Sajan

Aleksandros's page

31 posts. Alias of Diamondust.


Full Name

Aleksandros

Race

Olympian

Classes/Levels

Mighty Godling/Legendary Cleric/Legendary Monk 8 | HP: 112/112 | Saves: 16/16/16 | AC: 30/28/23 | CMD: 31 | Initiative: +9 Perception: +23

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Neutral

Deity

Self

About Aleksandros

Profile

backstory:
Alexandros had chosen his own name at the age of 10. Before this he had only been known as the Orphan. It was a thing that he hated. He had never known either of his parents. His mother had died giving birth to him, something that bullies used against him, calling him mother killer. His father was a mystery to him, getting his mother pregnant and never being seen again. He had his suspicions but none would come forward to take and responsibility for him. That was the other problem, his father was one of the gods. Believed to reside on Mt Olympus, the gods played their games among themselves and among mortals who got caught up with it. Alexandros had not asked to be caught up in the god's business and he sometimes thought a simpler life would be better.

It could never be so for him. Having a deity for a father, present or not, had consequences that could not be ignored. All around him his whole life he had only known the grand halls and streets of Olympia. But he had never belonged to any group, cult, organisation or temple. All had rejected him because of his mystery parentage, or denied he even had special privilege to be there. How he was brought to Olympus is also unknown to him, leaving many shadows covering his important past. He would not be discouraged though. The harder others harassed him the harder he pushed back, never afraid to fight. This eventually caused a few too many waves until finally, on his 18th birthday, he was exiled from Olympus, told never to return.

He woke up at the foot of Mount Olympus back on earth. He decided that he must make his own path and that would not be any path that a god or their agents had chosen for him. He sought and after great difficulty found another portal. This one not to Olympia but to a completely new and strange place with many strange and magical creatures and different gods that he had never heard of. A new place where no one knew who he was. With no one around to constantly pull him down he saw that he could create a great name for himself, his own name, free of all other influences. Nothing could be attributed to his rise but his own divine talent. He forswore wealth, possessions, weapons and magical items of all kinds. Only the natural talents, learned skills and divine power within him would he rely on.

The World Serpent Inn was the perfect place to learn more and find others like him that had escaped oppressive lives and start anew. He saw a new movement, with him at the center, and it was good. Perhaps one day, could he become a god himself? Why not?

background details and questions:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Aleksandros has had no friends for most of his life and has only had himself to rely on.
2) Aleksandros' father is one of the Greek gods but this being has never come forward to acknowledge him.
3) Aleksandros grew up in the city of the gods Olympia on the plane of Olympus where they usually reside when they are not plotting on earth.
4) Aleksandros' self reliance created a narcissistic personality and he believes he can do anything better than others.
5) Aleksandros has only one possession that he treasures, a bronze amulet engraved with an eagle's head that he wears around his neck that was once his mothers'.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Create his own cult of followers who live lives after his code of honour based around self-improvement and reliance.
2) Be welcomed back into Olympus after gaining enough renown and influential power that they can not ignore.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) His father is Zeus, he found this out when granted an audience. Zeus admitted it privately but would never speak it publicly due to reasons he did not make clear, thought Aleksandros suspected it was because he wasn't as smart as most others. Aleksandros could not speak it in public either without making powerful enemies with the accusation. None would believe him.
2) He has no idea that his mother is still alive. She abandoned him near the portal at the top of mount Olympus hoping he would be taken in and raised among those like him and has had no contact since. She might hear of his disappearance and worry about him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Brenner is Aleksandros' first new friend in the strange new place and showed him to the Inn. He is also the first to join Aleksandros' movement and hopes that he can use Aleksandros to gain power and wealth for himself in the process.
2) Elrren was one of Aleksandros' teachers that helped him deal with the troubles he faced in a good way. If not for him, Aleksandros could have leaned to an evil alignment rather than his current Neutral.
3) Oktur is another demi-god like Aleksandros, a favoured son of Zeus and the ringleader of those on Olympus that made his life difficult. It would be just like him to discover that Aleksandros is no longer on earth and endeavor to find where he went.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The memory of his first fight will forever stay with him when he successfully defeated a bully. It did not stop them from insulting him but it was seldom that he was physically attacked.
2) The long sought audience with Zeus, was disappointingly short. He disliked most gods for their superior attitudes but after this he hated Zeus.
3) The strange new world after leaving earth filled him with wonder and his mind with thought on the possibilities of what is out there beyond what he has experienced. He wants to see everything there is to see if he can. He entered by saying the words, "In my own name, I enter."

