
Diamondust |

That's cool. Fortune blessed is a +1. So are we starting at effective 6th level? Then I will create a 5th level halfling cleric.
How does something like this dice seem for a special item? With ancient Greek letters to represent numbers (the higher the number rolled the luckier). So far for an ability I've got focused luck which gives a varying luck bonus to the next D20. I'm brainstorming other more interesting ideas too.
Focused Luck (ex): Once per day as a swift action the dice can be gripped tightly to give an extra bit of luck. The next time a d20 will be rolled that isn't an attack roll, roll a second d20 to indicate the luck bonus that will be added to the first roll. This does not stack with any other luck bonuses the character may have.

hustonj |
I'm trying to decide if I want to interpret his training within the sea as granting him abilities to overcome restraint and opposition to his movement (Starting with something like a free 5' adjustment, moving up to Mobility, and eventually on to Freedom of Movement.) or if it should be more focused on physical power (With a short boost for a Display of Strength, up to a multiplier for his carrying capacity kind of thing.) or what.
I'm open to feedback and suggestions if anybody has any for me.
Never heard for anyone on my write-up for the Ikarians, either.
Only have Traits to complete the level 1 verison of the character. Hadn't looked at Template options, yet.
Edit: GM question:
If I want to take the Half Celestial template, do I start counting it as 1 (5 character levels), then when we make a level it counts as 2 and I miss leveling once to catch up, and then that happens again when my character makes level 11? Since the template itself says it is CR+1 through 5 HD, CR+2 from 6 to 10 HD, and CR+3 for 11+ HD. Or for simplicity, do we just count it as 3 out of the gate and he grows into it?

TheWaskally |

I'm a little lost. The 'template' we've been discussing is essentially the Special Power we choose for our characters, or is it something else and we get to choose a template along with our Special Power.
Also, our starting level is 1st-level, correct?

