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Walt Corman |
![Market Patron](http://cdn.paizo.com/image/avatar/Market_Ambush_hlf_pg_high_2.jpg)
I've put together a Blinded Blade Style character! The build I have for him right now is working on the assumption that Master of Many Styles is a valid archetype for Unchained Monk, but since I know that it technically shouldn't be by RAW, I can pretty easily adjust him to be an original flavor monk instead, because that archetype is the only way to make the build work. What do you think?
Very little is expected from the bastard son of a minor Mendevian lord and his cousin's maid. Still, his mother expected that Walter would make a passable soldier one day. He was a hardy child, and his mind was sharp enough. He spent his days playing with a toy sword, smiting imaginary demons, and proving himself with feats of agility and strength that the other children his age couldn't hope to match. Unfortunately, that wasn't enough to save the poor boy from tragedy.
A lone demon, far past the wardstones, set fire to the manor house where Walter's mother worked and lived, killing almost everyone inside. Young Walter had nearly escaped the fire when an explosion on the upper story of the house sent a wooden beam and a shower of glass shards heading towards him. That was the last thing he ever saw.
When he next awoke, weeks had passed, and the doctors had determined that, while he had recovered more thoroughly than they had ever expected, his sight was lost forever. Over the next few days, he learned that he had been moved to Kenabres proper, as a ward of the estate of his birth father, who had paid a great sum of money to summon a small army of doctors and nurses to care for him. A great many questions ran through Walter's head that day, but only one escaped his lips when his father finally introduced himself:
"How will I be a soldier now?"
---
That moment rang in Lord Hadrian Voss' ears, and the next year of his life was dedicated to making this right. Magic was an option, yes, but not within his reach. Instead, after months of fruitless searching, he turned his gaze from solution to adaptation. He sought out stories of blind warriors, and learned about a Tien tradition of blindfolded swordsmen. That was the answer, it had to be.
For the sake of the boy he had once abandoned, Lord Voss made the journey across the Crown of the World and back. He found the perfect tutor in the form of a long-nosed bird man named Aaliji. He paid him a handsome sum, and brought him back to live in Kenabres and educate Walter. Aaliji was not blind, but he had learned swordplay blindfolded, and knew a great deal of the mysterious force called ki.
Over the next decade, Aaliji would teach Walter a great many things. Swordsmanship, yes, but also history and culture, and the language of his homeland. As the boy grew into a man, Aaliji grew old. In time, he desired to return to his homeland. They had hoped to go together, so that the old tengu could show his student the wonders of the far side of the world. Sadly, it was not to be.
---
Demons came to Kenabres, and master and pupil took up their swords to fight. Walt with a longsword, the symbol of his country and his goddess, and Aaliji with a katana, which held the same significance to him. They did what they could, but there was no stopping the endless tide of the abyss from overrunning the city. At the end of the first day of the attack, they found a place to hole up and rest along with a few other soldiers who'd joined forces with them.
It was not as secure as they had hoped. With Aaliji tired from a day of fighting, he was caught off guard when the cultists attacked. Still, he pushed through and got the other soldiers to safety before he succumbed to his injuries. Walt rushed to his side, but before he could save him, a tall man with a hoarse voice ended the old man's life with a spear, and ran off with the rest of his men.
Walt took the sword that had once meant so much to his master, and strapped it to his back next to his own. Since then, he's been on his own, keeping hidden and picking his battles carefully, in the hopes of finding the man with the hoarse voice and avenging his beloved teacher.
I wanted to include something about what became of Lord Voss, and maybe to throw in something about a legitimate heir for him, but it was getting a bit long and I wanted to get it out there.
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Giant Halfling |
![Othlo Janke](http://cdn.paizo.com/image/avatar/PZO9063-Othlo_90.jpeg)
Unchained monks are significantly different than original monks. A lot of the base monk's normal powers have become part of a list that unchained monks choose powers from. They gain 'style strikes' that are special attacks. Their BAB/HD changed, along with losing Will as a good save. And, flurry of blows works completely differently. This last change might be the most significant for assessing many original monk archetypes.
