Wax Golem

Aandal's page

34 posts. Alias of Tenro.


RETIRED (Half-Giant) Aberration, Construct, Elemental, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Plant

Special Abilities

Transmogrifist 16 / Metamorph 10 // Element Master of Earth 26


Teacher: Functional Psychometabolism; Geokinesis 150, 152, 153

About Aandal

  • Max HP: 416 base 520 while metamorphed
  • Resists: Improved Evasion; Fast Healing 7; Deflect Element Kata; Tremorsense 30ft
  • Immunities:
  • Init: +6 +7 while metamorphed
  • AC: 45*: =10 + 7 Dex + 10 Wis + 6 Monk + 9 Natural + 1 Dodge plus current size mod *+4 vs AoOs
  • Movement: 110 Land; 90 Burrow


FORT: 27 -------|15 Base + 12 CON|
REF : 22 --------|15 Base + 7 DEX| Dex depending on size
WILL: 25 -------|15 Base + 10 WIS|
MISC: +2 vs Fire, Sleep, Paralysis, Stunning


Unarmed Strike: +34, 4d8+22 (+2 damage while focused)
Flurry: +39/+39/+34/+34/+29/+29/+24, 4d8+22 (+2 damage while focused)
Hit with two: 12d6+22 rend
On Crit: opponent is Shaken 1d4+15 rounds
Elemental Fist: if used, +6d6 damage (type chosen upon use: Fire, Cold, Acid, Electricity)

Earth Element: +36(+1 PBS), 13d6+10(+1 PBS), if no eye protection: Fort DC 33 or blind 6rnds, range 130ft
Boulder Toss: +36(+1 PBS), 13d8+10(+1 PBS), bull rush at CMB+13(+1 PBS), 30ft
Earth Golem: 1 rnd to complete, mindless, attacks as commanded until commanded to do otherwise.
Earth Prison: giant hand. CMB or acrobatics vs DC 33. HP: 36 (hardness as material)
Earth Shards: spikes erupt in 20ft radius, 13 rounds, DC 33 Reflex to avoid, area becomes difficult (See: Earth Katas Section)
Entrapping Shards: +36(+1 PBS), 130ft, ranged grapple(+1 PBS), CMD/CMB to break free. No damage.
Rock Spike: +36(+1 PBS) for one shot or +41/+41/+36/+36/+31/+31/+26, 1d6+23(+1 PBS) bludgeoning, 130ft.
Tremor Quake: 130ft radius, DC 33 Reflex or knocked prone

BAB +19/+14/+9/+4 Base Flurry: +24/+24/+19/+19/+14/+14/+9
CMB +34 plus current size mod (and powerful build)
CMD 51 plus current size mod (and powerful build)

Can attack through walls. See: Psionic Focus
Blind Fight: reroll misses due to concealment, invisible melee attackers gain no benefit.
+1 to hit and damage with ranged attacks within 30ft, No Penalty to ranged attacks into melee, ignore anything less than total cover or total concealment.
+4 Grapple, Maintaining grapple is a move action.
Switch to smallest possible size when doing ranged attacks
Size: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. (ADD to Attack, SUBTRACT from AC)
Misc: A creature can also add any circumstance, monk WIS, monk AC bonus deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Unarmed Strike Damage by actual size (including powerful build): Diminutive 1d10, Tiny 2d8, Small 3d8, Medium 4d8, Large 6d8, Huge 8d8, Gargantuan 12d8

Psionic Focus:

Move Action

While Focused:

  • Ranged Attacks have their range doubled.
  • +2 damage on unarmed strikes.

    Expend Focus to:

  • Ignore range penalties on one ranged attack.
  • Add 4d6 to one unarmed strike.
  • You can attempt to make a single ranged attack as a standard action against a target that is sheltered behind a wall, wall of force effect, or similar barrier. Your attack briefly skips through the Astral Plane to bypass the barrier. You must still have line of sight to the target.


