iakyth left to meet his mother. His mother, knowing this day would arrive, saw him coming, and used her magic to cloak herself in invisibility. When he got close, she called up the winds of the tempest, capsizing and destroying the small boat, forcing Iakyth to swim to the rocky shore, for he could not fly in the strong winds. Once he’d made it to the shore, he saw no way up but straight. Again, his mother brought the tempest winds, stopping him from flying, and forcing him to climb the hundreds of feet to the top of the cliff.

Once he arrived, on top of the cliff, he found himself facing a forest of strange trees he had never seen before. His mother, pleased at his success, left to prepare herself for the next test. It had been several hours since Iakyth had eaten or rested, his food lost in the capsized boat. Fortunately, he was able to gather some food and water from a stream, and took some time to meditate and regain his strength. He then pressed on into the forest, until he came to a gate of crystal, guarded by an Oread. The Oread greeted him, and said he would unlock the gate and allow Iakyth to pass, so long as he could recite the history of the war between Nex and Geb. Having learned this, Iakyth did so, and the Oread unlocked the gate and allowed him to pass into a vast crystal labyrinth.

He spent until the next night within the labyrinth until he arrived at a grove in the center. There, a dryad awaited with her sacred tree, along with a pool of clear, drinkable water and other fruit-bearing trees. The dryad said he could partake of the water and fruit, and rest in her grove, if he could but describe to her twelve different varieties of tree and six different animals. It took him an hour, but he was able to answer her question, and so had the chance to eat and rest. When he awoke, the dryad showed him the path he had to take in order to find the exit, and he set off yet again.

After several hours, he found the exit to the maze, but his way was blocked by the next test - a massive stone slab that would have to be moved. Calling on Irori for strength, he caused himself to grow to the size of a small giant and pushed and heaved until the stone was moved out of the way, and he stepped into a cavern, so dark that even with his draconic sight he could not see, for his mother had filled the way with globes of deeper darkness to further challenge him. He had to blindly find his way through the caves carefully avoiding tripping on stalactites or stalagmites, winding downwards until he came into a part of the cave where the magical darkness was gone. There, he found a dwarf, who challenged him to a wrestling contest in order to move on. Iakyth accepted, and he and the dwarf battled for several minutes until the half-dragon got the upper hand and pinned the dwarf so he could not escape. Laughing, the dwarf showed him the path to take to his final challenge.

Eager, Iakyth strode down the path, looking forward to completing his tasks. He was tired, and he had not eaten since the dryad’s grove, but soon he would prove his worth. He stepped into a round chamber, lit by torches with continual flame spells on them. A circle was drawn about the perimeter of the chamber, one step from the walls. Standing at the far side of the circle was a woman, knelt in meditation. As he stepped into the chamber, her eyes opened, and she stood, saying, ”You have done well, my son, in making it this far. You have shown your endurance, your knowledge, your cunning, and your strength. The rules for your final test are simple. Once you cross the line, the test begins. After crossing the line, you cannot cross it again until you have completed the test. If you do, you have failed. You have one hour to rest and prepare yourself before you cross the line. If you do not do so by the end of the hour, you will have failed. Questions will not be answered. You will be told the test once you cross the line.” Here, she pulled an hourglass from somewhere, and said, ”Your hour begins...now.” The hourglass turned, and the sand began to fall.

Iakyth was tired, and he knew an hour would not be enough time to recover his rest. There was clearly no food for him, so he was hungry as well. Still, he had never backed away from a test, never backed away from a chance at improving himself. Kneeling, he meditated, steadied his breathing, and attempted to will away his fatigue. As the end of the hour drew near, he preyed to Irori for strength, for both mind and body, and to guide him in combat. Opening his eyes, he stepped over the line, saying ”I am ready.” His mother smiled. ”Good. Your task is very simple - you must hit me.” A task which proved to be not so simple after all.