hustonj |
Okay, so, here's my concept, still with no gear, because I realized I didn't know how much to spend . . ..
Kallikles Leventis, an Ikarian following in the footsteps of Icarus
Near average height for the Ikarians, Kallikles stands only 4' 2", but weighs near 200#, with a comfortable layer of fat obscuring his muscular build. He is the very image of a solid, squat man. His skin is the golden bronze that comes to those with paler skin who spend great amounts of time in the sun. His shoulder-length hair is sun-bleached to a very dirty blond, but the roots show the natural brown. His beard remains darker, still showing a medium brown. He keeps it cropped relatively short, to simplify his efforts wrestling. His eyes are a deep brown. Reflective is not a word commonly associated with that eye color, but his eyes seem to have that trait anyway.
He began experimenting at using the sea itself to help with his training. He swims, naturally, but he also works against the current, risking being drug to sea in order to build his muscles and increase his stability. He was saddened the day he realized no one on Ikaria who would wrestle him could beat him.
The entire time of his training, he was a pillar of the community, working with his neighbors for peaceful resolution of problems. He even gained a positive reputation as a mediator.
One day, when he climbed out of bed, he discovered he had grown wings. A young adult on Ikaria with wings. He had to go out into the world, past the boundaries of his known fishing waters, to find out why Sarenrae had blessed him so. Early in these travels, he learned how to fold the wings "away", as if they don't exist, which has allowed him to do normal things in normal buildings as he has met others and tried ot help them with their problems. He unfolds the wings when there is cause, or he needs to travel, but having them folded is just so much simpler . . ..
Today, Kallikles is an itinerant adventurer, seeking people who need help and finding ways to help those he can.
Diety: Sarenrae - God of the sun which downed Icarus for his pride, and now raises Kallikles to serve
Type: Outsider (Native)
Speed: 30' Land; 60' Good Fly
Ki Pool: 8/8
Melee +9, Ranged; Finesse +10; CMB +9/+10 (BAB+5, Str+4, Dex+5)
Standard Attacks
Unarmed Strike +11 for 1d8+4 @ x2, B, Magic
[Finesse, Weapon Focus]
Full-Round Attacks
Flurry of Blows +11/11 for 1d8+4 each @ x2, B, Magic
[Finesse, Weapon Focus]
Combat Reflexes: up to 6 AoOs per Round
Defensive Stance: -2 Attack for +2 Dodge
Ki Pool: Spend 1 point for extra Full Bonus attack during Flurry of Blows
Kraken Style: +2 CMB to maintain a grapple
Kraken Throttle: +8 bludgeoning damage when grappling to harm
Kraken Throttle: May choke to suffocate grappling opponent instead of doing damage, move, pin, or tie up the opponent
Risky Strike: -2 Attack for +4 Damage
Saltbeard: +1 Attack vs aquatic or water subtype creatures
Smite Evil: As paladin
Style Strike: 1 per round as part of Flurry of Blows
Stunning Fist: Fort DC 16 or opponent Stunned until the beginning of my next turn
Unarmed Combatant: +2 CMB to Grapple, does not provoke
AC 24, T23, FF18, CMD32 (Armor 0, Natural Armor+1, Dex+5, Wis+6, Monk+1, Dodge+1, BAB+5, Str+4)
Defensive Stance: -2 Attack for +2 Dodge
Dodge: +4 Dodge vs AoOs caused by my movement
Saltbeard: +2 Dodge vs aquatic or water subtype creatures
Stability: +4 CMD vs Bull Rush or Trip while standing on ground
Unarmed Combatant: +2 CMD vs Grapple
HP 30 (10+5xCon+4)
Half-Celestial: Acid, Cold, Electricity Resist 10
Half-Celestial: DR 5/Magic
Fort +8 (Base+4, +4 Con)
Ref +9 (Base+4, +5 Dex)
Will +7 (Base+1, +6 Wis)
Evasion: Ref Save for Half results in no damage
Half-Celestial: +4 vs poison (overrides Hardy bonus)
Half-Celestial: immune to disease
Half-Celestial: SR 17
Hardy: +2 vs spells and spell-like abilities
Purity of Body: immune to all disease, including supernatural and magical diseases
Still Mind: +2 vs enchantment spells and effects
Darkvision: to 60'
Low-Light Vision: See twce as far in dim light as a human
Ki Powers Known
Ki Metabolism:A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Spell-Like Abilities: Each once per day, character level as caster level
Protection from Evil: 3 per day
Bless
Aid
Detect Evil
Style Strikes Known
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+13~Acrobatics (Dex) 5+5+3+AC(+1 Natural Flyer while flying)
+ 1 Appraise (Int) 1+0+0
+ 1 Bluff (Cha) 1+0+0
+ 4-Climb (Str) 4+0+0+AC
+ 1 Craft (Any) (Int) 1+0+0
+11 Diplomacy (Cha) 1+5+3+2 Illuminator
+ 1 Disguise (Cha) 1+0+0
+ 5-Escape Artist (Dex) 5+0+0+AC
+14-Fly (Dex) 5+5+3+1 Natural Flyer+AC
+ 6 Heal (Wis) 6+0+0
+ 1 Intimidate (Cha) 1+0+0
+ 9 Knowledge (History) (Int) 1+5+3 {Background}
+14 Perception (Wis) 6+5+3
+ 1 Perform (Cha) 1+0+0
+16 Profession (Fisherman) (Wis) 6+5+3+2 Craftsman {Background}
+ 5-Ride (Dex) 5+0+0+AC
+14 Sense Motive (Wis) 6+5+3
+ 5-Stealth (Dex) 5+0+0+AC
+ 6+Survival (Wis) 6+0+0(+2 Saltbeard while at Sea)
+12-Swim (Str) 4+5+3+AC
ACP: -0
Languages Known: Common (Greek?), Dwarven (Iskarian), Giant
* EitR "Freebies" *
Defensive Stance
Risky Strike
<Finesse>
* Character Selection Feats *
1 Weapon Focus - Monk Weapons
M Combat Reflexes
M Stunning Fist
M Unarmed Combatant
M Dodge
3 Kraken Style
5 Kraken Throttle
M <Greater Grapple>
7 <Kraken Wrack?>
9 <Elemental Fist?>
M <Improved Critical?>
11 <Dragon Style?>
13 <Dragon Ferocity?>
M
15 <Dragon Roar?>
17
M
19
** Traits **
Combat: Natural Flyer: +1 trait on Fly & Acrobatics while flying; Fly is a Class Skill
Religion: Illuminator: +2 trait on Diplomacy; Diplomacy is a Class Skill
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
Craftsman: Ikarians are known for their superior work when it comes to farming and fishing. Ikarians with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to farming or fishing. This racial trait replaces greed.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. This racial trait replaces defensive training, hatred, and stonecunning.
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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any good.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).
Special Abilities: A half-celestial gains the following.
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, Detect evil
5–6 Cure serious wounds, Neutralize poison
7–8 Holy smite, Remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, Hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice (Str, Dex, Wis) and a +2 bonus on the other three (Con, Int, Cha).
Skills: A half-celestial 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. Skill ranks from class levels are unaffected.
Hit Die: d10.
Starting Wealth: 1d6 x 10 gp (average 35 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha) [Illuminator], Escape Artist (Dex), Fly (Dex) [Natural Flyer], Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Unarmed AC Speed Special
1st +1 +2 +2 +0 1d6 +0 +0 ft. Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike
2nd +2 +3 +3 +0 1d6 +0 +0 ft. Bonus feat, evasion
3rd +3 +3 +3 +1 1d6 +0 +10 ft. Fast movement, ki pool, ki strike (magic)
4th +4 +4 +4 +1 1d8 +1 +10 ft. Ki power, still mind
5th +5 +4 +4 +1 1d8 +1 +10 ft. Purity of body, style strike (1/round)
6th +6/+1 +5 +5 +2 1d8 +1 +20 ft. Bonus feat, ki power
7th +7/+2 +5 +5 +2 1d8 +1 +20 ft. Ki strike (cold iron/silver)
8th +8/+3 +6 +6 +2 1d10 +2 +20 ft. Ki power
9th +9/+4 +6 +6 +3 1d10 +2 +30 ft. Improved evasion, style strike