Custom Race Based on Human:

RACE: Olympian (20RP)
Olympians are the half-human children of the Greek gods. Most often born to human mothers, though some goddesses have taken human companions also. These often become heroes or villains, legends among mortals due to their divine spark, giving them greater abilities and skills than the average human. Many grow up living among mortals, preferring humans to the constant company of the gods in the lands of the plane of Olympus. Some few grow up among the gods, choosing a patron and even sometimes returning to earth to spread the worship of their patron and increase their influence.

Type:(0RP) Humanoid(human, olympian)
Ability Score Modifiers:(0RP) +2 Strength, +2 Wisdom, and –2 Intelligence
Size:(0RP) Medium
Base Speed:(1RP) 40 feet
Languages:(1RP) Common, Olympic. Olympians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Bonus Feat:(4RP) Olympians select one extra feat at 1st level
Skilled:(4RP) Olympians gain an additional skill rank at first level and one additional rank whenever they gain a level
Awareness:(1RP) Olympians gain a +1 racial bonus on all saving throws and concentration checks
Heart of the Mountains:(1RP) Olympians gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude
Piety:(1RP) Olympians gain +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Social Ties:(1RP) Olympians gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat).
Celestial Resistance:(3RP) Olympians gain acid resistance 5, cold resistance 5, and electricity resistance 5
Spell Resistance, Greater:(3RP) Olympians gain spell resistance equal to 11 + their character level

Oaths and Boons:

Honour Code:

Honor Rules
Code Chivalric Code
Honor Points 8

Character Sheet:

