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About AnthiolA dwarf with a braided beard. The hair is a lighter color than common amongst dwarves, but it isn't obviously wrong. Not so much special at first glance, honestly, but then you look beyond the obvious and realize how unusual this dwarf's garb and gear are. First, he's wearing simple, loose clothing, even sandals instead of boots! You missed the broad-brimmed straw hat at first glance because he's holding it in his hands while talking with the merchant. Then there's the fist-sized piece of iron, resting on his right breast, suspended from a chain that runs up over his shoulder and wraps around his body several times. He just misses the heavy clothing, armor, and weaponry look you normally expect from a dwarf in Kenabres.
Background:
The Ironhead clan was a well-established warrior clan in frightening. Many members of the clan joined the Shining Crusade, though only 17 returned. The next 6 generations saw the clan expanding as quickly as they could, attempting to restore some of their former glory. Some said this weakened the clan, as the push for marriages brought other perspectives into the clan without time to adjust their perspectives before they were reinforced by other new brides. SO, later generations were far more varied in career pursuits than the old clan leaders had desired. The new clan leaders know the history, but they acknowledge the strength such skill diversity has brought to the clan.
The seventh generation after the Shining Crusade saw another opportunity to bring glory to the clan, as the first Mendevian Crusade was called. Anthiol's parents answered that call and chose to stay in the area of Kenabres after the First Crusade ended, knowing that it didn't feel like the war was actually over. It was during this time that they began expanding their family. Anthiol was the first born, in 4633. Eddud, his mother, didn't join the Second Crusade because she was pregnant with his younger brother, Wogguck. Their father, Gagnal, died early in the Second Crusade, caught unprepared for the enemy to fight intelligently after his own experiences in the First Crusade. Their family remained in the area, Eddud doing what she could to support the war effort while raising her two sons. The elder dove into books, becoming quite the avid reader. The younger was more active and spent time running and jumping. Other members of the Ironhead Clan were in the area as well, most dying in one Crusade or another. Both Wogguck and Eddud joined the Fourth Crusade. She was a Warpriest of Torag. Wogguck became a scout for the Crusader army. Both dies during the Fourth Crusade, while Anthiol was working in the monastery library. Yes, the bookworm had joined a monastery where he spent much of his time reading and copying written knowledge and was required to fill much of the remainder with physical activity and martial practice. Anthiol's uncle Hanot taught him how to encourage others and keep them inspired and healthy on the battlefield. As Armasse approaches, Anthiol has been sent to Kenabres to deliver a collection of copied manuscripts and stylized proclamations that the Queen had ordered for use during the celebration. And this brings the lonely, capable bookworm to the start of the adventure . . ..
Combat:
Init +2 (Dex+2)
Speed 20' Iron Within: 1 Ki Point for +20' Base Speed for 1 round
Melee+2, Ranged/Finesse+3, CMB+2/+3 (BAB+1, Str+1, Dex+2) * Standard Attacks *
* Full-Round Attacks *
Arcane Strike: Swift action to enhance weapon +1 for 1 round
AC16, T16, FF13, CMD18 (Armor+0, Defelection+0, Dex+2, Dodge+1, Natural+0, Wis+3, Monk+0, BAB+1, Str+1) Defensive Stance: -1 Attack for +1 Dodge
HP 11 (10+1xCon+1) Broken, Not Beaten: Auto-stabilize when under 0 HP. Fort +3 (Base+2, Con+1)
Child of the Crusade: 1/Day, reroll failed save vs possession or mental incapacitation caused by demon
Class Choices:
Ki Pool: 1/1 Iron Within provides 1 Ki Point Magic:
** Spell Slots **
Level 1: 2/2 ** Spells Known **
* Level 1 *: DC 14
Skills & Languages:
6 + Int 2 + Favored Class 1 = 9 Adventuring & 2 Background per gestalt Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 6-Acrobatics (Dex) 2+1+3+ACP + 2 Appraise (Int) 2+0+0 - 1 Bluff (Cha) -1+0+0 + 1-Climb (Str) 1+0+0+ACP + 2 Craft (any) (Int) 2+0+0 - 1 Diplomacy (Cha) -1+0+0 - 1 Disguise (Cha) -1+0+0 + 2-Escape Artist (Dex) 2+0+0+ACP + 2-Fly (Dex) 2+0+0+ACP + 3 Heal (Wis) 3+0+0 - 1 Intimidate (Cha) -1+0+0 + 7 Knowledge (arcana) (Int) 2+1+3+1 Bardic Knowledge + 7 Knowledge (dungeoneering) (Int) 2+1+3+1 Bardic Knowledge + 3 Knowledge (engineering) (Int) 2+0+0+1 Bardic Knowledge + 3 Knowledge (geography) (Int) 2+0+0+1 Bardic Knowledge + 7+Knowledge (history) (Int) 2+1+3+1 Bardic Knowledge(+2 Lorekeepr on dwarf & dwarf enemy histories) {Background} + 7 Knowledge (local) (Int) 2+1+3+1 Bardic Knowledge + 7 Knowledge (nature) (Int) 2+1+3+1 Bardic Knowledge + 3 Knowledge (nobility) (Int) 2+0+0+1 Bardic Knowledge + 7 Knowledge (planes) (Int) 2+1+3+1 Bardic Knowledge + 7 Knowledge (religion) (Int) 2+1+3+1 Bardic Knowledge + 6 Linguistics (Int) 2+1+3 {Background} + 7 Perception (Wis) 3+1+3 - 1 Perform (any) (Cha) -1+0+0 + 2-Ride (Dex) 2+0+0+ACP + 3 Sense Motive (Wis) 3+0+0 + 6 Spellcraft (Int) 2+1+3 + 2-Stealth (Dex) 2+0+0+ACP + 3 Survival (Wis) 3+0+0 + 1-Swim (Str) 1+0+0+ACP ACP: -0 Languages Known: Common (Taldane), Dwarven; Terran, Undercommon; Abyssal