10th +10/+5 +7 +7 +3 1d10 +2 +30 ft. Bonus feat, ki power, ki strike (lawful)
11th +11/+6/+1 +7 +7 +3 1d10 +2 +30 ft. Flurry of blows (bonus attack)
12th +12/+7/+2 +8 +8 +4 2d6 +3 +40 ft. Ki power
13th +13/+8/+3 +8 +8 +4 2d6 +3 +40 ft. Style strike, tongue of the sun and moon
14th +14/+9/+4 +9 +9 +4 2d6 +3 +40 ft. Bonus feat, ki power
15th +15/+10/+5 +9 +9 +5 2d6 +3 +50 ft. Style strike (2/round)
16th +16/+11/+6/+1 +10 +10 +5 2d8 +4 +50 ft. Ki power, ki strike (adamantine)
17th +17/+12/+7/+2 +10 +10 +5 2d8 +4 +50 ft. Style strike, timeless body
18th +18/+13/+8/+3 +11 +11 +6 2d8 +4 +60 ft. Bonus feat, ki power
19th +19/+14/+9/+4 +11 +11 +6 2d8 +4 +60 ft. Flawless mind
20th +20/+15/+10/+5 +12 +12 +6 2d10 +5 +60 ft. Ki power, perfect self
Weapon and Armor Proficiency: 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.
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.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, and Scorpion Stance. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon’s Fist, Greater Grapple, and Powerful Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
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.
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 Unarmed Combatant 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.
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.
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.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
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.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.
Any
Branch Runner (Ex, Su): A monk with this ability adds half the base speed bonus from his fast movement ability to his racial climb speed. In addition, when he uses the sudden speed ki power, he adds the base speed bonus from that ki power to his racial climb speed for 1 round. The monk must have the sudden speed ki power before selecting branch runner.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.
High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
Improvised Weapon Proficiency (Ex, Su): A monk with this ability does not take a penalty on attack rolls for using an improvised weapon. By spending 1 ki point, the monk can fight with a broken weapon without taking any penalties on attack rolls or damage rolls for 1 round.
Ki Meditation (Su): A monk with this ability can spend 2 ki points to meditate as a full-round action, as if using Combat Meditation. Alternatively, he can spend 4 ki points to meditate as a move action instead. Using these ki points does not count as one of the monk’s daily uses of Combat Meditation, but it grants him the usual benefits he would gain from his meditation feats for doing so. The monk must have the Combat Meditation feat before selecting this ki power.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
Ki Sunder (Ex): A monk with this ability can spend 1 ki point as a free action when attempting a sunder combat maneuver check to add his monk level as a bonus to the damage roll.
Slow Fall (Su): A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.
Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.
Zephyr Blow (Su): By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level.
Four
Acrobatic Steps 1 ki point. Qinggong Power.
Adder Strike 1 ki point. Qinggong Power.
Augury 1 ki point. Qinggong Power.
Barkskin 1 ki point. Self Only. Qinggong Power.
Burst of Adrenaline 1 ki point. Qinggong Power.
Burtst of Insight 1 ki point. Qinggong Power.
Calm Spirit 1 ki point. Qinggong Power.
Death from Above 1 ki point. Qinggong Power.
Deny Death 0 ki points Qinggong Power. Immediate Action.
Feather Step 1 ki point. Self Only. Qinggong Power.
Hydraulic Push 1 ki point. Qinggong Power.
Ki Arrow 1 ki point. Qinggong Power.
Ki Stand 0 ki points. Qinggong Power. Immediate Action.
Message 1 ki point. Qinggong Power.
Power Attack 1 ki point. Qinggong Power.
Psychic Reading 1 ki point. Qinggong Power.
Quick Draw 1 ki point. Qinggong Power.
Scorching Ray 2 ki points. Qinggong Power.
Throw Anything 1 ki point. Qinggong Power.
True Strike 1 ki point. Self Only. Qinggong Power.
Six
Absorb Spirit 1 ki point. Qinggong Power.
Action Before Thought (Ex): A monk with this ability can spend 2 ki points as a free action as part of rolling initiative to roll twice on the initiative check and take the higher result. A monk must be at least 6th level before selecting this ki power.
Cloak of Winds 2 ki points. Self Only. Qinggong Power.
Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
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.
Enshroud Thoughts 1 ki point. Qinggong Power.
Gaseous Form 1 ki point. Self Only. Qinggong Power.
Heroic Recovery 1 ki point. Qinggong Power. Immediate Action.
Hydraulic Torrent 2 ki points. Qinggong Power.
Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
Ki Mount (Su): A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.
Mental barrier 1 ki point. Qinggong Power.
Object Reading 1 ki point. Qinggong Power.
Placebo Effect 1 ki point. Qinggong Power.
Racing Current (Su): A monk with this ki power can create a wave to help him maneuver allies upon the battlefield, as if using the spell slipstream. Using this ability is a move action that costs 2 ki points, and the ability remains in effect for 1 minute. A monk must be 6th level to select this ki power.
Remove Disease 2 ki points Qinggong Power.
Sidestep 1 ki point. Qinggong Power. Immediate Action.
Snatch Arrows 1 ki point. Qinggong Power. Immediate Action.
Spring Attack 1 ki point. Qinggong Power.
Thought Shield 1 ki point. Qinggong Power.
Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.
Seven
Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
Eight
Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Bare-Hand Block (Ex): A monk with this ability can spend 1 ki point as an immediate action when attacked with a manufactured weapon to attempt an unarmed sunder combat maneuver check against it. If he successfully sunders the weapon and grants it the broken condition, the attack deals no damage. He can spend an additional 1 ki point when using this ability to activate ki sunder as a free action. A monk must be at least 8th level and have the ki sunder ki power before selecting this ki power.
Breaking-Down Koan (Su): A monk with this ability can spend 1 ki point as a swift action to present a paradox, riddle, or complicated question to a creature within 30 feet. The creature must succeed at a Will save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) or be confused for 1 round. This is a mind-affecting, language-dependent effect. A monk must be at least 8th level before selecting this ki power.
Building-Up Koan (Su): A monk with this ability can spend 2 ki points as a swift action to ask himself a koan, which he then tries to answer. The monk must attempt a Will save (DC 15 + 1/2 the monk’s level). If successful, he gains an insight bonus equal to his Wisdom modifier to AC and on attack rolls, saving throws, skill checks and until the end of the round. If he fails, the monk is instead confused for 1 round. This is a mind-affecting, language-dependent effect. A character who can’t become confused can’t benefit from this ability. A monk must be at least 8th level before selecting this ki power.
Deadly Juggernaut 2 ki points. Qinggong Power.
Diamond Body (Su): By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.
Dragon's Breath 2 ki points. Qinggong Power.