It was evident within the first minute that his mother’s skill was far beyond his. She evaded fist, foot, elbow, head, knee, claw, and maw. She ducked, weaved, flipped, and sidestepped out of the way his attacks with ease, saying nothing, merely smiling a small smile. For half an hour they went. Iakyth’s muscles burned, and he labored for breath. His mother seemed hardly to have exerted herself at all. Iakyth knew that he could not keep going for much longer. Pausing to catch his breath, he replayed the fight, and then noticed a pattern. When he was his most aggressive, she would always respond with a certain defense. If he changed up his attack…

Iakyth spread his wings and let out a draconic bellow, charging at his mother, pulling his fist back for a powerful punch. She began her dodge...and then Iakyth whipped his leg around to kick her in the side, right in the path of where she was dodging. He was pretty sure it didn’t hurt her - she didn’t react with pain, anyway - but she stopped, smiled, and said, ”Well done, my son. You are worthy. Come.”

She led him to another passage, this one ascending, until they arrived at a pagoda. Within, he was given food and drink, and she revealed to him that over the years he had populated her island with several followers, and used magic to shape the rocky land to something more suitable. His father had been one of her followers, a Pathfinder who would go on expeditions. He had died shortly after he was born, dead in an ancient Osirian tomb of a devious trap. She had left him to be trained at the monastery because he would always be a being of two worlds - dragon and human - and he needed to be trained first in the human world, in their ways, before he could be trained in the dragon’s ways.

For the next two years, Iakyth trained with his mother, learning to incorporate his draconic ancestry with his Iroran techniques. She also taught him more about magic and the planes, subjects the Monastery hadn’t covered, and how to use his wings to properly fly, not clumsily fumble about. During that time, she gave him access to books from her horde, some of which were imbued with magic that would enhance his abilities. Finally, she pronounced him ready, and gave him a task: to venture into the world, gather knowledge, and add it to her library. The Pathfinder Society would be his best path to do so, and the nearest lodge was in Sothis, in Osirion. She gave him some items from her horde to aid him, and Iakyth returned to the monastery. From there, he took ship from Jalmeray to Katapesh, and then Katapesh to Sothis, where he presented himself at the Pathfinder Lodge there. With both his mother’s and the monastery’s education, he easily proved himself worthy. He joined a couple of Pathfinder expeditions to ancient Osirian ruins, where both his knowledge and his martial skills proved valuable to the expedition. After a year, he was chosen to participate in an exchange program with the Pathfinder lodge in Varisia. He set sail on a ship, first to Absalom, and then from there to Magnimar. Now, he has presented himself to Heidmarch manor, the Society’s lodge, to meet with the Venture-Captain, Sheila Heidmarch.


Awesome and hilarious at the same time, I can't wait to see the other submissions!


It's got a lot of moving pieces. I also decided that I liked the synergy of Loremaster for a cleric of Irori more than Divine Scion, so rather than prestige class next level, I'm going to delay until after I get my level 8 domain ability, and then prestige class Loremaster on the cleric side. Level 8 is the earliest you can hop into the prestige class anyway, so I figure I might as well delay a level for that.


My idea:

