Due to FEATHER TOUCH (Ex) softstrike monk ability Aryas does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage.
Light Crossbow +14 (1d8, 19-20/x2) To hit: BAB +8, Dex +6
-- AC --
If Mage Armor is active please add +4 Armor AC (Force) to the below.
• AC 23, Touch 23, FF 16
(Cha +5 Scaled Fist Monk, Dex +6, Dodge feat +1, Ring of protection +1)
• AC while fighting defensively vs. ranged attacks: AC 27, Touch 27, FF 16
(Cha +5 Scaled Fist Monk, Dex +6, Dodge feat +1, Ring of protection +1, Fighting Defensively +4 (+2, + 1 ‘Crane Style’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
• AC while fighting defensively vs. melee attacks: AC 31, Touch 27, FF 16
(Ring of protection +1, Cha +5 Scaled Fist Monk, Dex +6, Dodge feat +1, Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
-- CMD--
• CMD 29: BAB +8, Str -2, Dex +6, Dodge feat +1, Cha +5 Scaled Fist Monk, Ring of protection +1
• CMD 37 while fighting defensively: Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
[i]+ 2 to CMD vs. Grapple from ‘Improved Grapple Feat’
-- CMB --
• CMB +6: BAB +8, -2 Str
• CMB +16 (Disarm, Sunder, Trip with Scimitar): See Combat above for Scimitar to hit
• CMB +16 (Grapple): BAB +8, +6 Dex via ‘Adopted: Intrepid Volunteer’ Halfling racial trait instead of Str, +2 Improved Grapple
-- SKILLS --
Acrobatics +12 (Rank 3, Class +3, Dex +6)
Bluff +15 (Rank 4, Class +3, Cha +5, +3 Circlet of Persuasion)
Diplomacy +20 {via ‚versatile performance‘}
Disguise +8 (Rank 0, Class +0 (3), Cha +5, +3 Circlet of Persuasion)
Escape Artist +10 (Rank 1, Class +3, Dex +6)
Handle Animal +12 (Rank 1, Class +3, Cha +5, +3 Circlet of Persuasion)
Intimidate +20 (Rank 9, Class +3, Cha +5, +3 Circlet of Persuasion)
Perception +1 (Rank 1, Class +3, Wis -3)
Perform (Oratory) +20 (Rank 4, Class +3, Cha +5, +2 Tome of Epics, +3 Moth Familiar, +3 Circlet of Persuasion) used via ‚versatile performance‘ for Diplomacy and Sense Motive
Perform (Wind) +17 (Rank 1, Class +3, Cha +5, +2 MW Flute, +3 Moth Familiar, +3 Circlet of Persuasion]
Sense Motive +20{via ‚versatile performance‘}
Sleight of hand +10 (Rank 1, Class +3, Dex +6)
Stealth +10 (Rank 1, Class +3, Dex +6)
Use Magic Device +12 (Rank 1, Class +3, Cha +5, +3 Circlet of Persuasion)
Lvl 1: 2 Skill Points = 2 Paladin - 1 Int + 1 Favored Class Lvl 2 & 3: 5 Skill Points = 6 Bard -1 Int Lvl 4 to 6: 2 Skill Points = 2 Paladin - 1 Int + 1 Favored Class Lvl 7 to 9: 3 Skill Points = 4 Unchained Monk - 1 Int
-- GEAR --
+1 Ghost Touch Adamantine Scimitar (weapon cord attached),
Talisman of Life's breath
Ring of protection +1
Spell Component Pouch, 2 lbs.
Scabbard of the Lost Kiss
Boots of Speed, 1 lbs
Cloak of resistance +2, 2 lbs.
Belt of Dexterity +2
Wand of Mage Armor, 46 charges (in spring-loaded wrist sheath)
Headband of Charisma +2
Circlet of Persuasion
Lucky Horseshoe
CLW wand, 50 charges
Light Crossbow, 4 lbs.
Holy Symbol of Sarenrae, 0 lbs.