Floating Breath (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to balance on the air, hovering in place, until the end of his next turn. This power does not allow the monk to fly or otherwise move into the air; he must jump or use some other ability to reach his position. This otherwise functions as air walk. A monk must be 8th level before selecting this power.
Freedom of Movement (Su): A monk with this ability can spend 1 ki point as a swift action to gain the effects of freedom of movement for 1 round. The monk must be at least 8th level before selecting this ki power.
Gliding Steps 1 ki point. Qinggong Power. Immediate Action.
Hypercognition 1 ki point. Qinggong Power.
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Jawbreaker 1 ki point. Qinggong Power.
Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.
Mantle of Calm 1 ki point. Qinggong Power.
Mental Barrier II 1 ki point. Qinggong Power.
Neutralize Poison 3 ki points. Qinggong Power.
Poison 2 ki points. Qinggong Power.
Restoration 2 ki points. Self Only. Qinggong Power.
Share Memory 0 ki points. Qinggong Power.
Silk to Steel 1 ki point. Qinggong Power.
Spider Step 1 ki point. Qinggong Power.
Thought Shield II 1 ki point. Qinggong Power.
Whirlwind Attack 2 ki points. Qinggong Power.
Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.
Ten
Aura Alteration 1 ki point. Qinggong Power.
Discordant Blast 2 ki points. Qinggong Power.
Ethereal Fists 1 ki point. Qinggong Power.
Glimpse of Truth 2 ki points. Qinggong Power.
Greater Bull Rush 2 ki points. Qinggong Power.
Greater Disarm 2 ki points. Qinggong Power.
Greater Feint 2 ki points. Qinggong Power.
Greater Sunder 2 ki points. Qinggong Power.
Improved Blind-Fight 1 ki point. Qinggong Power. Immediate Action.
Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target’s flow of ki. If the monk successfully damages the target of his attack, that opponent’s cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.
Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.
Ki Leech 0 ki points. Qinggong Power.
Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day’s total. A monk must be at least 10th level before selecting this ki power.
Lunge 1 ki point. Qinggong Power.
Mental Barrier III 2 ki points. Qinggong Power.
Persistent Vigor 1 ki point. Qinggong Power.
Quieting Weapons 1 ki point. Qinggong Power.
Retrocognition 1 ki point. Qinggong Power.
Sessile Spirit 2 ki points. Qinggong Power.
Shadow Step 1 ki point. Qinggong Power.
Spit Venom 2 ki points. Qinggong Power.
Step Up and Strike 2 ki points. Qinggong Power. Immediate Action.
Thought Shield III 2 ki points. Qinggong Power.
Wind Stance 2 ki points. Qinggong Power.
Twelve
Battlemind Link 4 ki points. Qinggong Power.
Bonebreaker 2 ki points. Qinggong Power.
Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a poison, he can instead release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.
Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.
Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
Dust Form 2 ki points. Qinggong Power.
Elemental Fists 2 ki points. Qinggong Power.
Entrap Spirit 3 ki points. Qinggong Power.
Improved Spring Attack 3 ki points. Qinggong Power.
Improvised Weapon Mastery 2 ki points. Qinggong Power.
Ki Throw 2 ki points. Qinggong Power.
Master-Thought Koan (Su): A monk with this ability can spend an additional 2 ki points when using either the breaking-down koan or building-up koan ki powers. When combined with master-thought koan, breaking-down koan affects a number of characters of your choice within 30 feet equal to the monk’s wisdom modifier. When combined with master-thought koan, building-up koan can be used on an ally within 30 feet. A monk must be at least 12th level and have either the breaking-down koan or the building-up koan ki power before selecting this ki power.
Mental Barrier IV 2 ki points. Qinggong Power.
One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.
Punishing Kick 2 ki points. Qinggong Power.
Shadow Walk 3 ki points. Qinggong Power.
Thought Shield IV 2 ki points. Qinggong Power.
Fourteen
Blood Crow Strike 2 ki points. Qinggong Power.
Cloud Step 3 ki points. Qinggong Power.
Cold Ice Strike 3 ki points. Qinggong Power.
Disarming Strike 2 ki points. Qinggong Power.
Improved Ki Throw 2 ki points. Qinggong Power.
Ki Shout 3 ki points. Qinggong Power.
Mental Barrier V 2 ki points. Qinggong Power.
Neckbreaker 2 ki points. Qinggong Power.
Prognostication 2 ki points. Qinggong Power.
Repress Memory 2 ki points. Qinggong Power.
Sonic Thrust 2 ki points. Qinggong Power.
Thought Shield V 2 ki points. Qinggong Power.
Sixteen
Bleeding Critical 3 ki points. Qinggong Power.
Greater Blind-Fight 2 ki points. Qinggong Power. Immediate Action.
Improved Vital Strike 2 ki points. Qinggong Power.
Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.
[/i]Lightning Stance[/i] 3 ki points. Qinggong Power.
Penetrating Strike 2 ki points. Qinggong Power.
Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.
Strangling Hair 3 ki points. Qinggong Power.
Unshakeable Zeal 2 ki points. Qinggong Power.
Eighteen
Bilocation[/] 3 ki points. Qinggong Power.
[i]Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk’s elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.
Greater Spring Attack 3 ki points. Qinggong Power.
True Prognostication 2 ki points. Qinggong Power.
Twenty
Akashic Form 3 ki points. Qinggong Power.
Blinding Critical 3 ki points. Qinggong Power.
Crippling Critical 3 ki points. Qinggong Power.
Deafening Critical 3 ki points. Qinggong Power.
Divide Mind 3 ki points. Qinggong Power.
Earthquake 4 ki points. Qinggong Power.
Frightful Aspect 3 ki points. Qinggong Power.
Greater Penetrating Strike 3 ki points. Qinggong Power.
Tiring Critical 3 ki points. Qinggong Power.
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Dirty Strikes: The monk fights dirty with his style strike, attempting to strike in places where his attack will negatively impact his foes’ performance in combat. If the attack hits, the monk can perform a free dirty trick combat maneuver against the target of this strike (using the base attack bonus of the attack used to hit the foe) with a –5 penalty. This dirty trick combat maneuver does not provoke an attack of opportunity.
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
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.
Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modif iers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Head-Butt: The monk slams his head into his enemy’s head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Overbearing Assault: The monk attacks relentlessly, backing his foe into a corner. If the attack hits, the monk can perform a free reposition combat maneuver against the target of the strike (using the base attack bonus of the attack used to hit the foe) with a –5 penalty. This reposition attempt does not provoke an attack of opportunity.
Rabbit Punch: The monk gives a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and the monk gains a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike (subject to GM discretion). The monk must attack with a fist to use this style strike.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Throat Crush: The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).
Base Race Templ Level Magic Current
15 +0 15 +4 19 +0 19 +0 S 19 +4
17 +0 17 +4 21 +0 21 +0 D 21 +5
15 +2 17 +2 19 +0 19 +0 C 19 +4
10 +0 10 +2 12 +0 12 +0 I 12 +1
15 +2 17 +4 21 +1 22 +0 W 22 +6
13 -2 11 +2 13 +0 13 +0 H 13 +1