The original monk had 3/4 BAB, but it went up to full BAB when they flurried. That made flurry a hugely important tool for them in melee and when a master of many styles or other archetype gave up FoB they were locking themselves into only ever being a 3/4 BAB combatant. The unchained monk has a full BAB to begin with and FoB just gives them an extra attack (like haste). So, trading that away costs you 1 attack when you're in a position to full attack, but it still lets you be full BAB all the time (ie, its a much smaller sacrifice).
A quick scroll through the two lists of monk archetypes turned up this comparison: there are 6 different original monk archetypes that give up FoB, and 0 unchained monk archetypes that do.
Obviously, you're the GM and are free to rule however you like on it, but I hope that's somehow helpful in your process.
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DeathQuaker RPG Superstar 2015 Top 8 |
![Old Marm](http://cdn.paizo.com/image/avatar/LuckyMarm.jpg)
My submission is complete. I know I have more money to spend but unless advised otherwise, should I get into the game, I was thinking I'd reserve some cash for situational purchases. I am not averse to him eventually picking up a weapon other than the ranged crossbow he has, but right now I am sticking to the idea he fights unarmed whenever possible (but if he needed a weapon to fight a particular threat he could make peace with that). The background has been tweaked to reflect the idea that his stepmother and at least older half-brother are hammers and perhaps secretly corrupt Baphomet cultists who have tried to get him out of the way for some time.
LG Dwarf Monk (Unchained) 3
Init +2; Senses Darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
==DEFENSIVE ABILITIES==
AC 16 T15 FF14 (10+ Armor 1 + Dex 2 + Wis 3) (loses Wis if immobilized/helpless)
CMD 21 (23 vs grapple, 25 vs bull rush and trip when on ground)
Fort +4 (Base +3 + 1 Con); Ref +5 (Base +3 +2 Dex), evasion; Will +4 (Base +1 +3 Wis); +2 vs poison, spells, and spell-like abilities
Monk AC Bonus: The monk adds Wis to his AC modifier and CMD; this is not lost if flat-footed or vs touch attacks, but is lost if immobilized or helpless. It does not apply if wearing armor or if the monk is encumbered.
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.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
==OFFENSIVE ABILITIES==
BAB +3; CMB +6 (+8 grapple)
Speed: 30 feet; base speed of 20 ft is never lowered by encumbrance/armor
Unarmed Strike +6 (1d6+3/20x2)
Flurry of Unarmed Strikes: +6/+6 (1d6+3/1d6+3)
Mwk Light Crossbow +6 (1d6/19-20/x2; 80 ft.)
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).
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
Unarmed Strike 1d6 damage: 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.
Ki Pool (Su) – 5 pts (see below): 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. 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.
Iron Within (Racial Ability): Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred. Source: Heroes from the Fringe pg. 4
Fast Movement (Ex): At 3rd level, a monk gains a 10 ft enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
==OTHER STATISTICS AND ABILITIES==
Str 16, Dex 15, Con 13, Int 12, Wis 16, Cha 8
(25 point buy, dwarf +2 Con, Wis, -2 Cha)
=FEATS AND TRAITS=
FEATS
Improved Unarmed Strike (Monk L1): Count as armed when attacking unarmed and can make AOOs unarmed.
Stunning Fist (Monk L1; see also attack section): 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 [14]), 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. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Scorpion Style (Monk bonus L1): To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier [14]).
Improved Grapple (L1): Gain a +2 to CMB and CMDs regarding grapple and grapple attempts do not provoke an AOO.
Combat Reflexes (Monk bonus L2): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Boar Style (L3): You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack. (Source: Ultimate Combat p 90).
TRAITS
Exposed to Awfulness (campaign): When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive—but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian.