    • +2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
    • Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
    • Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
    • Normal Speed: Half-giants have a base speed of 30 feet.
    • Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
    • Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
    • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
      Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
      A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
    • Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
    • Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
    • Survivor: Half-giants gain a +4 racial bonus to Survival checks.
    • Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.


  • Element Feat (Su): An element master must select an element feat at 1st level and may not choose a different element feat after. The element master must select from Air, Earth, Fire or Water.

  • Elemental Fist (Su): At 1st level, an element master can select Elemental Fist as a kata, even if he does not meet the prerequisites and every five levels thereafter, he increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

  • AC Bonus (Ex): When unarmored and unencumbered, the element master adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a element master 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 he 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.

  • Flurry of Blows (Ex): Starting at 1st level, an element master can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if he does not meet the prerequisites for the feat). For the purpose of these attacks, the element master's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the element master uses his normal base attack bonus.
    At 8th level, the element master can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
    At 15th level, the element master can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
    An element master applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. He may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. He cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. An element master with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

  • Unarmed Strike: At 1st level, an element master as per monk gains Improved Unarmed Strike as a bonus feat, but at slightly less damage. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
    Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
    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.
    A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: element master. The unarmed damage values listed on Table: element master is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large element master Unarmed Damage.

  • Monk Bonus Feat: At 2nd level, 7th level, and every 4 levels thereafter, an element master may select a monk bonus feat. These feats must be taken from the following list:
    Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Style Feats, and Throw Anything.
    At 7th level, the following feats are added to the list:
    Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Style Feat or Mobility.
    At 11th level, the following feats are added to the list:
    Improved Critical, Medusa’s Wrath, Snatch Arrows, Style Feat or Spring Attack.
    An element master need not have any of the prerequisites normally required for these feats to select them.

  • Evasion (Ex): At 3rd level or higher, an element master can avoid damage from many area-effect attacks. If he makes a successful 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 he is wearing light armor or no armor. A helpless element master does not gain the benefit of evasion.

  • Fast Movement (Ex): At 5th level, an element master gains an enhancement bonus to his land speed, as shown on Table: element master. An element master in armor or carrying a medium or heavy load loses this extra speed.

  • Maneuver Training (Ex): At 3rd level, an element master uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

  • Ki Pool and Kata Magic (23) (Su): At 4th level, an element master as per monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an element master's ki pool is equal to 1/2 his elment master level + his Wisdom modifier.
    As long as he has at least 1 point in his ki pool, he can make a ki strike.
    At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
    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, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
    At 4th level, an element master gains Kata Magic and may by spending 1 point from his ki pool, to embue his kata attack with magic and may make one +1 attack per ki point spent.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

  • Wholeness of Body (Su): At 8th level or higher, an element master as per monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

  • Improved Evasion (Ex): At 10th level, an element master's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


  • Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

    These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

  • Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

  • Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

  • Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

  • Discipline Talents (Ps): Choose two powers from the following list: synesthete and vigor.

    As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats.

  • Bonus Feat: At 2nd level and every five psion levels thereafter, you gain a bonus feat. You must choose a metapsionic feat, an item creation feat, or Expanded Knowledge. You must still meet all prerequisites for the bonus feat, including minimum manifester level requirements. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the categories of item creation feats, metapsionic feats, or Expanded Knowledge when choosing those feats.

  • Metabolic Healing 7(Su): At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.

  • Empowered Alteration (Su): Starting at 8th level, you can expend your psionic focus anytime you manifest a power of the psychometabolism discipline that has a range of Personal and a Target of you to have all numeric effects of the power increased by 50%. For example, when manifesting animal affinity, you could expend your psionic focus to gain a +6 enhancement bonus to Strength instead of +4. Powers modified in this fashion cannot also be altered by effects such as Empower Power.