GM Wolf |

GM Wolf wrote:You will get to pick one item to take with you that is from our modern time.1. So, are the PCs...
a) From the modern day, pulled back into Ancient Greece?
b) From the modern day, staying in the modern day but with unexpected supernatural Olympian influence?
c) Set in a magical/mythological version of Ancient Greece and they somehow get a modern era doodad?
C. You are adventurers in ancent greece.
roll 4d6
2. This one was already asked, but are you saying that PCs could potentially start with scores above 18?
No, you roll 4d6 and subtract the lowest roll.
Everyone starts with one special ability. This ability will give your class a focus and other minor abilities. So if you picked Ice, you may want to be able to cast cone of cold at 10th level once per day. You likely would become resistant to cold, gain the ability to slide naturally on ice, or the ability to create water.
Suggestions: Regeneration, Lightning, Fire, Acid, Cure, Inflict, Draconic, Fey, Angelic, Beast.
3. Are the players picking the ability, or are they picking a theme that you design the ability off of?
Theme at least, I will gladly take some suggestions. You could even create the 5 powers you will gain... I may need to debuff them.
This power of divinity comes from your template.
You didn't mention templates at all in the first post!
4. As someone else alluded to, is there a CR restriction on this template the players can pick?
5. Are the "Simple Class" templates allowable?
That may be true but I have talked about them since the first post. I did post the other day several examples of template and level equivalence. No, the simple class templates are new to me and I haven´t looked through them much, also how would that be divine influenced?

GM Wolf |

Taking the best 6 of 7 rolls, each using the best 3 of 4 dice, I see the above as having the following build equivalents:
Michael_Hopkins 45 point build
TheWaskally 56 point build
hustonj 37 point build
FangDragon 10 point build
Robert Henry 39 point build
Ellioti 34 point buildFangDragon just really tanked those rolls.
Both Miichael_Hopkins and TheWaskally got significantly higher stats then the rest so far.
I'm fairly comfortably in the middle.
Wow, hustonj thanks for pointing this out. FangDragon go ahead and roll again.