Scholar of the Great Beyond (Faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge (planes) is always a class skill for you. Source: Ultimate Campaign pg. 55
PROFICIENCIES: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
=SKILLS AND SKILL-RELATED ABILITIES=
(4+Int/level = 5 ranksx3=15 ranks + 2 background skills/level (marked with *); skills listed here are class skills I have not spent ranks in)
Acrobatics +8 (3 ranks + 2 Dex + 3 class)
Artistry (metal sculptures)* +7 (1 rank + 1 Int +3 class +2 race)
Climb (Str)
Craft (Smith)* +9 (3 ranks + Int 1 + 3 class +2 race)
Escape Artist (Dex)
Intimidate +5 (3 ranks + -1 Cha + 3 class)
Knowledge (history)* +7 (2 ranks + Int 1 + 3 class +1 trait)
Knowledge (planes) +6 (1 rank + 1 Int + 3 class +1 trait)
Knowledge (religion) +6 (2 ranks + 1 Int + 3 class)
Perception +9; +2 to notice unusual stonework (3 ranks + 3 Wis + 3 class)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive +9 (3 ranks + 3 Wis + 3 class)
Stealth (Dex)
Swim (Str)
Craftsman (Racial Ability): Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Languages: Common, Dwarven, Hallit
==EQUIPMENT==
=Worn=
Bracers of Armor +1 (1,000 gp, 1 lb)
Monk's Outfit (free)
Quiver of bolts (40 regular (4 gp, 4 lbs), 20 cold iron (4 gp, 2 lbs))
Mwk Backpack (50 gp, 4 lbs)
Belt Pouch (1 gp, 1/2 lb)
Waterproof bag 1 (5 sp, 1/2 lb)
=Carried/Stowed with Strap=
Mwk Light Crossbow (385 gp, 4 lbs)
=Inside Belt Pouch=
Holy water x4 (100 gp, 4 lbs); 2d4 dmg, 20 ft. splash
Thunderstone x2 (60 gp, 2 lbs); 20 ft., DC 15 or deaf in 10 ft radius
Tindertwig x5 (5 gp, -)
Antiplague (50 gp, -)
Soothe syrup (25 gp, 1/2 lb)
Potion of cure light wounds x2 (100 gp, -)
Potion of cure moderate wounds x1 (300 gp, -)
Potion of lesser restore x1 (300 gp, -)
=Inside Waterproof Bag 1=
Dwarven trail rations x7 (14 gp, 10.5 lbs)
Oldlaw Whiskey, Bottle (20 gp, 1 lb)
=Inside Mwk Backpack=
Traveler's Any-Tool (250 gp, 2 lbs)
Sunrod x2 (2 gp, 1 lb)
Mwk Artisan's tools (55 gp, 5 lbs)
Bedroll (1 sp, 5 lbs)
Blanket (5 sp, 3 lbs)
Canteen (2 gp, 1 lb)
Earplugs (3 cp, -)
Gear Maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Waterproof bag 2(5 sp, 1/2 lb)
=Inside Waterproof bag 2=
Ink (8 gp)
Inkpen (1 sp, -)
Journal (10 gp, 1 lb)
Out of 3,000: 2,752.63 spent
57.5 lbs; Light load: 76 lbs; 86 lbs with mwk backpack
==DESCRIPTION==
Appearance
Ektor is a four foot tall, broad shouldered dwarf in his prime at 71 years of age. He wears a simple tunic with Iomedae’s holy symbol embroidered on it. Like most dwarves, he keeps his black beard in good shape, but bears no clan-specific braids or icons woven into his hair. He carries his worldly goods in a simple but very well made leather pack on his back.
Ektor’s parents came to Mendev during the Second Crusade, resilient souls who answered the call to protect the world from the demonic armies that threatened the region and the world beyond. He was born just before the Crusade ended, as the wardstones began to be raised, and his parents believed his birth at this time was auspicious, a sign he would help keep the region safe. Sadly, his mother was cut down just at the very end of the war, when he was still tiny, and his father Torgen raised him at the edge of the city of Kenebres while working as a smith. Torgen soon after married another dwarven woman named Anga; she was a member of the Hammers of Heaven and he and Ektor’s mother fought alongside her during the crusade. She was superficially kind to Ektor, but emotionally distant, and certainly favored her own children (two boys and a girl) when she had them with Torgen, although Ektor simply tried to focus on keeping things peaceful in his family. When Ektor was 15, still quite young for a dwarf, he was poisoned and kidnapped at night by a cultist of Baphomet working secretly in the city and presented to a demon who had escaped the wards. He was tormented by his captors to evoke as much pain as possible before the demon was to devour him, but this hideous treatment gave time for city soldiers and witch hunters, led by his father, to track him down and save him. When he awoke weeks later, having been in a coma recovering both physical and mental trauma, he felt stronger than ever, and felt a deep passion to join the ranks of demon hunters.