Aleksandros
Male Olympian Mighty Godling/Legendary Cleric/Legendary Monk 8
LN Medium Humanoid (human, olympian)
Init +9; Senses darkvision 120 ft., blind sense 90ft., see in darkness 30ft.; Perception +23
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Defense
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AC 30, touch 28, flat-footed 23 (+1 deflection, +1 dodge, +2 natural, +5 armor, +7 str, +4 wis) +4 vs AoO from movement
hp 112 (8d12+16); fast healing 4 16 temp hp on initiative roll
Fort +16, Ref +16, Will +16 +3 vs spells, spell-like abilities and abilities, +2 vs Enchantment
DR 8/magic Resist acid 5, cold 5, electricity 5; SR 25 Defensive Abilities Agile Feet (1 faith point), Freedom's Call(1 minute, 1 faith point), Uncanny Dodge, Freedom of Movement, Piety (1/day)
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Offense
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Speed 70ft. (1 faith point +10 ft.)
Attack +19 Unarmed (1d10+25/18-20 x2), +19/+19/+19 Flurry (1d10+21/18-20 x2) +2 to confirm crit, reroll miss chance twice, reduced by 20%, +1 attack on AoO
Special Attacks Stunning Fist (8/day), Retribution (10/day) on enemy hit, Panther Parry (4/round) before enemy AoO, Combat Patrol/Lunge (15ft. threatened area), Distant Strike (1 ki, 8 rounds, +5ft. reach), Channel Positive Energy (4d6, 7/day, DC 18)
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Statistics
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Str 24, Dex 16, Con 14, Int 5, Wis 18, Cha 10
Base Atk +8/+3; CMB +15; CMD 31
Feats Dimensional Pursuit(aristeia), Heroic Senses(aristeia), Unbreachable Heroism(aristeia), Champion(story), Divine Leadership(background) [score 13], Skill Focus(Acrobatics)(background), Weapon Focus(unarmed), Blind Fight, Improved Initiative, Combat Reflexes, Dodge/Mobility, Combat Patrol, Religion, Unarmed Combatant(monk), Two Weapon Fighting(monk), Stunning Fist(monk), Dragon Style(monk), Dragon Ferocity(monk), Signature Skill(Religion, Escape Artist, Acrobatics), Panther Style(godling), Panther Claw, Panther Parry
Drawback Unlearned(Religion)
Traits Reactionary, Martial Manuscript, Heavy Hitter, Bullied
Skills 6 class -3 int +6 oath +1 human +1 cleric +3 background = 14/level
CS=class skill
Acrobatics +29 (8 ranks, +3 CS, +7 Str, +6 oath, +2 cleric, +3 feat) (0 ACP) [i]skill unlocked
Appraise -3, (0 ranks, +3 CS, -3 Int)
Bluff +0, (0 ranks, +3 CS, +0 Cha)
Climb +18, (8 ranks, +3 CS, +7 Str) (0 ACP)
Craft () -3, (0 ranks, +3 CS, -3 Int)
Diplomacy +26, (8 ranks, +3 CS, +7 Str, +6 oath, +2 race)
Disable Device +3, (0 ranks, +3 CS, +3 Dex)
Disguise +0, (0 ranks, +3 CS, +0 Cha)
Escape Artist +14, (8 ranks, +3 CS, +3 Dex) [skill unlocked]
Fly +3, (0 ranks, +3 CS, +3 Dex)
Handle Animal +11, (8 ranks, +3 CS, +0 Cha)
Heal +15, (8 ranks, +3 CS, +4 Wis)
Intimidate +24, (8 ranks, +3 CS, +7 Str, +6 oath)
Knowledge (arcana) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (dungeoneering) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (engineering) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (geography) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (history) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (local) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (nature) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (nobility) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (planes) -3, (0 ranks, +3 CS, -3 Int)
Knowledge (religion) +17, (8 ranks, +3 CS, +4 Wis, +2 race) [skill unlocked]
Linguistics -3, (0 ranks, +3 CS, -3 Int)
Perception +23, (8 ranks, +3 CS, +4 Wis, +6 oath, +2 aristeia)
Perform (any) +3, (0 ranks, +3 CS, +0 Cha)
Profession (Soldier) +15, (8 ranks, +3 CS, +4 Wis)
Ride +3, (0 ranks, +3 CS, +3 Dex)
Sense Motive +15, (8 ranks, +3 CS, +4 Wis)
Sleight of Hand +3, (0 ranks, +3 CS, +3 Dex) (0 ACP)
Spellcraft -3, (0 ranks, +3 CS, -3 Int)
Stealth +20, (8 ranks, +3 CS, +3 Dex, +6 oath) (0 ACP)
Survival +15, (8 ranks, +3 CS, +4 Wis)
Swim +18, (8 ranks, +3 CS, +7 Str) (0 ACP)
Use Magic Device +0, (0 ranks, +3 CS, +0 Cha)
Languages Common, Olympian
SQ Blessed Alacrity (1 faith point, +10 ft.), Dimensional Hop (80ft. day), Night Vision (1 faith point, 30ft.), Cloak of Shadows, Eyes in the Dark(1 faith point), Nature's Whispers (Str to AC and CMD), Preternatural Senses I,II,III, Force of Brawn, Flurious Mobility
Other Gear Travel Robes, Copper Amulet with Eagle Head(signature item)

Mighty Godling Abilities:

Favoured Class Bonus (4 ranks) +1/2 divine trait rank per level
Lineage Domain [travel, darkness] As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level.
Agile Feet (Su) By spending a faith point as a free action, you may allow yourself and all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.
Blessed Alacrity (Su) At 4th level, all of your movement speeds increase by 10 feet. You may spend a faith point as a free action to double this bonus for one round.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Night Vision (Su) You gain darkvision to a range of 60 feet. If you already have darkvision, you instead increase its range by 60 feet. Darkvision gained from this ability does not work in magical darkness except from your cloak of shadows ability. As a swift action, you can spend a point of faith to grant this ability to your allies within 30 feet for one minute.
Cloak of Shadow (Su) At 4th level, light seems to fade around you, leaving you surrounded by shadow. The light level within 10 feet of you is reduced by one step. You can suppress or resume this aura as a standard action. You cannot use concealment granted by this ability to enter stealth, as the aura reveals your location.
Eyes in the Dark (Su) At 8th level you can spend 1 point of faith as a swift action to gain the see in darkness universal monster ability to yourself and any allies affected by your Night Vision ability for one minute.
Divine Traits (7 total, 7 spent, 0 banked) A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Divine Portfolio I Nature Mystery: Nature’s Whispers (Ex) You may add your Strength modifier, instead of your Strength modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Strength modifier to your Armor Class.
Preternatural Senses I (Su) When making an attack against a foe within 30 feet, every time the godling misses due to concealment, he can reroll his miss chance percentile roll once. (If the godling has Blind-Fight or a similar ability that allows him to reroll an attack that misses as a result of concealment, that re-roll is in addition to the one provided by preternatural senses)
Preternatural Senses II (Su) The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%.
Preternatural Senses III (Su) The godling’s blindsense now extends 90 feet. If the godling doesn’t have darkvision, he gains with a range of 60 feet (with the color vision benefits of Preternatural Senses II). If the godling already has darkvision, he gains the See in Darkness ability out to 30 feet, giving him full vision even in total, magical darkness.
Scion Talents As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Brawn (Su) [acrobatics, diplomacy, intimidate] Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves). You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed.
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker. Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Bonus Feat [Panther Style] At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.