  • Resilient Body (Su): At 14th level, once per day as an immediate action, you may negate a critical hit that would have hit you, and instead receive normal damage.
  • Natural Shifter: Although metamorphs sacrifice their manifesting progression to gain increased capability of changing their form, their manifesting ability when manifesting the metamorphosis powers is unaffected. When manifesting the metamorphosis powers, the metamorph's manifester level is increased by 1. Once a metamorph reaches level 6, his manifester level is instead increased by 2. This manifester level bonus stacks with effects like wild surge or Overchannel.

  • Supernatural Shift (Su): One thing that sets metamorphs apart from their traditional manifester brethren is their ability to assume supernatural abilities of creatures when they utilize one of the metamorphosis powers. The metamorph gains the following menu options when manifesting the metamorphosis powers.

    -Abilities Menu A:
    --You gain darkvision out to 60 ft.
    --You gain the ability to breathe underwater.

    -Abilities Menu B:
    --Your natural attacks cause 2 points of ability damage to either Strength or Dexterity (chosen at time of manifesting). A successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier) negates this damage.
    --You gain a fear aura. All creatures within a 30-foot radius that see you must make a Will save (DC 10 + 1/2 class level + primary ability modifier) or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by your aura again for 24 hours. This is a paralysis and a mind-affecting fear affect.

    -Abilities Menu C:
    --You gain a breath attack of your active energy type. This attack is a 30 ft. cone that deals 6d8 points of damage of your active damage type. A successful Reflex save (DC 10 + 1/2 class level + primary ability modifier) halves the damage.
    --You gain immunity against your active energy type.
    --Your natural attacks cause paralysis unless the target creature makes a successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier). A target need only make one save per round, even if you hit with multiple natural attacks. The paralysis lasts 1d4 rounds.

  • Free Shift: Beginning at 2nd level, once per day, a metamorph can manifest metamorphosis, augmented up to his manifester level, without having to pay the power point cost. Every two levels thereafter, a metamorph can use this ability one additional time per day. The metamorph may not augment this power in any other way.

  • Alter Metamorphosis: Once a metamorph has reached 3rd level, he may spend a move action to modify one of his menu choices for any active metamorphosis power affecting him.
    At 6th level, the metamorph can alter one of his menu choices as a swift action instead of as a move action.
    At 9th level, the metamorph can alter all menu choices as a move action.

  • Quick Shift: A 5th level metamorph gains the Swift Shapeshifter feat as a bonus feat. If he already has the Swift Shapeshifter feat, he instead gains Master of All Forms as a bonus feat. If he already has both feats, he gains no benefit.

  • Major Metamorphosis: At 6th level, metamorphs add major metamorphosis to their list of powers known as a 6th level power. This power does not count against their limit of powers known, but may not be changed by effects such as psychic reformation. If a metamorph already knows major metamorphosis, she may instead choose any psychometabolism power of up to 5th level.

  • Extended Shift: Any time a metamorph of 7th level or higher manifests a metamorphosis power, he may expend his psionic focus to double the duration.

  • Shift Type: When a metamorph of 9th level or higher manifests a metamorphosis power, he can become one of the following types, with the associated Traits: aberration, construct, elemental (cold, electricity, fire, or sonic only), dragon, fey, humanoid (any subtype), magical beast, monstrous humanoid, plant. This does not grant him any special attacks or special qualities, it simply grants the Traits for that type. A metamorph may change this type through the use of Alter Metamorphosis as if it was a menu choice.

  • Permanent Shift: Upon reaching 10th level, a metamorph is able to permanently change his form. When manifesting one of the metamorphosis powers, the power's duration becomes “Permanent (D)”.