Underneath that passion, however, was a seething rage, a desire to seek vengeance for the torture he experienced at the hands of the demons and the cult. He trained as a warrior, but so potent was this rage at time he began to lash out at his friends and allies. During a drunken brawl, he drew a sword and cut off the hand of his half-brother, Malko, who was also respected among those training to fight the demons. Ektor was sent to prison. Anga, Malko, and others who knew of Ektor’s past believed he had been tainted by the demon who had nearly devoured him, and some—including Malko and Anga—urged not just continued imprisonment, but his execution. His whole family, even his father, decided to distance themselves from him, though his father objected to the idea that he should be executed. He remained in prison for years, a much longer sentence perhaps than one deserved for a single drunken assault, to both keep him safe from those who believed he deserved worse and punish him for a taint no one was sure he actually possessed. Ektor swore he would never raise a sword again, not even in the honor of the gods.
Ektor found himself released unexpectedly, at the behest of a half-elven Iomedaean inquisitor named Falla. Falla offered to train him as a witch hunter and took responsibility for him. She also taught him to focus himself through prayer and meditation. The point was not, she said, to suppress one’s anger, but also not to pay attention to it to the exclusion of all else, but to allow it to be and work through the self naturally through physical exercise and discourse. Anger told you what was important; rage and resentment was anger turned toxic when you focused only on the anger itself rather than on what was important. She respected his choice not to return to using a sword and helped him train in unarmed combat as well as other forms of fighting. She also taught him about not just the demonic threats they faced, but also the history of the Crusades and the WorldWound and the troubles Mendev and Kenebres in particular have faced, which helped him better understand what they were facing—and recognize the dangers of corruption in the city.
During his training, they tracked down the Baphomet cultist who had kidnapped Ektor long ago, and a long, brutal fight ensued. In the thrill and heat of battle, Ektor began to beat upon the cultist, for a moment reveling in the pain he could deliver to the man who had long ago tortured him, but Falla called out, “Breathe!” He remembered himself, focused, and suddenly these words echoed in his mind; to this day he is not sure if they came from himself or another power:
“Justice is not the same thing as vengeance. The first is a way forward, the second a way backward. Take care which path you choose.”
He pulled himself away, subdued his enemy, and turned him over to the authorities. Conflicting emotions gave way to a deep sense of peace he had not known before.
But not long after they turned in the cultist to the inquisition, a very different threat came to Ektor and his mentor, Falla—other witch hunters, corrupt and seeing threats where there were none, taking innocents with them along with the guilty. They had often mistrusted Falla, who tended to go her own path than along with the formal Witch Hunter agents, and they had used some foolishness—a trifling mistake in paperwork or some such—to arrest her on counts of heresy. She refused to go with the hunters, who were all masked and glamered to conceal their identities. They attacked. In the process the three hunters killed Falla; one hunter in turn succumbed to wounds dealt by Falla, while the other two were severely wounded in the fight but pressed against Ektor. Ektor gained the upper hand, and in swift reaction, killed one of them. Feeling a rush rise from the kill, he turned to pummel the final assailant… but seeing his fallen mentor’s form, he stopped himself. As he paused, he realized that the final hunter had a prosthetic hand, just like his brother Malko. In that pause, the third hunter turned and fled before Ektor could do anything else.
Ektor found himself suffering new torments, not just from rage at his mentor’s death, but grief at one of the very few people who trusted and supported him—and now also the terrifying question of whether his family were among the corrupted. The fact that the hunters came so soon after he and Falla had captured the cultist of Baphomet did not escape him, and myriad suspicions flew around his mind about his family history—suspicions for which he could find little hard evidence to support. He sought out one of Falla’s superiors at the Temple of Iomedae and told them what happened. The priest agreed that there was little evidence to make accusations, and Anga and Malko had their own influence in areas where stirring things up could cause more trouble for Ektor and solve little. But, the priest said, Ektor was welcome to live and serve at the monastery attached to the Temple, and she would keep an eye out for more information to help him.