Legendary Cleric Abilities:

Faith (Su) 8 points At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to 1/2 their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.
Aura (Ex) A cleric treats their level as 5 higher when determining the strength of their alignment aura.
Knowledge of the Faith (Ex) A cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks.
Channel Positive Energy 4d6(Su) The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Wisdom modifier. A cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themselves in this effect.
Domains At 1st level, the cleric chooses one domain based on their faith. Each domain has an associated skill known as a divine skill. When a domain is selected, the cleric immediately gains that skill as a class skills. At 10th level, the cleric gains a secondary domain, treating their cleric level as 10 lower when determining what abilities they gain from it (minimum 1). They still may use Wisdom as their ability score for that skill. At 12th level, the cleric selects one of two doctrines for their primary domain. The chosen doctrine determines the abilities which the cleric gains at 12th and 16th levels.
Freedom Spells: 1st-abjuring step 2nd-extreme flexibility 3rd-gaseous form 4th-litany of escape 5th-break enchantment 6th-getaway 7th-ethereal jaunt 8th-protection from spells 9th-freedom
Breaker of Chains (Su) By spending a faith point as an immediate action, you may grant an ally within 30 feet a sacred bonus to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round. This bonus is equal to half your cleric level (minimum 2).
Freedom’s Call (Su) At 4th level, you can emit a 30-foot aura of freedom for 1 minute by spending a faith point. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.
Forever Unbound (Su) At 8th level, you constantly benefit from the freedom of movement spell.
Blessing of the Faith +2 [acrobatics, attack](Su) +1 sacred bonus to skill checks with a single skill at 2nd level. This bonus improves by 1 at 6th level and every 4 levels thereafter. At 6th level, 10th level, and 14th level, the cleric chooses one of the following types of rolls for this sacred bonus to also apply to: attack rolls, concentration checks, caster level checks, or skill checks with a different skill.
Devoted Skill (Ex) [escape artist, religion] At 5th level, the cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.
SPELLS CL 8, DC 10+level+wis, Concentration +13
Orisons Detect Magic, Guidance, Pufity Food and Drink, Read Magic
1st Bless, Divine Favor, Obscuring Mist, Shield of Faith, abjuring step(d)
2nd 3 Resist Energy, Silence, Weapon of Awe, extreme flexibility(d)
3rd 3 Shield of Darkness, Sadomasochism, Ki Leech, gaseous form(d)
4th 2 Blessing of Fervor, Divine Power, litany of escape(d)

Legendary Monk Abilities:

Flurry of Blows At 1st level, a legendary monk can make a flurry of blows as a unique full-attack action. When making a flurry of blows, the legendary monk can make one additional attack at their highest base attack bonus. Unlike a normal full attack, a legendary monk cannot make any attacks which would be made at a reduced base attack bonus (a 6th level legendary monk could make two attacks at +6, but not a third at +1), including those granted by feats such as Improved Two-Weapon Fighting. At 8th level and again at 16th level, a legendary monk can make an additional attack at their highest base attack bonus whenever they make a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. A legendary monk cannot benefit from other abilities or effects which would grant additional attacks while using flurry of blows except haste effects, the Two-Weapon Fighting feat, or the additional strike qi technique.
Qi (Su) 4 points At the start of each day, a legendary monk gains a number of qi points equal to their Wisdom modifier (minimum 1). A legendary monk spends qi to accomplish qi techniques and regains qi in the following ways: Combat Maneuver, Killing Blow.
Qi Techniques A legendary monk can spend the listed number of qi points to activate the following effects. Qi techniques which require 0 qi points are active as long as the legendary monk has 1 or more qi points. The saving throw for all qi techniques is 10 + 1/2 the legendary monk’s level + their Wisdom modifier, and their caster level is equal to their legendary monk level:
0 qi points Athletics (Ex), Bladed Knuckle (Ex), Qi Strike (Su), Near Miss (Ex)
1 qi point Restoring Life
2 qi points Additional Strike
Unarmed Strike (unarmed combatant) At 1st level, a legendary monk gains Improved Unarmed Strike as a bonus feat. A legendary monk can apply their full Strength bonus on damage rolls for all their unarmed strikes. A legendary monk can choose to deal nonlethal damage with no penalty on their attack roll. A legendary 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.
AC Bonus When unarmored and unencumbered, the legendary monk adds their Wisdom bonus to their AC and their CMD. In addition, a legendary monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four legendary monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the legendary monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.
Path of Mastery Path of the Mountain: Legendary monks who use pure power and might to accomplish their goals, adherents of this path are those who value strength above all else.
Mountain’s Might (DR/8 Magic) The legendary monk gains damage reduction (magic) equal to their Strength modifier + ¼ their class level. This damage reduction cannot exceed their class level. At 12th level, this instead becomes damage reduction (adamantine and magic).
Stunning Fist At 2nd level, the legendary monk gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. At 4th level, and every four levels thereafter, the legendary monk gains the ability to apply a new condition to the target of their Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the legendary monk can choose to make the target mute and blind for 1 minute. At 8th level, they can make the target staggered for 1d3+1 rounds. At 12th level, they can make the target nauseated for 1d3+1 rounds. At 16th level, they can paralyze the target for 1d3+1 rounds. At 20th level, they can permanently petrify the target.
Two Weapon Fighting (Ex) Legendary monks gain the Two-Weapon Fighting feat, even if they do not meet the prerequisites for it.
Evasion If a legendary monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a legendary monk is wearing light armor or no armor. A helpless legendary monk does not gain the benefit of evasion.
Legendary Monk Arts At 2nd level and every two levels thereafter, a legendary monk can select one legendary monk art.
Harrying Dodge (Ex) When the legendary monk is targeted by an attack, the legendary monk gains a dodge bonus equal to their Wisdom modifier (this bonus stacks with the AC bonus class feature) against that attack. If it misses, the legendary monk can move up to 5 feet in any direction. At the beginning of their turn, the legendary monk can move back to the space they previously occupied before using this qi technique. At 8th level, they can instead move 10 feet, and at 16th level, they can move 20 feet. If the legendary monk has the bare hand block qi technique, if they successfully deal damage with that qi technique, they can move as though they had dodged an attack with this qi talent.
Diamond Soul (Ex) The legendary monk gains a +2 bonus on saving throws against spells, spell-like abilities, and abilities. At 8th level and again at 16th level, this bonus increases by 1.
Bare Hand Block (Ex) When an opponent makes a melee attack against the legendary monk, they can spend 1 qi point to attempt to parry that attack. The legendary monk makes an attack roll as if they were making an attack of opportunity. If their result is greater than the attacking creature’s result, the creature’s attack automatically misses. The legendary monk must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if they have at least 1 qi point, the legendary monk can as an immediate action make an attack against the creature whose attack they parried, provided that creature is within their reach. Once per round, If the legendary monk makes a successful attack with this qi talent, the legendary monk is treated as though they have made an additional successful attack for the purpose of being able to use a combo strike.
Distant Strike (Su) Distant Fists (Su): As a free action, for a number of rounds equal to 1/2 the legendary monk’s level + their Wisdom modifier, the reach for the legendary monk’s unarmed strikes increases by 5 feet.