    (Adjust physical skills for current size, values shown are as Medium)
    Acrobatics 35 26 +3 + 6 (Dex)
    Autohypnosis* 39 26 +3 +10 (Wis)
    Climb 8 + 8 (Str)
    Concentration +36
    Craft Sculpture 24 13 +3 + 8 (Int)
    Craft Weapon 24 13 +3 + 8 (Int)
    Escape Artist 35 26 +3 + 6 (Dex)
    Fly 6 + 6 (Dex)
    Heal 24 13 +3 + 8 (Wis)
    Intimidate 37 26 +3 + 8 (Cha)
    Know Arcana 8 + 8 (Int)
    Know Dungeon 8 + 8 (Int)
    Know Engineer 37 26 +3 + 8 (Int)
    Know Geography 8 + 8 (Int)
    Know History 24 13 +3 + 8 (Int)
    Know Local 8 + 8 (Int)
    Know Nature 24 13 +3 + 8 (Int)
    Know Nobility 8 + 8 (Int)
    Know Planes 37 26 +3 + 8 (Int)
    Know Psionics 37 26 +3 + 8 (Int)
    Know Religion 24 13 +3 + 8 (Int)
    Perception 39 26 +3 +10 (Wis)
    Perform 8 + 8 (Cha)
    Profession 10 +10 (Wis)
    Ride 6 + 6 (Dex)
    Sense Motive 39 26 +3 +10 (Wis)
    Stealth 6 + 6 (Dex)
    Survival 14 +10 (Wis) +4 Racial
    Spellcraft 37 26 +3 + 8 (Int)
    Swim 8 + 8 (Str)

    +26 skill pts from favored class


    Earth Katas:

  • 'Earth' Element Feat: You can command and control the earth to move as if alive with the power of you will.
    Duration: Instantaneous.
    Range: 10 ft. per chakra level.
    Effect: You fire a blast of gravel earth at your opponent inflicting 1d6 points of non-lethal physical damage per chakra level plus charisma modifier. This is a ranged attack roll, no saving throw to resist this damage, though armor and other forms of physical damage resistance apply. If the target of this attack is not wearing eye protection he must also make a Fortitude saving throw (DC 10 + chakra level + cha mod) be blinded for a number of rounds equal to one-half your chakra level. Although you can use this power with multi-attack, you cannot attack the same target with this power more than once per round.
    All Earth Element Katas: Duration and range of these katas as per Earth Element Feat unless otherwise noted in description.

  • Boulder Toss Kata: You hurl a boulder at the target up to 30’. Make a ranged attack roll. If you hit the target, you deal (1d8 damage per chakra level) plus charisma modifier and the target is subjected to a bull rush attack. If you fail to bull rush target, you are not subject to any reactive rolls or effects. You gain a bonus on this bull rush attempt equal to your chakra level.

  • Deflect Element Kata: You can attempt to negate a ranged bending attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an element master attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged element master attack counts as an immediate action and requires you to make an opposed check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level).

  • Earth Golem Kata: You may create a earth elemental from your chakra. This is not a summoned creature and is mindless if you drop concentration and will not act. The kata to create this elemental takes a 1 round to complete and the elemental remains for 1 round per chakra level. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You may create an Earth Elemental (Small) at 3rd level chakra, a medium at 5th level, a large at 6th, a huge at 7th, and a greater at 8th

  • Earth Prison Kata: A giant hand of earth comes out of the ground and holds an opponent in place. Escaping from this ensnarement requires either a CMB check or Acrobatics check equal to (DC 10 + chakra level + cha mod). An ally (not the target who is immobilized) can destroy the ensnarement by inflicting damage equal to twice your chakra level plus charisma modifier.

  • Earth Shards Kata: You may use earth to create shards of small pikes in a 20’ radius for 1 round per chakra level. With a motion, you can cause powerful spikes to erupt through the surface. You fill the area with protruding spikes, anyone in the area gets a Reflex save (1d20 + reflex vs. DC = 11 + chakra level) to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage plus charisma modifier. Those unconcerned by the spikes use two squares of movement to make it through. Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone. Anyone damaged by a shard loses speed as though they had stepped on a caltrop.

  • Earth Walker Kata: You can move through the earth at a rate of (10 ft. per round times your Chakra level). In doing so, you create a 5’ square tunnel that you can either leave open (for allies to use) or collapse behind you.