Quick Runner's Shirt
Key of Lock Jamming
Scroll ‘mirror image’ (Scroll case, spring loaded)
Scroll ‘share language’
Scroll ‘silent image’
Scroll ‘shield speech’
Scroll ‘see invisibility’
Scroll ‘see alignment’
Scroll ‘remove fear’
Scroll ‘grease’
Scroll ‘disguise self’
Scroll ‘detect secret doors’
Scroll ‘comprehend languages’
10 x Tea of Transference
meditation crystal (channel focus)
10 x Alchemical grease (+5 alchem. bonus to escape, 1 hour)
4 x Gravelly tonic (+5 alchem. bonus Intimidate, 1 hour)
Ion stones Implanted in right arm: ‘Ocher Rhomboid Ion Stone’(this is an evil item that radiates an evil aura) AND Cracked Dusty Rose Prism Ioun Stone +1
Minor bag of holding, 2 lbs.
Cold iron Scimitar (in bag of holding)
Silver Scimitar (in bag of holding)
Backpack, Masterwork, 4 lbs. (in bag of holding)
Weapon cord, 0 lbs. (in bag of holding)
Air bladder, 0 lbs. (in bag of holding)
Snorkel masterwork, 0 lbs. (in bag of holding)
Animal glue, 0 lbs. (in bag of holding)
MW Flute (wind Instrument), 2 lbs. (in bag of holding)
Soul soap, 2 lbs (in bag of holding)
Earplugs, 0 lbs. (in bag of holding)
Bell string, 0 lbs. (in bag of holding)
Whistle signal, 0 lbs. (in bag of holding)
Smoked Goggled, 0 lbs. (in bag of holding)
Smelling Salts, 0 lbs. (in bag of holding)
Vermin repellent, 0 lbs(in bag of holding)
3 x Potion of 'Touch of Sea', 0 lbs. (in bag of holding)
2 x Acid, 2 lbs. (in bag of holding)
Mirror, 0 lbs. (in bag of holding)
2 x Bladeguard, 0 lbs. (in bag of holding)
Potion of Invigorate, 0 lbs. (in bag of holding)
2 x Antiplague, 0 lbs (in bag of holding)
2 x Antipoison, 0 lbs (in bag of holding)
Meditation tea (+2 mind-aff.), 0lb (in bag of holding)
Tome of Epics (+2 Perform Oratory), 3 lb (in bag of holding)
Lamellar Cuirass Armor, 8 lbs. (in bag of holding)
• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3 Lvl * 10gp)
• On 5th Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 450 gp.
• On 6th Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 180 gp (=3 days * 6 Lvl * 10gp)
• On 7th Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 210 gp (=3 days * 7 Lvl * 10gp)
• On 8th Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 240 gp (=3 days * 7 Lvl * 10gp)
Aryas used the boon 'New days, new choices' to retrain his two starting traits at no cost: Retrained 'Blade of Mercy' and 'Magical Knack' to 'ADOPTED (Social): INTREPID VOLUNTEER (Grapple Combat Maneuver)' and 'FATE’s FAVORED (Faith)'.
-- FEATS --
• Level 1 (free - Bard Dawnflower Dervish 1): DERVISH DANCE (Combat) - Prerequisites: Not required. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
• Level 1: FEY FOUNDLING: Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
• Level 3: ENFORCER (Combat) - Prerequisites: Intimidate 1 rank, Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
• Level 5: WEAPON FOCUS: SCIMITAR (Combat)
• Level 7: CRUSADER’s FLURRY: SCIMITAR (Combat): Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity’s favored melee weapon. Benefit: You can use your deity’s favored weapon as if it were a monk weapon.
• Level 7 (bonus feat - Unchained Monk 1): DODGE (Combat)
• Level 7 (bonus feat from ‘Ocher Rhomboid Ion Stone’): CRANE STYLE (Combat, Style) - Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
• Level 8 (bonus feat - Unchained Monk 2): IMPROVED GRAPPLE (Combat): Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
• Level 9: CRANE WING (Combat) - Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can def lect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
-- TRAITS --
• ADOPTED (Social): INTREPID VOLUNTEER [Grapple Combat Maneuver] (Race: Halfling): Choose one Strength-based skill or one combat maneuver. You can use your Dexterity modifier in place of your Strength modifier to calculate your total modifier for that skill check or combat maneuver check.
