About Arkon, Fist of EndingSaurian Druid(20)/Unchained Monk(20)
DEFENSE
OFFENSE
Stunning Fist DC28 20/day:
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. Ki Powers:
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal. Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens. High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round. Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power. Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk's level. A monk must be at least 12th level before selecting this ki power. Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power. Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power. Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk's spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power. Style Strikes:
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick. Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free. Foot Stomp: The monk stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the 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 monk. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike. Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike. Domain (Ferocity):
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Spell like abilities:
Spell Like AbilitiesA green warden gains the following spell-like abilities. The caster level equals the green warden's racial HD. The save DCs are Charisma-based.
At will—calm animals, create water, pass without trace, purify food and drink, tree shape, tree stride 1/day—animate plants, barkskin, commune with nature, endure elements, goodberry, liveoak, plant growth, quench, transmute metal to wood, wood shape (living wood only) Druid Spells, CL21:
0: Spark, create water, light, Detect Magic 1: Mighty Fist of the Earth, Snowballx2, Heightened Awareness x2, Pass Without Trace D: Enlarge Person 2: Barkskinx2, Fogcloud x2, Vine Strike D: Bull's Strength 3: Plant Growth, Cloak of Winds, Clear Grove, Ash Stormx2 D: Rage 4: Bloody Claws, Freedom of Movement, Strong Jawx2, Obsidian Flow, Thorn Body D: Spell Immunity 5: Hungry Earthx2, Fickle Winds, Wall of Thorns, Deathward, Control Winds D: Righteous Might 6: Anti-Life Shell, Source Severance, Find the Path, Summon Stampede, Stone Tell D: Mass Bull's Strength 7: Animate Plants, Transmute Metal to Wood, Healx2, Tectonic Communion D: Grasping Hand 8: Seamantlex2, Reverse Gravity, Wall of Lava, Whirlwind D: Clenched Fist 9: Foresight, Storm of Vengeance, Elemental Swarm, Tsunami, Worldwave D: Crushing Hand Totemic Summons:
At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. STATISTICS
feats:
1 Deflect Arrows 1 Weapon Focus (Claws) 2 Combat Reflexes 3 Improved Initiative 5 Natural Spell 6 Improved Grapple 7 Feral Combat Training 9 Janni Style 9 vital strike 10 Medusa's Wrath 11 Janni Tempest 13 Skill Focus (Intimidate) 13 Planar Wildshape 14 Snatch Arrows 15 Multiattack 17 Nimble Moves 17 Combat Stamina 18 Horn of the Criosphinx 19 Janni Rush Skills:
Acrobatics +32, Climb +13, Fly +9, Knowledge (Nature) +38, Knowledge (Planes) +27, Knowledge (Religion) +30, Perception +44, Perform (Dance) +18, Spellcraft +30, Survival +32, Use Magic Device +27
Modifiers; +20 Acrobatics when jumping count as running, SQ wild Empathy:
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Tongue of the Sun and the Moon:
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect. Favored Terrain:
The environment a green warden inhabits is considered favored terrain (as the Ranger ability) for that green warden. If the green warden has ranger levels, this stacks with similar favored terrains chosen by this ability. A green warden must reside in its particular territory for more than half of the year to gain and maintain this ability. Natural Druid:
If a green warden has druid levels, its effective level is one higher for gaining druid spells and other abilities.
Trackless Step:
A green warden leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if it desires. Combat Gear ABILITY AND GEAR DESCRIPTION
Gear:
Belt of Physical Perfection +6 144,000 Headband of Mental Superiority (UMD, Religion, Planes) +6 144,000 Cloak of resistance +5 25,000 Deliquescent Gloves 8,000 Amulet of Mighty Fists +5 100,000 Ring of Protection +5 50,000 Ring of Ki Mastery 10,000 Jingasa of the Fortunate Soldier 5,000 Boots of Speed 12,000 Eyes of the Dragon 110,000 Dusty rose prism 5000 Cracked Dusty Rose Prism 500 Orange Prism 30,000 Pale Green Prism 30,000 Clear Spindle 4,000 Quicken Metamagic Rod 75,000gp Handy Haversack Lesser Extend Rod Stone of Luck Bracer's of Armor +7 Pearl of Power 2nd level x2, Pearl of Power 3rd level x2,Holly, Druid's Kit Current Status:
HP 362/362 AC:53 T:41 FF:30 Saves: F30 R30 W32 Ki Pool:20 Stamina:28 Init:+13 Perception:+46 |