  • Earthsight Kata: You gain Tremorsense 30’ and become sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground as long as you stand on a solid material. Loose material, such as sand, halves your tremorsense distance.

  • Entrapping Shards Kata: Prerequisite: Earth Shards Kata. You may use shards of rock with pinpoint accuracy and can pin an opponent to a hard surface. If you succeed in a ranged attack using the Earth Shards, you can initiate a grapple attempt instead of dealing damage. To break free, the victim must make an opposed CMB/CMD check.

  • Metal Mastery: Prerequisite: This may only be taken at 13th level. You may manipulate metal in place of earth in your katas. You may also manipulate the metal that is used in armor and weapons. If an individual is wearing the armor, you can slow the targets movement to a standstill or even crush them in their suits. As a standard action you can cause a subject or their limb within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but whatever part is in metal cannot take any actions for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will + any magical bonus the metal might have vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is in armor may be paralyzed and cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping the target held, the DC is increased by 10. This kata also allows to the master to ‘crush’ metal causing damage to a target at an extreme risk to the element master. To accomplish damage to the target, the master must make the a concentration check at (DC = 10 + the target’s Will save plus any magical bonus the metal might have) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own iron in his body reacts taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

  • Elemental Fist: gain Elemental Fist feat.

  • Rock Spike Kata: Any of your earth attacks can inflict lethal damage and you can make a ranged attack with a range of 10’ increments per chakra level as a spike of rocks jet out from your square at the target. Whenever you would be granted a ranged attack, you may use a Rock Spike instead, including as part of a full attack action, with multi-attacks, or feats like Shot on the Run. Each spike deals 1d6 bludgeoning damage plus chakra level plus charisma modifier.

  • Shape Earth Kata: You manipulate the basic shape of packed earth, crystal or rock to look like something else (such as a sculpture) or create hand holds to climb gaining a +8, though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate. Sculpted rock has 10 Hardness and 20 Hit Points per inch of thickness. Sculpted clay has 5 Hardness and 35 Hit Points per inch. Craft (Weaponsmithing) can be used with Shape Earth to make weaponry and ammunition out of rock. This weaponry functions precisely as the base item, and can even be enchanted; one 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.
    Appropriately sized earth creatures such as elementals can be altered with use of this kata, though it does not hinder them in any way.

  • Tremor Quake Kata: This power targets a 10' times your chakra level, not an individual. Everyone in the affected area must make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone.

  • Wall of Earth Kata: You create a wall of earth 1 foot thick. The dimensions of this wall are up to you but the total height and length of the wall cannot exceed 5 feet times your chakra level. This wall has 5 hit points times your chakra level and opponents must either go around the wall or break through it. Targets on the opposite side of a wall of earth are granted cover (usually complete cover) and cannot be damaged until the wall is destroyed. Walls of earth suffer double damage from water-based attacks. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping up the wall the DC is increased by 10.


    Aandal would have studied with Master Quo in a small village outside of the jungle that had formerly held the temple where the earthbending monks had lived. He was sent away on an errand and when he came back, no Master Quo. The villagers didn't know where he went either. They only had stories of a group travelling in a skimmer and heading towards the cursed jungle. You would have had every reason to think that if he went that way he was as good as dead.

    During the time Aandal was away from the jungle, he would have traveled about, seeking new earth to commune with and using his abilities to defeat various menaces as any adventurer would.

    It would have been some time before the curse on the jungle was lifted. Still no sign of Master Quo. (He stayed with Aananda and Tamrin to help them with the next insane task....and after the defeat of the time demon still stayed, helped educate the triplets.) Aandal doesn't know about the time demon.

    Aandal doesn't know Aananda and Tamrin. There would have been times when they took the kids to visit other places and then Master Quo might have reconnected with Aandal then. But he would have kept the dragons and Aandal ignorant of each others' existence. Because the ways of Master Quo are inscrutable.