Ektor spent a great deal of time in meditation, trying to work through his grief and conflicting feelings. At times he was tempted to confront Malko and his family, but feared he would be goaded once again into a rage and only confirm their suspicions rather than vindicate himself. No, he needed to train, meditate, and purify himself. He did not have obvious divine gifts, but he knew his faith infused his hands with the ability to fight and protect himself, and he trusted Iomdedae would show him the path toward justice for himself and the town when the time was right, and in the meantime he needed to improve his form, seek the peace he had once briefly known, so he could fight for the right reasons at the right time. He sometimes spent time in the forges, making small armaments for others and decorative items that reflected his ruminations. Asked if he would forge and take up the longsword in Iomedae’s blade, however, he shook his head. “My own flesh shall be Her living blade.”
When the Storm King recently destroyed the wardstone, Ektor was badly wounded early on in the ensuing onslaught. While he normally fared well against supernatural threats, this time the forces that wounded him caused him to fall into another coma, not unlike the one he experienced when he was young and was nearly devoured by the demon. Tended to in what remains of a bastion of Iomedaen warriors and witch hunters, he has awoken to the hellish landscape his home city has become. And with this awakening he had the internal realization that perhaps he had been "perfecting" himself, hiding away in the monastery, out of fear of confronting both his internal anger as well as his fears about the corruption in his family and the city--and now great destruction has come. Hearing from one of the inquisitors of a new hope in the shape of a group of adventurers, he has resolved he cannot rest, rage, or grieve any longer: it is time for him to fight back, not for vengeance, but to find the truth and seek justice—and the salvation of the city.
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DeathQuaker RPG Superstar 2015 Top 8 |
![Old Marm](http://cdn.paizo.com/image/avatar/LuckyMarm.jpg)
Re Monks and Unchained Monks: obviously since I've been building my own monk I've been trying to pay attention to the monk rules. Archives of Nethys lists the archetypes compatible with Unchained Monk: https://www.aonprd.com/Archetypes.aspx?Class=Monk%20(Unchained)
While Master of Many Styles is not on here, I don't see an obvious reason why it couldn't work with Unchained, as it replaces abilities that still exist (bonus feats and flurry). . . save for the fact that as Giant Halfling points out, it was designed assuming the Monk was 3/4 BAB, not full BAB--having it on a full BAB monk potentially increases the potency of being able to use many different combat styles. (This may not be a bad thing.)
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Gnal |
![Rogeif Yharloc](http://cdn.paizo.com/image/avatar/PZO9231-Rogeif.jpg)
Working on a male human Demon Slayer Ranger. Have the most of the "crunch" done (sans all equipment), working on the "fluff". Will take a couple of days however.
-- david
Gnal
Male Human ranger 3 Archetypes Tanglebriar Demonslayer,
LG Medium humanoid (human)
Init +4, Senses Perception +8
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield, )
hp 36 ((3d10)+6)
Fort +5, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee masterwork cold iron longsword +9 (1d8+4/19-20)
Melee darkwood shield +7 (1d4+4)
Ranged masterwork composite longbow (+4) +6 (1d8+4/x3)
Special Attacks Outsider (Evil) +2,
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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10,
Base Atk +3; CMB +7; CMD 19
Feats Deadly Aim, Power Attack, Precise Shot, Weapon Focus (Longsword)
Skills Handle Animal +5, Knowledge (Geography) +6, Knowledge (Nature) +6, Knowledge (Planes) +6, Linguistics(Abyssal) +1, Perception +8, Stealth +8, Survival +8, Survival (Follow or identify tracks) +9,
Traits Child of the Crusade, Reactionary,
Languages Abyssal, Common
SQ bonus animal companion hit point (3x), bonus feat, combat style feat, demonologist, expanded spell list, favored enemy, favored terrain (aligned plane) +0, humanoid traits, skilled, skills, track +1, wild empathy +3, , ,
Combat Gear
Other Gear masterwork cold iron longsword, explorer's outfit, masterwork studded leather armor, darkwood shield, cold iron arrow (80), masterwork composite longbow (+4), 1430.0 gp
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SPECIAL ABILITIES
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Bonus Animal Companion Hit Point (3x) Add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains these bonus hit points.