Female half-succubus fey blighted fey drow noble cleric (divine paragon, elder mythos cultist) of Ushitora 5/unchained monk (hamatulatsu master, invested regent, scaled fist)
Init +23; Senses darkvision 150 ft., low-light vision, see in darkness; Perception +21
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Defense
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AC 60, touch 48, flat-footed 45 (+8 armor, +16 Cha, +5 deflection, +14 Dex, +1 dodge, +2 monk, +4 natural)
hp 160 (5d10+60)
Fort +22, Ref +23, Will +25 (-2 vs. mind-affecting efffects, +4 vs. Mind Affecting effects); +2 vs. enchantments, +2 bonus vs. fear, paralysis, and sleep effects, +2 vs. sicken, nauseate, stagger, or stun, +4 profane bonus vs. earth effects and being knocked prone
Defensive Abilities evasion, fungal rejuvenation; DR 10/cold iron, 10/good, 5/magic; Immune sleep, disease, electricity, fire, paralysis, poison, polymorph; Resist acid 10, cold 10; SR 31
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Offense
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Speed 40 ft., fly 80 ft. (perfect); long step
Melee +5 impact unholy reliquary adamantine tetsubo +25/+25 (2d8+20/×4) or
. . unarmed strike +26/+26 (2d8+21) or
. . bite +24 (1d8+19), 2 claws +25 (1d6+19)
Ranged +5 distance returning adamantine shuriken +25/+25 (1d2+27) or
. . thorn throw +19 (1d4+10 plus parasitic bond)
Special Attacks flurry of blows (unchained), madness variant channeling 19/day (DC 30, 3d6 plus 2 channel penalty), passion, smite good, stunning fist (6/day, DC 28), style strike
Spell-Like Abilities (CL 5th; concentration +19)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 3/day—charm monster (DC 30), dancing lights, darkness, unholy aura
. . 2/day—knock
. . 1/day—blasphemy (DC 34), confusion (DC 30), deep slumber (DC 29), detect thoughts (DC 28), dispel magic, divine favor, dominate person (DC 31), entangle (DC 27), ethereal jaunt, faerie fire, feeblemind (DC 31), glitterdust (DC 28), greater teleport, major image (DC 29), mislead (DC 32), project image (DC 32), suggestion (DC 29), unholy blight (DC 32)
Domain Spell-Like Abilities (CL 5th; concentration +19)
. . 12/day—vision of madness (+2/-2)
Cleric (Divine Paragon, Elder Mythos Cultist) Spells Prepared (CL 5th; concentration +19)
. . 3rd—bestow curse (DC 29), channel vigor, dispel magic, invisibility purge, rage[D], stone shape
. . 2nd—disfiguring touch[UM] (DC 28), enthrall (DC 28), hold person (DC 28), instrument of agony[UC], resist energy, silence (DC 28), touch of idiocy[D]
. . 1st—command (DC 27), lesser confusion[D] (DC 27), cure light wounds, dream feast, fastidiousness, know the enemy[UM], obscuring mist, sanctuary (DC 27)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 26)
. . D Domain spell; Domain Madness
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Statistics
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Str 30, Dex 38, Con 30, Int 30, Wis 28, Cha 42
Base Atk +5; CMB +15 (+17 disarm); CMD 63 (65 vs. disarm)
Feats Additional Traits, Amateur Investigator[ACG], Armor Of The Pit[ARG], Combat Reflexes, Combat Style Master[UC], Cosmopolitan[APG], Craft Wondrous Item, Crusader's Flurry[UC], Cut From The Air, Dazzling Display, Deadly Aim, Deific Obedience, Dimensional Agility[UC], Dirty Fighting, Distance Thrower[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Far Shot, Feral Combat Training[UC], Fiend Sight[ARG], Fiend Sight[ARG], Fiendish Facade, Fiendskin, Fiendskin, Great Fortitude, Healer’s Hands (+5), Hover, Improved Channel, Improved Unarmed Strike, Intimidating Prowess, Maleficium, Martial Focus, Mask Of Virtue, Mobility, Monstrous Mask, Multiattack, Nightmare Fist[UC], Nightmare Striker[UC], Nightmare Weaver[UC], Noble Scion of War[ISWG], Open Conduit, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Point-Blank Shot, Possessed Hand, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Reckless Aim, Scorpion Style, Selective Channeling, Soulless Gaze, Startoss Comet, Startoss Shower, Startoss Style, Stunning Fist, Terrifying Mask, Toughness, Two-handed Thrower[UC], Weapon Finesse, Weapon Focus (claw), Weapon Focus (shuriken), Weapon Focus (tetsubo), Weapon Focus (unarmed strike)
