Female elf unchained monk / unchained rogue / champion / trickster
Base Atk +6; CMB +29 (+33 grapple, +33 trip);
Feats Agile Maneuvers, Alertness, Ascetic Form, Ascetic Strike, Ascetic Style, Breadth Of Experience[APG], Clustered Shots[UC], Combat Expertise, Combat Reflexes[M], Combat Style Master[UC], Cut From The Air, Deadly Aim, Deceitful, Deepsight[APG], Deft Maneuvers, Dodge, Eldritch Heritage, Gorgon's Fist, Graceful Athlete, Great Fortitude, Greater Grapple, Greater Trip, Healer’s Hands (+6), Hurricane Punch, Improved Eldritch Heritage, Improved Initiative, Improved Unarmed Strike[M], Incredible Healer, Iron Will, Ki Throw[APG], Martial Focus, Monkey Style[UC], Negotiator, Open Conduit, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Perfect Strike[APG], Possessed Hand, Power Attack, Powerful Maneuvers, Precise Shot, Psychic Sensitivity[OA], Pummeling Style[ACG], Rapid Shot[M], Run, Scorpion Style, Serpent Strike, Skill Focus (Acrobatics), Skill Focus (Diplomacy), Skill Focus (Perception), Spring Attack, Stunning Fist[M], Titan Strike[M], Toughness[M], Twin Throw, Unarmed Combatant, Vicious Stomp[UC], Vital Strike[M], Voice Of The Sibyl[UM], Weapon Finesse[M], Weapon Focus, Weapon Specialization, Wild Talent
Traits caretaker, empathic diplomat, martial manuscript, poverty-stricken, quain martial artist, warrior of old
Racial Modifiers +8 Acrobatics, +8 Bluff, +8 Diplomacy, +8 Perception, +4 Perform (dance), +8 Stealth, silent hunter[APG]
Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Kreen, Sylvan
SQ active energy type, aim for the eye, amazing initiative, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, desert runner[APG], desert strider, effreeti's guile, family ties, fast movement (unchained), feinting flurry, finesse weapon attack attribute, impossible speed[MA], ki pool (19 points magic), ki powers (feather balance, high jump, ki metabolism), learn from failure, limitless range[MA], monk vow (vow of poverty[UM]), recuperation, rogue talents (acrobatic master[UC], aspexia's mysticism, fast stealth, flurry of stars[UC], graceful athlete, high jumper[UC], trap spotter), style strikes (knockback kick, leg sweep), surprise strike[MA], swift ki, this might just work[MA], trapfinding +3, vanishing move [MA], wall smasher[MA]
Combat Gear healer's kit, healer's kit; Other Gear shuriken (500), blackwood elven branched spear, deep crystal bracelet chakram (50), mwk deep crystal rope dart[UC], obsidian waveblade, healer's satchel, healer's satchel, psychoactive skin of the chameleon, third eye (aware), bandolier[UE], bedroll, belt pouch, blanket[APG], canteen[UE], canteen[UE], canvas (10'x10'.), chalk (100), courtesan's outfit, dancer's garb, efficient tent[UW], filter scarf[UW], flint and steel, hot weather outfit[APG], masterwork backpack[APG], masterwork thieves' tools, pocketed scarf[UE], silk rope (100 ft.), thieves' ring, thread (50 ft.), 2,464 gp
Fast: Elves have a base speed of 40 feet.
Hurricane Punch (Ex): At 1st level, a windstep master gains Hurricane Punch (see page 19) as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.
At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.
At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.
Wind Step (Su): At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls.
Swift Ki (Su): At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface. He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round. The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.
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.
M1 Improved Unarmed Strikes (Horrifically Overpowered, Mythic)
Your hands are among the most deadly of weapons.
Prerequisites: Improved Unarmed Strikes,
Improved Unarmed Strikes (mythic).
Benefit: Your unarmed strikes have a threat range of 19-20, and a x3 critical multiplier. They are also treated as having the blocking, brace, deadly, disarm, distracting, grapple, performance, sunder, and trip special weapon features. They deal bludgeoning, piercing, and slashing damage. When calculating bonus damage from Power Attack or your Strength bonus (or similar sources), treat your unarmed attacks as 2-handed weapons.
M2 Weapon Finesse (Horrifically Overpowered, Mythic)
Your attacks are swift, powerful, and well-placed.
Prerequisites: Weapon Finesse, Weapon Finesse (Mythic).
Benefit: You may add your bonuses from Strength, Dexterity, and Intelligence to your melee attack and damage rolls.
M3 Stunning Fist (Horrifically Overpowered, Mythic)
Your fists are like iron.