Bonus Feat Humans select one extra feat at 1st level.
Child of the Crusade Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Demonologist (Ex) At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to i/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon's disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.
Expanded Spell List A Tanglebriar demonslayer adds the following spells to his spell list: 1st-protection .from evil; 2nd-align weapon, magic circle against evil; 4th dimensional anchor, dismissal.
Favored Enemy (Ex) At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Favored Terrain (Aligned Plane) (Ex) You gain a +0 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on any one chosen aligned Plane You gain a +0 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on any one chosen aligned Plane. Likewise, you get a +0 bonus on initiative checks when on this plane. If you desire, you leave no trail on this plane and cannot be tracked.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Outsider (Evil) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skills Tanglebriar demonslayers gain Knowledge (planes) as a class skill.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
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FEATS
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Deadly Aim
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (Longsword)
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
[spoiler=Other Information]
PbP stats
Race Line in Profile:
LG Male Human
ranger
3
Archetypes(
Tanglebriar Demonslayer,
)
Class Line in Profile
(HP 36 AC:17 T:12 F:15 Saves F:+5 R:+5 W:+3 CMB:+7 CMD:19 Init:+4 Perc: +8)
Created using PCGen 6.08.00 RC8 on Jan 7, 2022
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Azira Tal-Shirin |
![Sarita Senbi](http://cdn.paizo.com/image/avatar/PZO9265-SaritaSenbi_500.jpeg)
I had a little free time this morning so I added a 'thoughts on the future' spoiler to my profile, in case that's helpful (and, if not, feel free to ignore it, lol).
I feel like I should have waited longer to submit a pitch... now every time I log in I'm checking the thread for news like the deadline isn't still 5 days away.
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Ragnar av Gundrun |
![Lieutentant Pavo Voc](http://cdn.paizo.com/image/avatar/PZO9540-Pavo_90.jpeg)
I had a little free time this morning so I added a 'thoughts on the future' spoiler to my profile, in case that's helpful (and, if not, feel free to ignore it, lol).
I feel like I should have waited longer to submit a pitch... now every time I log in I'm checking the thread for news like the deadline isn't still 5 days away.
I know the feeling.
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Giant Halfling |
1 person marked this as a favorite. |
![Othlo Janke](http://cdn.paizo.com/image/avatar/PZO9063-Othlo_90.jpeg)
I can't promise to maintain/update the list, but I had enough time to put this (completely balanced and obective) list together. If I missed anyone I'm really sorry, speak up so you get included on the next one.