[b]Traits
alabaster outcast, dangerously curious, deep cover, voices of solid things (witchmarket)
Skills Acrobatics +27 (+29 while in magical darkness, +31 to jump), Appraise +16, Bluff +27 (+29 to Feint), Climb +14, Diplomacy +27, Disguise +27 (+32 to impersonate Human), Escape Artist +22, Fly +30, Heal +19 (+21 to treat poison, +21 to provide first aid), Intimidate +41 (+43 while in magical darkness, +46 vs. humanoids), Knowledge (arcana) +16 (+18 when related to Elder Mythos, for a total of +4), Knowledge (dungeoneering) +16 (+18 when related to Elder Mythos, for a total of +4), Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +16 (+18 when related to Elder Mythos, for a total of +4), Knowledge (local) +16, Knowledge (nature) +13, Knowledge (nobility) +16, Knowledge (planes) +20 (+22 when related to Elder Mythos, for a total of +4), Knowledge (religion) +16 (+18 when related to Elder Mythos, for a total of +4), Linguistics +14, Perception +21, Perform (dance) +23, Perform (sing) +23, Perform (string instruments) +27, Ride +18, Sense Motive +23, Spellcraft +27, Stealth +43, Swim +14, Use Magic Device +28; Racial Modifiers +2 Knowledge (nature), +4 Perception, +6 Stealth
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Goblin, Ignan, Infernal, Orc, Shoanti, Sylvan, Terran, Thassilonian, Undercommon, Varisian
SQ blighted unity, camouflage, change shape (humanoid of same size, alter self), channel the void, devoted domain, divine brand, draconic fury, draconic mettle, fast movement (unchained), forbidden knowledge, infernal resilience, investiture, ki pool (18 points magic), ki power (ki range), maddening gaze, poison use, style strike (knockback kick), tainted blood, unhinged mind
Combat Gear pearl of power (1st level) (5), pearl of power (2nd level) (5), pearl of power (3rd level) (5), ring of telekinesis, wand of cure critical wounds, wand of greater infernal healing (50 charges); Other Gear +5 distance returning adamantine shuriken (50), +5 impact unholy reliquary adamantine tetsubo[UC], +5 agile dueling impact amulet of mighty fists, +8 shadow, greater bracers of armor, belt of physical perfection +6, boots of the elven spirit, circlet of persuasion, cloak of resistance +5, effortless lace, handy haversack, headband of mental superiority +6, healer's satchel, manual of bodily health +3, manual of bodily health +4, monk's robe, pearl of the sirines, prayer wheel of ethical strength (good)[UE], ring of protection +5, spectacles of thought-seeing, tome of leadership and influence +4, 12,695 gp
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Special Abilities
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+4 profane bonus vs. earth effects and being knocked prone (Su) Gain a +4 profane bonus on saves against earth effects and being knocked prone.
Amateur Investigator (10/day) Your knowledge is more than plain smarts - it's inspired.
Blighted Unity (Su) Share information, and tactics with other blighted fey within 100 feet.
Camouflage (Ex) Can hide in natural terrain without cover/concealment.
Change Shape (humanoid of same size, alter self, 1/day) (Su) You can change your form.
Channel the Void (Su) Channeled eneregy harms living beings, flesh constructs, and non-skeletal corporeal undead.
Cleric (Divine Paragon, Elder Mythos Cultist) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Combat Reflexes (15 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Style Master May switch styles as a free action
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (150 feet) You can see in the dark (black and white only).