    The temple (located in the jungles to the south of Avalon) where this style was taught (where Aananda was raised) was destroyed between 30 and 50 years ago. There's some funny business with time. There was a time demon involved. Long story. Anyhoo, 30 years ago by Aananda's timeline, but more like 50 years by those who lived in that area. There was only one survivor, an old monk named Quo.

    If you were his student it would have been after the fall of the temple and before he reunited with Aananda on her way to face off with her evil brother. So about 40-50 years ago since that would put you inside the time dilation. You would have known about the fall of the temple and that a great evil had taken root inside the jungle where the temple had been, but Master Quo would have refused to speak of it further and made sure you couldn't ever go into the jungle. Training would have been done in secret as everyone lived in dread of the evil that inhabited the jungle in those days.

    The curse prevented people from leaving within a particular radius. And anyone who went into the jungle never came out. There was a pervading sense of dread in the area. The villages were required to send tribute to the jungle at regular intervals. No one knew what was in there. (Well, Quo did, but all he would have told you was that is was a great evil that was allowed to fester because the monks failed to stop it.)

    He would have noticed the time dilation when he left that area since outside of that place a few days ad passed, but for him it had been ten or twenty years.

    Master Quo died a few years ago. He was almost 200 years old, an extremely advanced age for a human, which is obviously understating things. He knows Quo is dead. He went back and found a grave.

    So your guy could be a student of the late Master Quo. Those earthbenders who have come to the school thus far have been completely lacking in training and trying to piece things together on their own. Since Aananda's schedule is generally pretty well packed, an earthbending master to teach these students would definitely be welcome. Psionics teachers are also needed so that's a good combo.



    See: Improved Metamorphosis (Feats)
    See: Empowered Alteration (Transmogrifist Class Abilities)
    See: Overchannel (feats) (Overchanneled to ML 29)
    See: Supernatural Shift, Shift Type, Permanent Shift (Metamorph Class Abilities)

    Metamorphosis current options:
    Range: Personal
    Target: You
    Duration: Permanent (D)
    Power Points 17


    As minor metamorphosis, except you gain two menu choices from the Enhancement Menu C and two menu choices from Abilities Menu C from major metamorphosis. As a swift action, you can change your menu choices while the duration of this power is in effect.

    While under the effects of this power, you can choose to become one of the following types, with the associated benefits: aberration, dragon, fey, humanoid, magical beast or monstrous humanoid. As a swift action, you can change what type you are while the duration of this power is in effect.

    Augment: You can augment this power in the following ways.

    ----For every 6 power points you spend, you gain one choice from Enhancement Menu C and one choice from Abilities Menu C. You may not choose the same option twice. Chosen 2x
    ----For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
    ----For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from Abilities Menu B from metamorphosis. You may not choose the same option twice.

    Due to Overchannel-powered augmenting and the Improved Metamorphosis feat, I have 4 Enhancement Menu C choices, 4 Ability Menu C choices, and 1 option of an Enhancement Menu C OR Ability Menu C choice.

    Type: Elemental (Earth), switched at will between this and Humanoid (Half-Giant)

    Enhancement Menu Options:
    1. +9 enhancement bonus to Strength
    2. +9 enhancement bonus to Dexterity
    3. +9 enhancement bonus to Constitution
    4. Pick 2 choices from Enhancement Menu B from metamorphosis. You may not choose the same option twice.
    4A. Increase your size by three size categories (+6 size bonus to Strength, -6 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
    4B. Increase your base land speed by 20 feet.

    Ability Menu Options:
    1. You gain Fast Healing 7.
    2. You gain +9 natural armor bonus.
    3. You gain 60 temporary hit points.
    4. You gain a burrow speed of 90 feet.

    Floating Option:
    1. You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional damage equal to 3d6 + your Strength modifier. (Adjusted for Size becomes 12d6)
    Uses the size reducing option to counter his size increase option while moving about normally, but then uses a swift action to switch to Rend and increase size while in combat