Mightypion |
I tanked those rolls, not FangDragon :)
destiny: 4d6 ⇒ (3, 2, 6, 1) = 12 =11
destiny: 4d6 ⇒ (6, 6, 5, 6) = 23 =18
destiny: 4d6 ⇒ (2, 1, 6, 4) = 13 =12
destiny: 4d6 ⇒ (3, 4, 3, 1) = 11= 10
destiny: 4d6 ⇒ (3, 4, 2, 4) = 13=11
destiny: 4d6 ⇒ (2, 4, 3, 6) = 15=13
destiny: 4d6 ⇒ (1, 2, 6, 4) = 13=12
so, 18/13/13/12/11/11
Definitly much better!

hustonj |
hustonj wrote:Wow, hustonj thanks for pointing this out. FangDragon go ahead and roll again.
FangDragon just really tanked those rolls.
I tanked those rolls, not FangDragon :)
Yes, I scanned through the list too quickly and attributed the rolls to the wrong player. I noticed afterwards and commented about my failure.
The reroll is a 26 point build. He's just not having much luck, but at least it is nowhere near as bad as it was.

Mightypion |
I mean, one stat at 20, one at 15 most likely, definitly workable.
Ideas:
--Angelic Bard (germanic from the "Angles" tribe, minor teleportation mishap resulted in her being in greece).
--Slavic Thiefling Skald. Died, ended up in Hades because of a mix up in the Celestial beurocracy, didnt notice, made so much noise Hades kicked him out of Hades. Got a Ghetto Blaster gadget from Hephaestus (who wanted to prank Hades a bit more) which he uses to amplify his performances to get even louder. May have became a half Fiend, or even a Half Balor. Hard to kill because the various hells absolutely dont want him in theirs.
Plays Hard-Bass. Opportunistically, at best, attached to reality. Also a walking encyclopedia on psychotropic mushrooms.
--Celtic Cleric of Morrigan, Athena requested her borrowed services as a favor. Maybe Psychopomp subtype?
--Geralt of Rügen
Absolutely not the witcher, no sir, not at all. Something along the lines of Mutagenic Mauler/Urban Bloodrager, dex based frontliner who is reasonably charismatic. Fun fact, Rügen, and Island in the Baltic sea, had proven trade ties to ancient Greece via the Amber road.

GM Wolf |

Okay, I think I'm looking at a Dwarven enclave, in place long enough for their mines to have been abandoned. Greek dwarves as farmers and sailors. Yes, I'm including shepherds in the farming group.
Please, let me know what you think.
The island of Ikaria is mountainous, but verdant. The Ikarians have been invaded by one conqueror after another, but the people just keep their heads down and continue their simple lives focused on farming and fishing. They are a leisurely people, never hurrying, and frequently napping. Now, they are industrious, but they are not driven by a need to do more than provide for themselves and their families. They would rather spend time with their grandparents than make extra fishing nets to sell.
Legend has it that Icarus fell onto Ikaria. There's even an open pit near the island's high point where the locals won't build that is commonly referred to simply as The Grave. The locals all know that their underground tunnels connect to The Grave. They have hidden their wealth and more valued elders in these tunnels during these repeated invasions. Even most of the locals have forgotten, though, that these tunnels were once mines, and the Ikarians used to trade for their food, not grow or collect it.
The Ikarians are a shorter, stouter group than most Greeks. They have adapted to their current lifestyle admirably, though there are some old tales that suggest they used to live very differently, happier working in the dark under the land than above it.
Race: "Ikarian" - Dwarf variant
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case...
Yeah I know the advertised start date was yesterday and I have had trouble finding time to respond to everything... one post at a time.
I love it thank you for developing the Ikarian dwarves for us.

GM Wolf |

That's cool. Fortune blessed is a +1. So are we starting at effective 6th level? Then I will create a 5th level halfling cleric.
How does something like this dice seem for a special item? With ancient Greek letters to represent numbers (the higher the number rolled the luckier). So far for an ability I've got focused luck which gives a varying luck bonus to the next D20. I'm brainstorming other more interesting ideas too.
Focused Luck (ex): Once per day as a swift action the dice can be gripped tightly to give an extra bit of luck. The next time a d20 will be rolled that isn't an attack roll, roll a second d20 to indicate the luck bonus that will be added to the first roll. This does not stack with any other luck bonuses the character may have.
Interesting, yeah should work great for your halfling!

GM Wolf |

I'm trying to decide if I want to interpret his training within the sea as granting him abilities to overcome restraint and opposition to his movement (Starting with something like a free 5' adjustment, moving up to Mobility, and eventually on to Freedom of Movement.) or if it should be more focused on physical power (With a short boost for a Display of Strength, up to a multiplier for his carrying capacity kind of thing.) or what.
I'm open to feedback and suggestions if anybody has any for me.
Never heard for anyone on my write-up for the Ikarians, either.
Only have Traits to complete the level 1 verison of the character. Hadn't looked at Template options, yet.
Edit: GM question:
If I want to take the Half Celestial template, do I start counting it as 1 (5 character levels), then when we make a level it counts as 2 and I miss leveling once to catch up, and then that happens again when my character makes level 11? Since the template itself says it is CR+1 through 5 HD, CR+2 from 6 to 10 HD, and CR+3 for 11+ HD. Or for simplicity, do we just count it as 3 out of the gate and he grows into it?
Sorry I am having troubles with your concept, meaning I have nothing to offer. It is a very interesting way to look at water, keep working at it!
Half Celestial question: I would start it off as a CR +1 template, 6th level would gain you a new level, then 7th level would be sacrificed.
Have the character almost finished at level 1 with the half-celesrial template.
Figure I'll bump his level to 5 for a full CR 6, purchase gear, and then post.
The template made a HUGE difference. He feels iconic now. I think that's the point we should be aiming at, yes?
Yup iconic, heroic, etc.