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon, Elder Mythos Cultist] Domain [Madness]) Gain domain powers of only one domain, and obediences gained earlier.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Draconic Fury (1d6 Electricity, 2 rounds, Electricity) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Dragon Ferocity +5, 1d4+10 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Drow Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Fiendish Facade (Human) You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Fly (60 feet, Perfect) You can fly!
Forbidden Knowledge (Ex) Additional +2 profane bonus on Know (arcana, dungeoneering, history, planes, rel) vs. Mythos.
Fungal Rejuvenation (Su) Gain fast healing 5 on moist earth and within 600 ft. of blighted plant of significant size.
Healer’s Hands (+5, 10/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infernal Resilience (Ex) +2 to saves vs. sicken, nauseate, stagger, or stun effects.
Investiture (Su) You have a pool of supernatural energy that fuels amazing abilities and divine protection.
Ki Pool (18/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Range (Su) As a swift action, use 1 ki to increase range inc of thrown monk weapon by 20 ft.
Knockback Kick (max 10 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Long Step (50 feet) (Su) Every 1d4 rds, can teleport up to listed distance as a move action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maddening Gaze (2 Wisdom, confused & sickened 1d4 rnds, 1/day, DC 28) (Su) Gaze attack deals Wisdom damage and sickens (Will Partial).
Madness Variant Channeling (±2 Profane) Bonus vs. confusion, insanity, etc./become confused
Madness Variant Channeling 3d6 plus 2 channel penalty (19/day, DC 30) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons.
this group with which you are proficient, you gain a +1 bonus
Mask of Virtue Your alignment is concealed.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monstrous Mask Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into the hearts of the unsuspecting.
Benefit: You get a +5 racial bonus on Intimidate
Nightmare Fist While fighting in magical darkness, you deal +2 damage
Nightmare Striker While opponent is under the effects of faerie fire, your DC for Stunning Fist increases by 2
Nightmare Weaver Can demoralize foes while casting darkness.
Noble Scion of War You are a member of a proud noble family.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (9/round) Retaliate against opponents that take attacks of opportunity against you
Parasitic Bond (1/day, DC 20) (Su) Thorn throw target shares damage with you (Fort neg)
Passion (5/day, DC 31) (Su) Bestow 1 negative level on grappled mortal or one lured into an "act of passion".
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.
Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Scorpion Style (DC 21) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 9 rds (Fort neg).
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Good (1/day) (Su) +16 to hit, +5 to damage, +16 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
Spell Resistance (31) You have Spell Resistance.
Startoss Comet (Shuriken) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Shower (Shuriken) Startoss Comet: can continue attacking foes in 1 range inc.
Startoss Style +6 (Shuriken) Gain bonus dmg to thrown weapons.
Stunning Fist (6/day, DC 28) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Tainted Blood (DC 20) (Ex) Creatures that bite blighted fey take 1 Str and Dex, then 1d6 Str & Dex and nauseated (Fort neg)
Terrifying Mask Your fiendish visage has made you a truly terrifying spectacle to behold, and you can force others to betray their feelings with a single look.
Benefit: Anytime you can make a Sense
Thorn Throw (Ex) Ranged natural attack does damage as sting (1d4 for Medium creatures).
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon
Unhinged Mind (Ex) -2 to save vs. mind-affecting, auto-fail confusion, insanity, and nightmare.
Vision of Madness (+2/-2, 12/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.