Submissions
Evindyll Cennedran (Evindyl)- unfinished (mind blade paladin)
Khuvaan (Kriznox)- unfinished (½ orc paladin)
Arrius Voralius Constantine (Shadow Dragon)- human, oath of vengeance paladin 3
Garen Williamson (Ironpereti)- aasimar, oath of vengeance paladin 3
Reknar Heldergast (Albion, the Eye)- ½ orc, bard 2/ranger 1
Susan Duskblade (AGM Lemming)- sylph, uRogue 3
Imrik Farstrider (Malinor)- human, crossblooded/steelblood bloodrager 3
Ragnar Av Gundrun (Mightypion)- human, steelblood bloodrager 3
Belende Svalk (Korrik)- human, oracle 3
Ektor (DeathQuaker)- dwarf, uMonk 3
Azira Tal-Shirin (GiantHalfling)- aasimar, virtuous bravo paladin 2/scaled disciple uMonk 1 ( ← objectively, the best )
Jiie Cao (Therasiph)- aasimar, oath of vengeance paladin 3
Walt Corman (Newbonomicon)- human, master of many styles uMonk(?) 1/fighter 2
Gnal (Papa-DRB)- human, tanglebriar demonslayer ranger 3 (no fluff)
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Giant Halfling |
2 people marked this as a favorite. |
![Othlo Janke](http://cdn.paizo.com/image/avatar/PZO9063-Othlo_90.jpeg)
Submissions
Evindyll Cennedran (Evindyl)- unfinished (mind blade paladin)
Khuvaan (Kriznox)- unfinished (½ orc paladin)
Arrius Voralius Constantine (Shadow Dragon)- human, oath of vengeance paladin 3
Garen Williamson (Ironpereti)- aasimar, oath of vengeance paladin 3
Reknar Heldergast (Albion, the Eye)- ½ orc, bard 2/ranger 1
Susan Duskblade (AGM Lemming)- sylph, uRogue 3
Imrik Farstrider (Malinor)- human, crossblooded/steelblood bloodrager 3
Ragnar Av Gundrun (Mightypion)- human, steelblood bloodrager 3
Belende Svalk (Korrik)- human, oracle 3
Ektor (DeathQuaker)- dwarf, uMonk 3
Azira Tal-Shirin (GiantHalfling)- aasimar, virtuous bravo paladin 2/scaled disciple uMonk 1
Jiie Cao (Therasiph)- aasimar, oath of vengeance paladin 3
Walt Corman (Newbonomicon)- human, master of many styles uMonk(?) 1/fighter 2
Gnal (Papa-DRB)- human, tanglebriar demonslayer ranger 3 (no fluff)
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Giant Halfling |
![Othlo Janke](http://cdn.paizo.com/image/avatar/PZO9063-Othlo_90.jpeg)
Submissions
Arrius Voralius Constantine (Shadow Dragon)- human, oath of vengeance paladin 3
Garen Williamson (Ironpereti)- aasimar, oath of vengeance paladin 3
Reknar Heldergast (Albion, the Eye)- ½ orc, bard 2/ranger 1
Susan Duskblade (AGM Lemming)- sylph, uRogue 3
Imrik Farstrider (Malinor)- human, crossblooded/steelblood bloodrager 3
Ragnar Av Gundrun (Mightypion)- human, steelblood bloodrager 3
Belende Svalk (Korrik)- human, oracle 3
Ektor (DeathQuaker)- dwarf, uMonk 3
Azira Tal-Shirin (GiantHalfling)- aasimar, virtuous bravo paladin 3
Jiie Cao (Therasiph)- aasimar, oath of vengeance paladin 3
Walt Corman (Newbonomicon)- human, master of many styles uMonk(?) 1/fighter 2
Unofficial Deadline Reminder
If I understood the deadline from the original post correctly, there are about 25 hours left to submit something (although, it might be only an hour, midnight on the 13th is a little bit amiguous).
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Ragnar av Gundrun |
![Lieutentant Pavo Voc](http://cdn.paizo.com/image/avatar/PZO9540-Pavo_90.jpeg)
Some more minor alterations to equipment, mostly for weight limit and stuff. Now solidly in light load with 107/116 lbs (yay for MWK backpacks).
Have 2 very helpfull wands as well! For some reason the Cultists didnt want them! Now if only someone could actually cast CLW and protection from evil, because I cant :).
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Albion, The Eye |
![Babau](http://cdn.paizo.com/image/avatar/A5-Plane-of-Shadow-Blast-1.jpg)
Some more minor alterations to equipment, mostly for weight limit and stuff. Now solidly in light load with 107/116 lbs (yay for MWK backpacks).
Have 2 very helpfull wands as well! For some reason the Cultists didnt want them! Now if only someone could actually cast CLW and protection from evil, because I cant :).
What he can't cast, Reknar can UMD ;)
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Worldwound GM |
![Echo of Deskari](http://cdn.paizo.com/image/avatar/PZO9078-Echo.jpg)
Gonna be honest, stormraven, your icon confused me momentarily, because I use it for one of my GM identities.
Anyways, this hasn't been an easy process, but after consulting with my current players, I've come to a decision: Azira Tal-Sharin, please go to the discussion tab for introductions and the like.
Everyone else, thank you for your interest and your amazing submissions. Hope to see you all around!