GM Wolf |

Hmm, can I salvage a 10 point buy with a template? Half Succubus and then cha based witch? Could maybe work, but I play a bunch of seductresses in other games...
Alternatively, can a pet get a template?
No to the first one and second one. I am not sure how I would factor that in, I guess you could give your template to an animal companion and only have the difference in levels.

GM Wolf |

I'm a little lost. The 'template' we've been discussing is essentially the Special Power we choose for our characters, or is it something else and we get to choose a template along with our Special Power.
Also, our starting level is 1st-level, correct?
we get to choose a template along with your Special Power.
The Special Power should be themed like with fire, acid, lightning, ice, etc. Come up with at least a few ideas, even ideas that are obviously too high for a starting character and I will debuff them.
Yes you each should have a template.

GM Wolf |

Everyone Please post your character with an alias so that I can see the crunch of your character or if you don´t want to repost your submission.
My my accounts we got a halfling, Human brawler, dwarf, druegar, Mightypion is still spit balling...,
Okay team we need to make a decision what would you rather have: Take the 4d6 and have the total
or
4d6 minus the lowest roll?
Who has a template picked out, should we stick with the template idea?
Presently it looks like we will be effectively starting at 6th level.
Feedback is necessary!

Sviatoslav the loud |

Mightypion here.
My character is definitly going to be a thiefling Skald(spellwarrior if we have multiple casters)/fractured mind, I also get a more serious idea about his backstory.
He attempted to free his love from death, ventured into the Slavic underworld, got her (or so he thinks, actually his psyche got semi fractured, and his phantom is also him), couldnt leave straight but got into the Greek underworld, and got out from there into greece.
Now he is in a strange place, his phantom "wife" being often more interested in his "I-Phone" which he found in Slavic hell, and which she for some reason handles with great expertize. She can however translate for him using it, so thats a plus!
As a power, is there something that would keep the Phantom advancing? Something that makes his Skald levels count as half Fractured mind levels, rounded down?
Roll wise I am fine with either honestly, I was looking at half fiend, but +2 CR is kind of steep actually. There are some no-cr-adjustment option that could work well though

TheWaskally |

Plutark didn't find any templates that fit his theme other than Advanced, so he chose that one. I need to update and level his profile page. Will likely get that accomplished on Thursday.
The Thanosian was created using the 4d6 minus the lowest roll method, but if the others want the boost to keep the full 4d6, I'm game.

hustonj |
To borrow some dice description notations:
4d6K3 7 times keep 6
Maybe have a minimum value (total bonus or point buy or raw total - all based on actual rolls) to address rolls like Mightypion's.
I think the Template option is huge, and want to encourage it, but maybe it is optional? Races with Racial hit dice become an alternate to using a template? Maybe allow Racial hit dice and template combinations that max at 5 hit dice equivalence? Obviously, no templates allowed for approved Racial hit dice choices of 5 hit dice or more.

Sviatoslav the loud |

If it is allowed to roll stats for the phantom (would be a cool way of keeping up with the high rollers :) )
4d6: 4d6 ⇒ (5, 6, 3, 3) = 17 14
4d6: 4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6: 4d6 ⇒ (3, 4, 1, 6) = 14 13
4d6: 4d6 ⇒ (1, 6, 2, 3) = 12 11
4d6: 4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6: 4d6 ⇒ (1, 3, 3, 2) = 9 8
4d6: 4d6 ⇒ (5, 1, 3, 6) = 15 14

hustonj |
Working from domain powers, renaming them and scaling some of them up since only 1 should be a 1st level power kinda logic, I have produced the following set of powers based on the Martial Artist concept of water instead of the magic element of water.
Martial Water Powers:
1) Flow Through - As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Dexterity modifier.
(Liberation domain-based)
2) Inexorable - As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
(Strength domain-based)
3) Formless - You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your level, you can move normally regardless of magical, terrain, or environmental effects that impede movement, similarly to the effect of Freedom of Movement. These rounds do not need to be consecutive.
(Travel domain-based)
4) Unrelenting - You can add your level as an enhancement bonus to your Strength score for a number of rounds per day equal to your level. These rounds do not need to be consecutive.
(Strength domain-based)
5) Omnipresent - You can emit a 60-foot aura of freedom for a number of rounds per day equal to your level. This aura suppresses the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions on your allies while it is active and they remain within the aure. Each round of effect ends at the beginning of your turn. These rounds do not need to be consecutive.
(Liberation domain-based)

hustonj |
And the profile is available here: Kallikles Leventis
Everything in one place for your convenience.
Still don't know how much to spend so, no gear.

GM Wolf |

No this is a high magical powered game, your relics should still shine... but I have plans for that. Go with 16K!
JUST about to re-start Blood of Zeus.
Anyone who hasn't watched it, it was amazing.Do we have a character based on Hermes/Mercury yet?
not to my recollection.
Who is ready to play?!
Oh if you are wondering who gets in, that would be everyone that made a character. Be on the look out for gameplay tomorrow afternoon.