I'll post the backstory later.
The idea is that the character is something like an oni descendant, trying to get away from her family of evil worshippers and background, plagued by visions of bad things every now and then.
While supposed to be chaotic neutral, she's trying to do good, but selfish at times. Channeling madness. Very good at intimidation, what can bring more than shaken conditions and punching stuff.


Blighted Fey is chaotic evil alignment, no? Or are template alignments fluff rather than mechanical? I’m planning on playing as CN, so I skipped all the evil templates...

I see some similarities in build direction, but plenty of differences too!


Sebecloki, you are an absolute madman. Every fiber of my time-preservation sense is screaming at me that this is a terrible idea to try and be part of.

...We shall see if it wins.

Just to confirm, at level 5, we start with 55 feats, yes?

How is pre-game crafting?


Dαedαlus wrote:

Sebecloki, you are an absolute madman. Every fiber of my time-preservation sense is screaming at me that this is a terrible idea to try and be part of.

...We shall see if it wins.

Just to confirm, at level 5, we start with 55 feats, yes?

How is pre-game crafting?

Crafting is a go. Run as far as you can/want with it. You should have 61 feats to start; 1 per level with fighter bonus feat progression, usable for any feats (not locked to combat). Of course, your chosen classes could have further bonus feats.


*shakes head*

Well, at least it's only Paizo. I don't know how you manage to keep track of all these absurdly powerful games.


Dαedαlus wrote:

*shakes head*

Well, at least it's only Paizo. I don't know how you manage to keep track of all these absurdly powerful games.

Evernote! And a memory for useless minutiae that rarely comes in handy in the real world....

Sebecloki, I have some questions for you on some feats and interactions with the power level.

1. The feat Raging Blood gives a first-level bloodrager power for either a sorcerer bloodline or Eldritch Heritage, usable twice per day for four rounds. There is nothing preventing a bloodrager from taking this feat. If they did, would it be completely separate, or stack with their normal bloodrage as well? And would it be as a level 1 bloodrager, or as the level used to access it (sorcerer or Eldritch Heritage level)?

2. Rousing Courage is a faith trait that is for the Dwarven God Angradd. I'm following Yig, the Great Old One, specifically the Revelry sub-domain. Would it be ok fo allow Yig access to that faith trait as well?

3. Would an Urban Bloodrager still need Mad Magic to cast spells from another class during a bloodrage?

4. Would the Eclectic feat (racial feat for humans) which gives a second eligible class for FCB allow both sides of the gestalt to progress with individual FCB?

5. Are we using the original printing of things, or the latest? Some examples relevant to my character:
a. Jingasa of the Fortunate Soldier (went from luck to deflection and 1/day crit negation to 1/ever)
b. Ring of Inner Fortitude (was changed to suppress any benefits if an accompanying detriment was negated)
c. Spirit's Gift (went from 24 hour duration to 1/day for min/level)
d. Feather Step Slippers (went from ignore difficult terrain to ignore it for 10 minutes 1/day)


River of Sticks wrote:
Dαedαlus wrote:

*shakes head*

Well, at least it's only Paizo. I don't know how you manage to keep track of all these absurdly powerful games.

Evernote! And a memory for useless minutiae that rarely comes in handy in the real world....

Sebecloki, I have some questions for you on some feats and interactions with the power level.

1. The feat Raging Blood gives a first-level bloodrager power for either a sorcerer bloodline or Eldritch Heritage, usable twice per day for four rounds. There is nothing preventing a bloodrager from taking this feat. If they did, would it be completely separate, or stack with their normal bloodrage as well? And would it be as a level 1 bloodrager, or as the level used to access it (sorcerer or Eldritch Heritage level)?

2. Rousing Courage is a faith trait that is for the Dwarven God Angradd. I'm following Yig, the Great Old One, specifically the Revelry sub-domain. Would it be ok fo allow Yig access to that faith trait as well?

3. Would an Urban Bloodrager still need Mad Magic to cast spells from another class during a bloodrage?

4. Would the Eclectic feat (racial feat for humans) which gives a second eligible class for FCB allow both sides of the gestalt to progress with individual FCB?

5. Are we using the original printing of things, or the latest? Some examples relevant to my character:
a. Jingasa of the Fortunate Soldier (went from luck to deflection and 1/day crit negation to 1/ever)
b. Ring of Inner Fortitude (was changed to suppress any benefits if an accompanying detriment was negated)
c. Spirit's Gift (went from 24 hour duration to 1/day for min/level)
d. Feather Step Slippers (went from ignore difficult terrain to ignore it for 10 minutes 1/day)

1. I think the answer is it doesn't stack:

Quote:

Anger management: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

2.

I'd want some sort of in-game explanation for that. The kind of rules modifications that I find problematic are when it looks like you're just sniping stuff for mechanical benefits that don't have any fluff relationship.