Feats & Traits:
** Feats **
* EitR Freebies * Defensive Stance Risky Strike Finesse * Character Selections *
** Traits **
Combat: Basic: Broken, Not Beaten: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
Gear:
300 GP Budget
FREExxx Monk's Outfit (2#, sandals, loose breeches, loose shirt, assorted sashes) xxx.3.0 Hat (.5#, woven straw w/ large brim) x50.0.0 Dwarven Dorn-Dergar (15#, 1d10/x2/B/Reach, Switchable) - Family heirloom, Aunt Grocwi Ironhead used it. xx4.0.0 Shuriken x20 (2#, 1d2/x2/10'/P/Monk) x50.0.0 MW Backpack (4#) xx1.0.0 Belt Pouch (.5#) xxx.5.0 Blanket (3#) - Pack x10.0.0 Silk Rope, 50', Knotted (5#) - Pack xxx.0.2 Soap (1#) - Pack xx2.0.0 Waterskin x2 (8#) - Pack xxx.2.0 Mess Kit (1#) - Pack xx3.0.0 Trail Rations, x6 (6#) - Pack 150.0.0 Potion CLW x3 (-#) - Belt Pouch 271.0.2 for 48# (20# w/o Pack)
Light <= 50# [58#] (By armor)
Bard (Dwarven Scholar)/Unchained Monk (Perfect Scholar) Gestalt:
Alignment: Any lawful.
Hit Die: d10. Starting Wealth: 3d6 x 10 gp (average 105 gp). Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Class Features
Weapon and Armor Proficiency: The gestalt is proficient with all simple weapons, dwarven dorn-dergar, handaxe, longsword, rapier, sap, short sword, shortbow, whip, and any weapon with the monk special weapon quality.
Spells (modified by Studied Insight): A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Wisdom modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, (Unlike spells per day, the number of spells a bard knows is not affected by his Wisdom score.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. Spells Per Day
Spells Known
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. War Chant (Su): At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit. At 6th level, the dwarven scholar may grant the benefit of two combat feats at the same time. She may use one of these feats to meet a prerequisite of the second feat. Maintaining two feats in this way requires spending 2 rounds of bardic performance every round. This replaces inspire courage and suggestion. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components. Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Wis modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components. Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Wis modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components. Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, and Scorpion Stance. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon’s Fist, Greater Grapple, and Powerful Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Studied Insight (Ex): A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells. Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Unarmed Strike (Ex): At 1st level, a monk gains Unarmed Combatant as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
Dwarven Training (Ex): At 2nd level, a dwarven scholar masters one aspect of dwarven combat and gains a bonus combat feat. She must meet the prerequisites for this feat, but she treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for this feat. At 6th level and every 4 levels thereafter, she gains another bonus combat feat.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed. Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Learn from Failure (Ex): At 4th level, when the perfect scholar misses with an attack roll or fails a Research check (Ultimate Intrigue 148), he gains a +1 insight bonus on his next attack roll or Research check against the same target attempted in the next 24 hours. An individual target cannot be affected by this ability more than once in a 24-hour period. At 6th level, and every 2 monk levels thereafter, this bonus increases by 1.
Lore (Ex): At 4th level, the perfect scholar gains a bonus equal to 1/2 his monk level on Knowledge checks and can attempt Knowledge checks untrained.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Ki Powers (Su): At 6th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion. Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed. Eye of the Sun and Moon (Ex): At 13th level, a perfect scholar can read all languages and write all languages he has read or heard.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up. Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect. Walk with the Master (Su): At 20th level, the perfect scholar has mastered his spiritual resonance, allowing him to travel as if using etherealness, plane shift, or shadow walk at his monk level by spending only 1 point from his ki pool. He cannot bring other creatures with him. He is treated as an outsider rather than his original type, although he can be brought back to life as if he were still of his former type.
Dwarf:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Attributes:
20 Point Buy
Points Race Level Gear Current x3 13 +0 13 +0 13 +0 S 13 +1 x5 14 +0 14 +0 14 +0 D 14 +2 xx 10 +2 12 +0 12 +0 C 12 +1 x5 14 +0 14 +0 14 +0 I 14 +2 x7 15 +2 17 +0 17 +0 W 17 +3 xx 10 -2 x8 +0 x8 +0 H x8 -1 |