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
* CLASS ABILITIES - Bard (Dawnflower Dervish) 2 *
• Class Skills: The Bard's class skills are 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), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
• Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
• Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.
• 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 Charisma 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. 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 such performances are language dependent. 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.
- Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
-Battle Dance (Su): A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.
• Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Chosen: Oratory (Diplomacy, Sense Motive)
• 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.
* CLASS ABILITIES - Paladin (Chosen One) 4 *
• CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). [/i]
• PALADIN WEAPON AND ARMOR PROFICIENCY: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
• DETECT EVIL (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
• DIVINE EMISSARY (Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability. Bondless: A chosen one does not gain the divine bond class feature.
• RELIGIOUS MENTOR (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
• SMITE EVIL (Su) : Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
• LAY ON HANDS (Su) : Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
• LAY ON PAWS (Su) : At 2nd level, a chosen one's familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one's lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin's lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin's lay on hands ability. This ability alters lay on hands and channel positive energy.
• AURA OF COURAGE (Su) : At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
• DIVINE HEALTH (Ex) : At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
• MERCY (Su) : At 3rd level, and every three levels thereafter, a paladin can select one mercy [FATIGUE CHOSEN]. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
• CHANNEL POSITIVE ENERGY (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
• DIVINE GRACE (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
* CLASS ABILITIES - Unchained Monk (Scaled Fist, Softstrike Monk) 3 *
• CLASS SKILLS: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
• MONK WEAPON AND ARMOR PROFICIENCY: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. A softstrike monk is proficient with the aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage. He is considered proficient only with monk weapons that can deal multiple types of damage when dealing bludgeoning damage. This replaces the monk’s weapon proficiency. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
• UNARMED STRIKE (Ex): At 1st level, a monk gains Improved Unarmed Strike 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. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
• FEATHER TOUCH (Ex): A softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon.
• NONLETHAL STRIKES (Ex): A softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike.
• TENET OF LIFE (Su): Though a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent.
• DRACONIC MIGHT: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
• AC BONUS (Ex): When unarmored and unencumbered, the monk adds his WisdomCharisma 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. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
• 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, Improved Grapple, Scorpion Style, and Throw Anything.
• 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). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
• 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.
• 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.
• 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 WisdomCharisma 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. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
• DRACONIC FURY (Su): At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level. Elemental Fury (Su) [FIRE]: A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
-- IFRIT RACIAL TRAITS --
• Wis: -2, Dex: +2, Cha: +2
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• MOSTLY HUMAN: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
• Automatic Languages: Common, Human Language (PFS Guide)
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
• I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that which I need to survive.
• The best battle is a battle I win. If I die, I can no longer fight.
• I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
• I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
Each day is another step toward perfection. I will not turn back into the dark.
• Divine Guidance (Su): An emissary can cast guidance at will.
• Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
• Domain Influence (Sp): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
• Healing Domain (1 / day): Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed.
• Improved Evasion: If Familiar makes Saving Throw takes no damage.
• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
--Further Familiar Stats --:
Defense
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, Familiar natural armor +1)
hp Half of Aryas HP
Fort +8: (Aryas base +7, Con +1)
Ref +8: (Aryas base +7, Dex +1)
Will +10: : (Aryas base +8, Will +2)
Immune mind-affecting effects
Offense
Speed 5 ft., fly 30 ft. (average)
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 13, Con 4, Int —, Wis 12, Cha 7
Base Atk +8; CMB +9; CMD 10 (14 vs. trip)
Skills Fly +7, all of Aryas skills
Description: Moths are delicate, brightly colored insects that feed on nectar and other sources of sugar. Moths tend to be active at night. The moth familiar presented here is a particularly large specimen with a wingspan of just over 6 inches.