3.You usually can't use other class spells while raging, so I'm guessing yes. I don't see anything in that archetype that would alter that basic mechanical issue. So unless you show me something that compels otherwise, you'd need mad magic.

4. I guess it can be disputed, but I'd rule it applies to both sides.

5. You can use whatever printing/errata you want.


Dαedαlus wrote:

Sebecloki, you are an absolute madman. Every fiber of my time-preservation sense is screaming at me that this is a terrible idea to try and be part of.

...We shall see if it wins.

Just to confirm, at level 5, we start with 55 feats, yes?

How is pre-game crafting?

If I can do some self-analysis, I think perhaps the most unusual element of my DMing style is that this sort of theory-crafting I think would normally occur in games that were more just hack and slash, but I'm just as baroque in my posting style, and incorporate a lot of fluff minutiae and (perhaps over) elaborate plotting into my games.


I'm seeing a lot of questions about alignment-based builds, what if we just got rid of alignment for this game using the options presented in Unchained? I was thinking we could use the loyalties system instead -- which would solve the issue with Paladin builds or whatever.


Getting rid of alignment restrictions would be awesome.

I wasn't aware of the ce requirement there, just thought it fits someone with an oni / devil background.

Also feral combat training : I read some stuff that suggests you can use it on top of flurry? I'm a bit doubtful.


How does that work in HeroLab? Will that be a problem? I was thinking of proposing we make the 'loyalties' for the 'getting rid of alignment' in Unchained the traditional virtues and sins of Thassilon, just to narrow things down a bit to a definite array of possibilities.


Didn't really look at it yet and can't at the moment, but some of that stuff is not working as far i remember.
I just ignore it?


Thank you for the answers! Pretty much what I was thinking, just wanted to make sure. I’ll find another trait; that was more mechanical “sniping” than fluff, to be honest.

I’m all for removing alignment restrictions.


I guess there's two possibilities -- remove alignment per Unchained or just remove all alignment restrictions for all classes as a house rule. I think the latter might be easier to implement given the number of class features that are dependent on alignment.


I'm down for either, but yes, the latter is easier to implement.

The Loyalty rules look interesting, and asking everyone to rank their top 3 loyalties seems cooler and more nuanced than just having an alignment.

The main downside I see is that it requires more work for the DM to determine who does a Holy sword hit, who do protection from and detect evil work on, etc. (In practice this could make those abilities somewhat more or less powerful...but power balance will already be nutty in this game.)


River of Sticks wrote:
Dαedαlus wrote:

Sebecloki, you are an absolute madman. Every fiber of my time-preservation sense is screaming at me that this is a terrible idea to try and be part of.

...We shall see if it wins.

Just to confirm, at level 5, we start with 55 feats, yes?

How is pre-game crafting?

Crafting is a go. Run as far as you can/want with it. You should have 61 feats to start; 1 per level with fighter bonus feat progression, usable for any feats (not locked to combat). Of course, your chosen classes could have further bonus feats.

Seb, can you confirm? By my understanding, we get, by level:

1: 45
2: 4
3: 2
4: 4
5: 2 = 55

By the way, do you care if we assume some retraining? For many builds, there'll be a lot of feats we want that we didn't qualify at L1. How do you want us to handle those?


1: 45
2: 4
3: 2
4: 4
5: 2 = 55

is correct.

You can just assume retraining, or evaluate qualification at 5th level -- you don't need to go back and imagine what the 1st level version looked like.


So what's our story hook for the start of the adventure? I'm currently thinking about a Psychic Vampire Kitsune (possibly with other templates as I figure out backstory), probably going wizard//something, and we'll see how it goes from there. Every party role seems to already be accounted for in some form or another, and given how many paladins there already are, I'll probably go another route.


you're all supposed to be Pathfinders or fellow travelers that get recruited to find an artifact in Magnimar


Okay. And the first adventure is assumed to have already happened, I saw mentioned?


no, we're just starting at the level you'd be by the end of it

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