Prerequisites: Stunning Fist, Stunning Fist (mythic).
Benefit: You may turn one unarmed attack per round into a stunning fist without counting it toward your daily limit. You may select which attack after seeing its attack roll. If you expend a point of mythic power, targets normally immune to stun effects are not immune to your stunning fist for 1 round.
1 SUPER SPEED [Horrifically Overpowered]
You are faster than everyone around you, like a speedster superhero.
Prerequisite: Improved Initiative.
Benefit: You gain an additional move action each round. This move action can be used for any purpose in addition to the normal move action you possess each round. You may use this move action in addition to a move and standard action, or in addition to a fullround action. You may forgo both of your normal move actions to instead take two standard actions in a single turn. This may allow you to cast multiple spells requiring standard actions or use other abilities requiring a standard action twice in one turn.
2 Dandelion Tread [Horrifically Overpowered]
Your footsteps are so light you can stand on the slightest of structures, even a tiny flower.
Benefit: You may move through difficult terrain as if it was not difficult terrain. You have a climb speed equal to your ground movement, and you can climb (or stand on) structures regardless of their ability to support your weight. As long as some object reaches a point you wish to go, you can run and stand there – even if it’s standing on water, walking across the tops of blades of grass, or walking down the sail of a ship.
3 MANEUVER MASTER [Horrifically Overpowered]
You can seamlessly blend combat maneuvers into your attacks.
Prerequisite: Combat Expertise.
Benefit: As a standard or full-attack action, you may make an attack combined with a combat maneuver. You must declare that you are using this ability before making the attack roll. If made as part of a full-attack action, this benefit applies to a single attack. If the attack hits, you may make a free bull rush, dirty trick, disarm, grapple, trip, or sunder combat maneuver. Do not reroll for the combat maneuver. Simply add your Combat Maneuver Bonus to the die result of your attack roll. This combat maneuver still draws attacks of opportunity if you do not have some ability or feat to prevent it, with the attack of opportunity being resolved prior to the combat maneuver or damage dealt by your attack. If making a combat maneuver as part of a full-attack action, you may use the combat maneuver with any attack, but must declare you are using this feat prior to making the specific attack and the combat maneuver is resolved prior to any additional attacks.
Note that some combat maneuvers (such as bull rush or grapple) might prevent you from making additional attacks depending on specific circumstances.
4 Healing Factor [Horrifically Overpowered]
You have a mutant healing factor.
Benefit: You gain fast healing equal to 1/3 your HD (minimum fast healing 1).
5 ELVEN PARAGON [Horrifically Overpowered]
You are a legendary elf, embodying the most vaunted traits of the race.
Benefit: You are immune to all enchantment spells and effects. You can see four times as well as a human in light, and do not suffer penalties to Perception checks based on distance to the source, object, or creature. Additionally, you are essentially immortal. You are immune to aging penalties and magical aging. Aging bonuses still accrue, but you cannot die from old age.
Special: This horrifically overpowered feat is not available to half-elves.
Chopping down the Christmas Tree
Energy Attunement [Gift]
Prerequisite: Character Level 6
Benefit: You gain resistance to one type of energy (acid, cold, electricity, fire, force, or sonic) equal to twice your character level. In addition, any weapon you wield, including natural weapons and unarmed strikes, deals an additional 1d6 damage of the same energy type you have resistance to.
Powerful Statue [Knack]
Prerequisite: Character Level 6
Benefit: You gain the Powerful Build special quality.
Whenever you’re subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you’re treated as one size larger if doing so is advantageous to you. You’re also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change your category. You also count as one size category larger when qualifying for feats, prestige classes, and so on.
Red Pool Vampiric Corruption:
• no shadow, no reflection
• light blindness
• -4 Con, everything works off Cha (including abilities which used to work from Con)
• Visible fangs
• Blood Thirst: feed on blood every 24h or will save DC 23 (15 + corruption level + manifestation level + HD), or sickened until fed on blood
• eyes glow red when blood flows or blood hunger is activated
• Blood Hunger: If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a Blood Thirst save +1 (stacking +1 per hour) or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.
• start with corruption level 0
• stat with manifestation level 2
• Your natural armor improves +2
• you gain Alertness, Dodge, Skill Focus (Acrobatics), Spring Attack and Great Fortitude.
• +3 feats for bite attack (purely mechanical in herolab)
• You gain resistance to cold 10 and electricity 10
• gain a +8 racial bonus on Acrobatics, Perception, diplomacy, bluff and Stealth checks
• CHA +6
• Spell-Like Abilities: detect thoughts. charm monster 3/day dominate person. greater teleport. ethereal jaunt dominate monster.