Style Feat (Ex) [dragon style, dragon ferocity] At 2nd level and every four levels afterwards, the legendary monk gains a bonus style feat or a combat feat which has a style feat as a prerequisite. The legendary monk must meet the prerequisites for these feats. The legendary monk can spend 1 qi point to start their stance (or stances at 11th level) as a free action.
Fast Movement At 3rd level, a legendary monk gains an enhancement bonus to their land speed, as shown on Table: Legendary Monk. A legendary monk in armor or carrying a medium or heavy load loses this extra speed.
Combat Qi (Ex) At 5th level, whenever a legendary monk rolls initiative, they gain 1 temporary qi point in addition to their normal qi pool. Temporary qi points are spent first and last for 1 minute or until spent. Once a legendary monk has gained temporary qi from this class feature, they cannot do so again for 5 minutes. At 9th level and every four levels thereafter, this ability grants an additional temporary qi point upon rolling initiative.
Combo Strikes At 3rd level, a legendary monk can unleash a more powerful blow through the power of accrued momentum. A combo strike can be substituted for any attack made with the legendary monk’s full base attack bonus while using the flurry of blows class features. Combo strikes require a certain number of successful unarmed attacks, combat maneuvers, or near misses with unarmed strikes being made before it can be used. The saving throw for all combo strikes is 10 + 1/2 the legendary monk’s level + their Wisdom modifier.
One Hit
Distracting Strike (Ex) Creatures damaged by this attack take a penalty to attack rolls they make equal to the legendary monk’s Wisdom modifier for 1 round. At 10th level, this penalty lasts for 2 rounds.
Dual Strike (Ex) The legendary monk can select two different creatures within their reach when making this attack, rolling their attack against both. If both attacks are successful, they deal additional damage equal to the legendary monk’s Wisdom modifier. At 8th level, this additional damage is increased to two times their Wisdom modifier.
Maximum Impact (Ex) If this attack is successful, all of the variable numeric effects of your weapon damage roll are maximized. This excludes additional damage dice from sources such as a flaming enhancement or class features like sneak attack. At 10th level, it also deals an additional 50% damage (which is also maximized).
Piercing Swing (Ex) This attack targets a creature’s touch armor class. At 10th level, if this attack was successful, the next attack the legendary monk makes before the end of their next round also targets a creature’s touch armor class.
Unbalancing Blow (Ex) Creatures damaged by this attack take a -2 to their armor class and Reflex saving throws for a number of rounds equal to the legendary monk’s Wisdom modifier. At 8th level, this penalty increases to -3.
Two Hits
Armor Cracker (Ex) If this attack is successful, the target has any damage reduction, energy resistance, or hardness it possesses reduced by an amount equal to the legendary monk’s Wisdom modifier (minimum 1) for 5 rounds. At 12th level, this reduction is now equal to two times the legendary monk’s Wisdom modifier.
Bolstering Blow (Ex) If this attack is successful, the legendary monk gains temporary hit points equal to 1/2 their class level + their Wisdom modifier (these temporary hit points do not stack with each other).
Foot Stomp (Ex) If this attack is successful, and the legendary monk ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the legendary 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 legendary monk. Alternatively, it can attempt a combat maneuver check (against the legendary monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leg Sweep (Ex) If this attack is successful, the target must make a successful Reflex saving throw or fall prone.
Shielding Swing (Ex) If this attack is successful, the legendary monk gains concealment against the creature they damaged with this combo strike until the end of that creature’s next round. At 12th level, they instead gain total concealment.
Three Hits
Absorption Technique (Su) If this attack is successful, the legendary monk gains a +4 morale bonus to one of their physical ability scores (Strength, Constitution, Dexterity) for 1 minute while the creature they damaged takes a -4 penalty to that score for the same duration.
Forceful Fist (Ex) If this attack is successful, you may move a target that is up to one size category larger than you 5 feet in any direction. At 10th level, and every 3 levels thereafter the maximum size category of creature that can be affected by this combo strike increases by one. This movement does not provoke attacks of opportunity unless the legendary monk possesses the Greater Bull Rush, Greater Drag, or Greater Reposition feats.
Draining Strike (Su) If this attack is successful, the legendary monk heals an amount of hit points equal to 1/2 the damage caused to a creature by this combo strike. At 10th level, they instead heal an amount of hit points equal to the full damage caused by this combo strike. This combo strike may not be used against helpless creatures or creatures with fewer Hit Dice than half the legendary monk’s character level.
Violent Whirlwind (Ex) When making this attack, target all creatures within your reach, using the same attack roll for each one.
Still Mind (Ex) At 4th level, a legendary monk gains a +2 bonus on saving throws against enchantment spells and effects.
Skill Unlock (Ex) At 5th level, a legendary monk gains the Signature Skill (Acrobatics) feat; this does not count against the normal limit of being able to select that feat a single time.
Flurrious Mobility (Ex) At 6th level, whenever a legendary monk uses their flurry of blows class feature, they can move up to half of their speed afterwards as a free action. Any creature damaged by their flurry of blows cannot make an attack of opportunity against the legendary monk for this movement.
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