TheLastGhost |

4d6 ⇒ (6, 5, 4, 3) = 18 = 15
4d6 ⇒ (4, 5, 6, 4) = 19 = 15
4d6 ⇒ (6, 4, 3, 1) = 14 = 13
4d6 ⇒ (5, 6, 6, 6) = 23 = 18
4d6 ⇒ (6, 1, 4, 1) = 12 = 11
4d6 ⇒ (3, 1, 1, 4) = 9 = 8
4d6 ⇒ (5, 3, 6, 1) = 15 = 14
Hmmm, thinking an elven swordsman/rogue, devil may care type attitude. Need to pair up the right Greek city-state.

TheWaskally |

Thank you again, hustonj! I forgot to roll HP for Plutark!
I'm gonna do max HP at first level, then roll. GM Wolf can change that if he wants when he gets back on the forums.
2nd-level Fighter: 1d10 + 6 ⇒ (10) + 6 = 16 Noice!
3rd-level Fighter: 1d10 + 6 ⇒ (7) + 6 = 13
4th-level Fighter: 1d10 + 6 ⇒ (3) + 6 = 9
5th-level Fighter: 1d10 + 6 ⇒ (3) + 6 = 9
So 16 + 16 + 13 + 9 + 9 = 63 + Toughness = 68 + Favored Class Bonus = 73

hustonj |
Guess I'll do the same, roll the additional 4 levels of HP until instructed otherwise, I mean.
4d10 ⇒ (6, 10, 10, 2) = 28
Oh, wow . . .!
Oh, wait. Half rounded up would be 24 compared to that 28, so despite the quick appeal of the 2 10s, it really isn't LOTS better. It IS better, though!
Edit: And if that's the HP method, then Kallikles is ready.

MordredofFairy |
4d6 ⇒ (6, 2, 4, 2) = 14 = 12
4d6 ⇒ (2, 3, 6, 6) = 17 = 15
4d6 ⇒ (1, 1, 1, 5) = 8 = 7
4d6 ⇒ (4, 6, 6, 6) = 22 = 18
4d6 ⇒ (6, 6, 1, 5) = 18 = 17
4d6 ⇒ (2, 5, 1, 3) = 11 = 10
4d6 ⇒ (5, 1, 5, 1) = 12 = 11
So 18, 17, 16, 12, 11, 10 -
Oh my.
That would have been mighty fine rolls. But from checking further info, it seems you guys are already done. Or is this still open?

![]() |

Guess I'll do the same, roll the additional 4 levels of HP until instructed otherwise, I mean.
4d10
Oh, wow . . .!
Oh, wait. Half rounded up would be 24 compared to that 28, so despite the quick appeal of the 2 10s, it really isn't LOTS better. It IS better, though!
Edit: And if that's the HP method, then Kallikles is ready.
In that case ... I will go with half rounded up and not risk the negative points. GM also said these characters are supposed to be exceptional ;)

GM Wolf |

HP after 1st?
Max at every level?
Half, rounded up?
Roll 'em?
Roll for hit points after 1st level, if you get a 1 you may reroll.
Sorry for my absence, being a dad, life, work, extra work, just started Lego Robotics as a coach for the 2nd year.
Here is to keeping up with the daily posts! Positive thinking and grace, that is what I offer and hopefully this game can get going.
Looking at the game we now have...
Some new applicants and the original group that created characters...
Plutark
Sviatoslav the loud
Volreg Sundek
and
Kallikles Leventis, an Ikarian following in the footsteps of Icarus
But it looks like most people who made submissions have not responded to my post above... you know about posting with your alias...
Gameplay is opening in 20 minutes.

Baris the Monke |

4d6 - 1 ⇒ (6, 1, 2, 3) - 1 = 11
4d6 - 2 ⇒ (4, 2, 5, 6) - 2 = 15
4d6 - 2 ⇒ (2, 6, 2, 5) - 2 = 13
4d6 - 2 ⇒ (2, 4, 5, 2) - 2 = 11
4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4 WOW that is horrible!
4d6 - 2 ⇒ (3, 5, 2, 3) - 2 = 11
4d6 - 3 ⇒ (6, 5, 6, 3) - 3 = 17
11, 15, 13, 11 11, 17
STR 17
DEX 15
CON 13
INT 11
WIS 11
CHA 11

Baris the Monke |

4d6-1
4d6-2
4d6-2
4d6-2
4d6-1 WOW that is horrible!
4d6-2
4d6-311, 15, 13, 11 11, 17
STR 17
DEX 15
CON 13
INT 11
WIS 11
CHA 11
Lets try that again...
4d6 - 1 ⇒ (2, 4, 2, 1) - 1 = 84d6 - 1 ⇒ (1, 1, 4, 6) - 1 = 11
4d6 - 1 ⇒ (2, 1, 1, 3) - 1 = 6
4d6 - 1 ⇒ (6, 2, 5, 1) - 1 = 13
4d6 - 3 ⇒ (3, 3, 4, 6) - 3 = 13
4d6 - 3 ⇒ (3, 3, 6, 5) - 3 = 14
4d6 - 2 ⇒ (3, 6, 6, 2) - 2 = 15
Starting stat, bonuses: final
STR 15, Race -2, 4th level +1, Sublime +2: 16
DEX 13, Race +2, Sublime +2: 17
CON 13, Sublime +8: 21
INT 11, Sublime +4: 15
WIS 8
CHA 14 , Race +2, Sublime +8: 24
hp: 7d8 ⇒ (8, 1, 7, 8, 1, 7, 3) = 35