• Charming Falsehood (Su)
Once per day, an inveigler can tell a lie so convincing that it enchants a single creature that hears it. The inveigler need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view the inveigler as a trusted friend or that would make it likely to follow the inveigler’s orders, but it can be as outlandish as the inveigler wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by the inveigler’s Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level equals inveigler’s character level). Failure by 5 or more means the inveigler has dominated the target as though using the dominate monster spell (caster level equals inveigler’s character level). Charming falsehood is a sonic, mind-affecting charm effect.
• Hidden Enchantment (Su)
When the inveigler uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine the influence over the target takes a –15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
• Language of Longing (Su)
A lusting creature’s magical nature speaks to creatures in ways that words cannot convey. A lusting creature gains a +2 racial bonus to the DC of all enchantment charm and compulsion supernatural abilities, spells and spell-like abilities. In addition, none of its enchantment spells are considered language-dependent as communication is handled on a more primal level.
• Manifestation track
• Corruption track: become more and more undead and a vampire, mainly negative.
• Steal Ki (Ex): At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum.
• Life Funnel (Su): At 7th level, a hungry ghost monk can steal a creature’s life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time.
• Life from a Stone (Su): At 11th level, a hungry ghost monk can steal ki or life force from any creature, not just living creatures. If the monk has at least 1 ki point in his pool, he gains the benefit of life funnel and steal ki when he confirms a critical hit against any creature or reduces any creature to 0 or fewer hit points.
• Sipping Demon (Su): A 13th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption.
Template Katane (Half-Vampire):
Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more common half-undead. The human-like appearance and social behavior of vampires and their spawn result in ample opportunities for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances of survival.
Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features.
Special Attacks: A katane retains all the special attacks of the base creature and also has the following special attacks.
Blood Drain (Ex): Much like its undead progenitor, a katane can drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the katane gains 5 temporary hit points.
Charm Person (Sp): A katane can influence a humanoid creature by locking gazes with it. This functions as a charm person spell (caster level equals katane's total Hit Dice). The save DC of this ability is 10 + katane's Hit Dice + katane's Charisma bonus. The katane can use this ability a number of times per day equal to its Charisma bonus (if any, minimum 1 time per day).
Special Qualities: A katane has all the special qualities of the base creature and those common to all half-undead (see Half-Undead). They also have the following special qualities.
Blood Hunger (Ex): Katanes are able to survive on normal food, but nevertheless they hunger for the blood of the living. This hunger rises every three days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A katane that fails this save must drain blood from a creature before sunrise of the next day or take a -1 moral penalty on attacks, checks and saves; this penalty increases by -1 each additional day the katane goes without draining blood. Once the katane has dealt 1d4 points of Constitution damage to a living creature, the penalties disappear and are not incurred again provided the katane drains blood every three days.
Damage Reduction (Su): A katane has damage reduction 5/silver.
Immunities (Ex): Katanes are invulnerable to vampires' domination and suffer none of the weaknesses of their fully undead kin.
Light Sensitivity (Ex): Katanes are dazzled in bright sunlight or within the radius of a daylight spell.
Resistances (Ex): A katane has resistance to cold 5 and electricity 5.
Sense Vampires (Su): A katane can sense the presence of other katanes, vampires, vampire spawn, and any other form of undead that feeds on living blood within 200 feet. This ability only allows the katane to determine the presence of such a creature in the area, not the number or power of such creatures, and the ability cannot be used to aid in blind-fighting or to pinpoint a target.
Spider Climb (Ex): A katane can climb sheer surfaces as though with a spider climb spell.
Abilities: Change from the base creature as follows: Str +2, Dex +2, Cha +2.
Skills: Katanes have a +4 racial bonus on Bluff. Hide, Listen, Move Silently, and Spot checks.
Feats: Katanes gain Improved Initiative as a bonus feat.
Environment: Same as base creature.
Organization: Solitary, gang (2-4 normal base creatures and 1 katane; or 2-4 vampires and 1 katane), or party (2-8 normal base creatures and 2-4 katanes; or 2-8 vampires and 2-4 katanes).
Challenge Rating: Same as the base creatures +1.
Alignment: Often chaotic evil.
Level Adjustment: Same as the base creature +4.
All four kinds of half-undead have the following traits in common.
Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its undead progenitor's kind.
Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range.
Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A half-undead counts as half its HD for the purposes of aura strength.
Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of the fortification quality, use the better percentage value.
Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.
Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.
Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its ancestral kind.
Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.
Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.
Treat Deadly Wounds DC20: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer’s kit that you lack.
Healer's Hands (Conduit)