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
BAB +19/+14/+9/+4 Base Flurry: +24/+24/+19/+19/+14/+14/+9
Can attack through walls. See: Psionic Focus
Expend Focus to:
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.
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.
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.
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.
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.
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.
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.
-Abilities Menu A:
-Abilities Menu B:
-Abilities Menu C:
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.
(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)
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
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.
Appropriately sized earth creatures such as elementals can be altered with use of this kata, though it does not hinder them in any way.
Max Power Points: xxx (481 from class, x from feats, 104 from INT)
ML: 24 (+2 to Psychometabolism)
Manifesting Stat: INT 26
DC: 10 + 8 INT + Power Level
Discipline Talents, 0th lvl, At Will while psionically focused, cannot augment)
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:
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
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:
Ability Menu Options: