Darl Quethos

Bachu's page

74 posts. Alias of trawets71.


Full Name

Bachu

Race

Human

Classes/Levels

Monk 6/Paladin 4/Champion of Irori 10/Liviing Weapon L. Fighter| AC 33 T 30 FF 28| HP 280/280 | F +25 R +29 W +32;+2 vs. Enchantments, sleep effects, paralysis effects, and stunning effects | Init +4 | Perc +32

Gender

Male

Deity

Irori

Strength 24
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 22
Charisma 20

About Bachu

Character Sheet:

Size Medium Humanoid (Human)
Init +?; Perception +?

DEFENSE

AC 33, touch 30, flat-footed 28 (+8 armor, +4 class, +5 deflection, +4 dex, +1 dodge, + insight, +luck, +5 NA, +6 Wis)
hp 280 (20d10+60+20)
Fort +25, Ref +29, Will +32; +2 vs. Enchantments, +2 vs sleep effects, paralysis effects, and stunning effects

OFFENSE
Speed 50 ft.
Ranged: +2 Adaptive Composite Longbow +28/+23/+18/13 (1d8+11) range 110’
Melee: Flurry of Blows +37/+37/+37/+32/+27/+22 (2d8+18/13)

Statistics

Str 24, Dex 18, Con 16, Int 14, Wis 22, Cha 20
Languages: Celestial, Common, Draconic
Base Atk +20; CMB +30; CMD 52

Skills
Acrobatics +30* (20), Climb +15 (2), Craft: Origami +20 (B11), Diplomacy* +26 (15), Escape Artist +30 (20), Fly +27 (20), Heal* +21 (10), Kn: Arcana +19 (5), Kn: Dungeoneering +19 (5), Kn: Geography +19 (B5), Kn: History +19 (B5), Kn: Local +19 (5), Kn: Nature +19 (5), Kn: Nobility +19 (B5), Kn: Planes +19 (5), Kn: Religion +29 (15), Perception +32 (20), Profession: Cook +25 (B14), Sense Motive* +32 (20), Stealth* +20 (11), Swim +15 (2), Use Magic Device +33 (20)Total: 192 [60 (10*6) + 32 (8*4) + 100 (10*10)] Background: 40 *Skill Mastery

Favored Class: Monk +1 Skill Point

Stat Increase:
4th Level: Con
8th Level: Cha
12th Level: Cha
16th Level: Wis
20th Level: Wis

Str: 16 (10) + 6 + 2(Race) = 24
Dex: 14 (5) + 4 + 0= 18
Con: 13 (3) + 2 +1 = 16
Int: 12 (2) + 2 + 0 = 14
Wis: 14 (5) + 6 + 2 = 22
Cha: 14 (5) + 4 + 2 = 20

Legendary Monk Abilities:

Weapon and Armor Proficiencies
Legendary monks are proficient with all simple weapons and all weapons with the ‘legendary monk’ quality. Legendary monks are not proficient in any armor or shields and wearing these can interfere with their class features.

Flurry of Blows
At 1st level, a legendary monk can make a flurry of blows as a unique full-attack action. When making a flurry of blows, the legendary monk can make one additional attack at their highest base attack bonus. When using this ability, the legendary monk can make these attacks with any combination of their unarmed strikes and weapons that have the legendary monk special weapon quality. Unlike a normal full attack, a legendary monk cannot make any attacks which would be made at a reduced base attack bonus (a 6th level legendary monk could make two attacks at +6, but not a third at +1), including those granted by feats such as Improved Two-Weapon Fighting.
At 8th level and again at 16th level, a legendary monk can make an additional attack at their highest base attack bonus whenever they make a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. A legendary monk cannot benefit from other abilities or effects which would grant additional attacks while using flurry of blows except haste effects, the Two-Weapon Fighting feat, or the additional strike qi technique.
Qi (Su)
Legendary monks can tap into an internal reserve of energy called qi, granting them superhuman abilities. In game terms, qi is a fluctuating measure of a legendary monk’s ability to perform amazing actions in combat. At the start of each day, a legendary monk gains a number of qi points equal to their Wisdom modifier (minimum 1). Their qi goes up or down throughout the day, but usually cannot go higher than their Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A legendary monk spends qi to accomplish qi techniques (see below) and regains qi in the following ways (each of these methods can only restore a single point of qi per round per method). Qi points are treated as though they are grit, panache, or luck for the purpose of sharing a resource pool with those abilities.
Combat Maneuver: Whenever the legendary monk successfully uses a combat maneuver against a hostile creature, they regain 1 qi point. Using a maneuver on a helpless creature or on a creature that has fewer Hit Dice than half the legendary monk’s character level does not restore qi.
Killing Blow: Whenever the legendary monk reduces a hostile creature to 0 or fewer hit points with an unarmed strike, they regain 1 qi point. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature to 0 or fewer hit points that has fewer Hit Dice than half the legendary monk’s character level to 0 or fewer hit points does not restore qi.
Qi Techniques
A legendary monk can spend the listed number of qi points to activate the following effects. Qi techniques which require 0 qi points are active as long as the legendary monk has 1 or more qi points. The saving throw for all qi techniques is 10 + 1/2 the legendary monk’s level + their Wisdom modifier, and their caster level is equal to their legendary monk level:
0 qi point(s):
Athletics (Ex): The legendary monk can treat any Acrobatics skill check made to jump as if they had a running start. At 10th level, they also reduce the DC of Acrobatics skill checks made to jump by 1/2 (although they still cannot move farther than their speed allows).
Bladed Knuckle (Ex): The legendary monk’s unarmed strikes can do either bludgeoning and piercing or bludgeoning and slashing damage. In addition, the legendary monk’s unarmed strikes critical range increases to 19-20. At 8th level, this instead increases to 18-20 and the legendary monk’s unarmed strikes deal bludgeoning, slashing, and piercing damage.
Qi Strike (Su): The legendary monk’s unarmed strikes are treated as magic for the purpose of overcoming damage reduction. At 5th level, their unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, the legendary monk can select 1 component of their alignment (this defaults to lawful if the legendary monk does not have a non-neutral alignment to select), their unarmed attacks are also treated as that for the purpose of overcoming damage reduction. At 15th level, their unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Near Miss (Ex): Once per round when the legendary monk misses a melee attack made with an unarmed strike against a creature due to not meeting their target’s armor class but still exceeds its touch armor class, they can deal damage equal to their Strength or Dexterity modifier (legendary monk’s choice) to that creature. The attack is still treated as a miss for the purpose of effects that would apply on a successful hit. The legendary monk can spend 1 qi to use this qi technique an additional time per round.
1 qi point(s)
Restoring Life: As a free action, the legendary monk gains an amount of hit points equal to their class level + their Wisdom modifier.
2 qi point(s)
Additional Strike: When making a flurry of blows attack, a legendary monk can make one additional unarmed strike at their highest attack bonus as a swift action. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
Unarmed Strike
At 1st level, a legendary monk gains Improved Unarmed Strike as a bonus feat. A legendary monk’s attacks can be with fists, elbows, knees, and feet. This means that a legendary monk can make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a legendary monk striking unarmed. A legendary monk can apply their full Strength bonus on damage rolls for all their unarmed strikes. A legendary monk’s unarmed strikes deal lethal damage, although they can choose to deal nonlethal damage with no penalty on their attack roll. they can make this choice while grappling as well.
A legendary monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a legendary monk’s unarmed strike is determined by the unarmed damage column on Table: Legendary monk Unchained. The damage listed is for Medium legendary monks.
AC Bonus
When unarmored and unencumbered, the legendary monk adds their Wisdom bonus (if any) to their AC and their CMD. In addition, a legendary monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four legendary monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the legendary monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.
Path of Mastery
A legendary monk must decide how they wish to proceed with their training, focusing on certain aspects of their discipline. A legendary monk must select one of the following paths, gaining its benefit as well as a poor saving throw from it.
Path of the Ether
Legendary monks who focus on the mystical side of their training, allowing magic to flow through them and suffuse their very being, gaining the following ability:
Ether’s Mystery: The legendary monk can select a number of 0-level and 1st-level spells which require a standard action to cast from the magus, legendary magus, or legendary ninja spell list equal to their Wisdom modifier, being able to spend the listed amount of qi to cast them. Each time the legendary monk gains a level, they can choose to change any number of these spells. At 6th level, they can select 2nd level spells, at 10th level they can select 3rd level spells, and at 14th level, they can select 4th level spells. Treat these spells as qi techniques when determining their saving throws.
0th level: 0 qi points
1st level: 1 qi point
2nd-3rd level: 2 qi points
4th level: 3 qi points
Poor Saving Throw: Fortitude
Stunning Fist
At 2nd level, the legendary monk gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites.
At 4th level, and every four levels thereafter, the legendary monk gains the ability to apply a new condition to the target of their Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the legendary monk can choose to make the target mute and blind for 1 minute.
At 8th level, they can make the target staggered for 1d3+1 rounds.
At 12th level, they can make the target nauseated for 1d3+1 rounds.
At 16th level, they can paralyze the target for 1d3+1 rounds.
At 20th level, they can permanently petrify the target.
The legendary monk must choose which condition will apply before the attack roll is made.
Two Weapon Fighting (Ex)
Legendary monks gain the Two-Weapon Fighting feat, even if they do not meet the prerequisites for it.
Evasion
At 2nd level, a legendary monk can avoid damage from many area-effect attacks. If a legendary monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a legendary monk is wearing light armor or no armor. A helpless legendary monk does not gain the benefit of evasion.
Legendary Monk Arts

At 2nd level and every two levels thereafter, a legendary monk can select one legendary monk art. These powers allow the legendary monk to perform amazing feats of mystical power and acrobatic prowess, some of which allow them to do so by expending points from their qi pool. Once a legendary monk art is selected, it cannot be changed. Some legendary monk arts require the legendary monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a legendary monk cannot select an individual legendary monk art more than once. Legendary monk arts which have a qi point cost are qi techniques.
List of Legendary Monk Arts
Aquatic Combatant (Ex)
The legendary monk gains the aquatic combatant qi technique (0 qi points):
Aquatic Combatant (Su): The legendary monk gains a swim speed equal to their base land speed. At 4th level, the legendary monk can breathe underwater. At 6th level, the legendary monk can stand atop water or other liquid substances as though they were solid ground.
Abundant Step (Sp)
Prerequisites: 6th level
2 qi points
The legendary monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from their qi pool.
Wall Walk (Su)
0 qi points
The legendary monk gains a climb speed equal to ½ their base land speed and needs only one hand free to use this climb speed. The legendary monk retains their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. At 6th level, their climb speed increases to their full base land speed and the legendary monk does not need their hands to use this climb speed, being able to walk or run along surfaces.
Style Feat (Ex)
At 2nd level and every four levels afterwards, the legendary monk gains a bonus style feat or a combat feat which has a style feat as a prerequisite. The legendary monk must meet the prerequisites for these feats. The legendary monk can spend 1 qi point to start their stance (or stances at 11th level) as a free action.

Fast Movement
At 3rd level, a legendary monk gains an enhancement bonus to their land speed, as shown on Table: Legendary Monk. A legendary monk in armor or carrying a medium or heavy load loses this extra speed.

Combat Qi (Ex)
At 5th level, whenever a legendary monk rolls initiative, they gain 1 temporary qi point in addition to their normal qi pool. Temporary qi points are spent first and last for 1 minute or until spent. Once a legendary monk has gained temporary qi from this class feature, they cannot do so again for 5 minutes. At 9th level and every four levels thereafter, this ability grants an additional temporary qi point upon rolling initiative.

Combo Strikes
At 3rd level, a legendary monk can unleash a more powerful blow through the power of accrued momentum. A combo strike can be substituted for any attack made with the legendary monk’s full base attack bonus while using the flurry of blows class features. Combo strikes require a certain number of successful unarmed attacks, combat maneuvers, or near misses with unarmed strikes being made before it can be used, as listed below (A 3rd level character who has made 1 successful hit can use a one hit combo strike, while a 7th level character who has made three successful hits can use a one hit, two hit, or three hit combo strike with their fourth attack, provided they can make a fourth attack during that round’s flurry of blows). The amount of hits a legendary monk has landed reset at the beginning of each flurry of blows they do.
Missing an attack does not reduce the number of hits a legendary monk has made (A legendary monk who has made two successful attacks and misses their third can still use a one hit or two hit combo strike with their 4th attack). Attacks can be made against multiple creatures and still contribute to the amount of hits a legendary monk has successfully made, each attack targeting a different creature. A combo strike that deals damage to multiple targets simultaneously only increases the combo count by 1. The saving throw for all combo strikes is 10 + 1/2 the legendary monk’s level + their Wisdom modifier:
One Hit
Distracting Strike (Ex): Creatures damaged by this attack take a penalty to attack rolls they make equal to the legendary monk’s Wisdom modifier for 1 round. At 10th level, this penalty lasts for 2 rounds.
Dual Strike (Ex): The legendary monk can select two different creatures within their reach when making this attack, rolling their attack against both. If both attacks are successful, they deal additional damage equal to the legendary monk’s Wisdom modifier. At 8th level, this additional damage is increased to two times their Wisdom modifier.
Maximum Impact (Ex): If this attack is successful, all of the variable numeric effects of your weapon damage roll are maximized. This excludes additional damage dice from sources such as a flaming enhancement or class features like sneak attack. At 10th level, it also deals an additional 50% damage (which is also maximized).
Piercing Swing (Ex): This attack targets a creature’s touch armor class. At 10th level, if this attack was successful, the next attack the legendary monk makes before the end of their next round also targets a creature’s touch armor class.
Unbalancing Blow (Ex): Creatures damaged by this attack take a -2 to their armor class and Reflex saving throws for a number of rounds equal to the legendary monk’s Wisdom modifier. At 8th level, this penalty increases to -3.
Two Hits
Armor Cracker (Ex): If this attack is successful, the target has any damage reduction, energy resistance, or hardness it possesses reduced by an amount equal to the legendary monk’s Wisdom modifier (minimum 1) for 5 rounds. At 12th level, this reduction is now equal to two times the legendary monk’s Wisdom modifier.
Bolstering Blow (Ex): If this attack is successful, the legendary monk gains temporary hit points equal to 1/2 their class level + their Wisdom modifier (these temporary hit points do not stack with each other).
Foot Stomp (Ex): If this attack is successful, and the legendary monk ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the legendary monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the legendary monk. Alternatively, it can attempt a combat maneuver check (against the legendary monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leg Sweep (Ex): If this attack is successful, the target must make a successful Reflex saving throw or fall prone.
Shielding Swing (Ex): If this attack is successful, the legendary monk gains concealment against the creature they damaged with this combo strike until the end of that creature’s next round. At 12th level, they instead gain total concealment.
Still Mind (Ex)
At 4th level, a legendary monk gains a +2 bonus on saving throws against enchantment spells and effects.

Skill Unlock (Ex)
At 5th level, a legendary monk gains the Signature Skill (Acrobatics) feat; this does not count against the normal limit of being able to select that feat a single time.

Flurrious Mobility (Ex)
At 6th level, whenever a legendary monk uses their flurry of blows class feature, they can move up to half of their speed afterwards as a free action. Any creature damaged by their flurry of blows cannot make an attack of opportunity against the legendary monk for this movement.

Paladin Abilities:

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 (Ex):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.

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.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

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.

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. 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.

At 3rd level, the paladin can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.

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.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Champion of Irori Abilities:

Weapon and Armor Proficiency: A champion of Irori gains no additional weapon or armor proficiencies.

Detect Chaos (Sp): This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil.

Martial Artist (Ex): The class levels of a champion of Irori stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.

Smite Chaos (Su): At 1st level, a champion of Irori gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of Irori deals to targets of his smite. A champion of Irori cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect. At 8th level, a champion of Irori gains an additional use of his smite evil ability.

Ki Pool (Su): At 2nd level, a champion of Irori gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.

Pursuit of Knowledge (Ex): At 2nd level, a champion of Irori adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained.

Sweeping Smite (Ex): At 3rd level, as a standard action, a champion of Irori can make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil (whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.

At 6th level, a champion of Irori can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty.

Valiant Stand (Su): At 4th level, a champion of Irori gains a sacred bonus on attack rolls and to AC equal to 1/2 his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally.

Shield the Weak (Su): At 5th level, as an immediate action once per round, a champion of Irori can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The champion of Irori must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect.

Skill Mastery: At 6th level, a champion of Irori becomes well practiced in a certain number of his skills. This ability functions exactly like the skill mastery advanced rogue talent.

Perfect Opening (Ex): At 7th level, once per round a champion of Irori can make an attack of opportunity against an enemy he threatens when that enemy confirms a critical hit against the champion or an ally. The champion of Irori can make this attack of opportunity even if he would be killed or incapacitated by the critical hit, resolving the attack after the critical hit deals damage but before he falls unconscious or dies. If the champion of Irori’s attack of opportunity hits, it is automatically a critical threat.

One Finger (Su): At 8th level, as a standard action, a champion of Irori can resolve a single unarmed attack as a melee touch attack.

Perfect Strike (Su): At 9th level, a champion of Irori can expend 1 point from his ki pool as a swift action to perfect the next unarmed attack he makes before the end of his turn. Attack and damage rolls are rolled twice and the champion of Irori selects which result to use.

Whirlwind Smite (Ex): At 10th level, as a full-round action, a champion of Irori can make one unarmed strike against every creature he threatens, as if he possessed the Whirlwind Attack feat (though he can use it only with unarmed strikes). He can also trigger either his smite evil or smite chaos ability while doing so, gaining its benefits against every creature he attacks for a number of rounds equal to his Wisdom bonus.

Living Weapon Legendary Fighter:

Weapon and Armor Proficiency:A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats:At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Bonus Skills:[b]
A fighter chooses any 4 skills from the following list to become class skills: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), and Sense Motive (Wis).

[b]Sharp Reflexes (Ex):Training and battle hone a fighter’s reactions, he gains a +1 bonus on Reflex saves. At 5th level and every 6 levels thereafter this bonus increases by 1 (to a maximum of +4 at 17th level).

Determination (Ex):At 2nd level, a fighter gains a +1 bonus on Will saves. This bonus increases to +2 at 10th level.

Feat Expertise (Ex):At 2nd level, a fighter treats his ability scores as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to each of his ability scores for this purpose is equal to half his class level.

Feat Aptitude (Ex):At 3rd level, a fighter treats his base attack bonus as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to his base attack bonus for this purpose is equal to one third his class level (to a maximum of +5 at 15th level).

Advanced Armor Training (Ex):At 3rd level, and again at 7th, 11th, and 15th level, a fighter gains an advanced armor training option. A complete list of these options can be found above. Unless otherwise noted, an option can be selected only once.

Armor Training (Ex):Starting at 3rd level a fighter becomes more adept at wearing armor. When a fighter dons half-plate or full plate armor without assistance, he can spend twice as long as normal donning this armor to don it properly rather than only being able to hastily don it. Additionally, the fighter gains an advanced armor training option. At 5th level, 9th level, and 13th level the fighter gains an additional advanced armor training option. Unless otherwise noted, an option can be selected only once.

Weapon Training (Ex):At 3rd level, a fighter gains a +1 bonus on attack and damage rolls with all weapons he is proficient with. A fighter also adds this bonus to any combat maneuver checks that are made with weapons he is proficient with. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm, steal, and sunder attempts made against weapons he is wielding and proficient with. This bonus increases by +1 at 7th, 11th, and 15th level.

Feat Retraining (Ex):At 4th level, and every 2 levels thereafter (6th, 8th, and so on), a fighter can choose to learn a new combat feat in place of either a fighter bonus feat or a combat feat gained from character advancement. The fighter can choose to either lose this feat in exchange for the new one or to convert the old feat into a latent feat (see below).

If the old feat was a prerequisite for another feat, prestige class, or other ability that the fighter possesses then he must still meet these prerequisites after retraining. A fighter can gain any feat he qualifies for at the time he retrains. He isn’t limited to the feat choices he qualified for when he first gained the feat. For example, a fighter who chooses Cleave as his 1st level bonus feat can then retrain this bonus feat into the Vital Strike feat (which has a prerequisite of +6 BAB) at 6th level, even though he did not qualify for Vital Strike at 1st level. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains the new level.

Latent Feats (Ex):At 4th level, when a fighter retrains a combat feat, he can choose to have that feat become a latent feat. The fighter still counts as having a latent feat for the purpose of prerequisites but cannot make use of that feat’s benefits. If a fighter later relearns a latent feat, he regains the feat’s benefits and the feat no longer counts as a latent feat. When retraining, a fighter can replace a latent feat with another feat that he wishes to turn into a latent feat, losing the first latent feat altogether, provided he still meets the feat retraining prerequisites after doing so. A fighter can retrain a latent feat into another latent feat, subject to the normal retraining rules. A fighter can have a maximum of one latent feat at 4th level plus an additional latent feat for every 4 levels beyond that (to a total of 5 latent feats maximum at 20th level.)

Prowess (Ex):At 4th level, and again at 8th, 12th, and 16th level, a fighter gains a prowess option. Unless otherwise noted, an option can be selected only once. A complete list of prowess options can be found above.

Abundant Tactics (Ex): The fighter adds his weapon training bonus to the number of times per day he can use any combat feat he possesses that allows a limited number of daily uses, such as the Stunning Fist feat.

Style Mastery (Ex): A fighter can enter or switch the stance employed by a fighting style as a free action. If the fighter has an ability that allows him to have more than one style stance active simultaneously, he can enter or switch all of his allowed stances as a free action. At the start of a combat the fighter picks one of the style feats he knows. He starts the combat in that style, even in a surprise round or if he is otherwise unaware of his attackers. The fighter must have at least one style feat to select this option.

Style Training (Ex): The fighter can blend style feats that he knows into a more flexible style. The fighter can have an additional style feat stance active simultaneously. He can enter all of his allowed stances as a move action or one stance as a swift action. A fighter can select this prowess option up to three times, each time increasing the number of additional stances he can have simultaneously active by one. The fighter must have at least two style feats to select this option.

Advanced Weapon Training (Ex):At 5th level and every four levels thereafter, a fighter gains an advanced weapon training option. Unless otherwise noted, an option can be selected only once.

Critical Specialist (Ex): When the fighter deals a critical hit with a weapon he has selected with the Weapon Focus feat or that belong to a weapon group he possesses, the save DCs of any effects caused by the critical hit increase by the fighter’s weapon training bonus.

Defensive Weapon Training (Ex): While wielding a weapon with which he is proficient, the fighter gains a +1 shield bonus to his Armor Class and adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.

Focused Weapon (Ex): The fighter selects one weapon for which he has the Weapon Focus feat. The fighter can deal damage with this weapon based on his fighter level and not the weapon type. The fighter can decide to use the weapon’s base damage instead of the focused weapon damage—this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. The damage is listed in the table below:

3d8

The fighter must have Weapon Focus with the selected weapon in order to choose this option. A fighter can choose this option more than once, each time choosing a different weapon that he has Weapon Focus with.

Greater Unarmed Attack (Ex): The damage for a living weapon’s unarmed strikes increases by one step as if the living weapon’s size had increased by one category. If the living weapon has the focused weapon advanced weapon training option with unarmed strikes then this focused weapon damage increases in the following manner instead. A Tiny living weapon uses the Small focused weapon table, a Small living weapon uses the Medium focused weapon table, and a Medium living weapon uses the Large focused weapon table. This has no effect on the focused weapon damage of living weapon fighters of other size categories. A living weapon is treated as being one size category larger for the purpose of which size category of opponent he can perform combat maneuvers on. For example, a Medium living weapon with this ability can bull rush Huge foes as opposed to being limited to only Large or smaller foes without this ability. The living weapon must be 7th level to select this option.

Unarmed Attack (Ex): At 5th level, a fighter’s unarmed strikes can be with fist, elbows, knees, and feet. This means that a fighter may make unarmed strikes with his hands full. A fighter applies his full Strength modifier (not half ) on damage rolls for all his unarmed strikes. A fighter can choose to deal lethal or nonlethal damage with his unarmed strikes with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A fighter’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.

Fighting Strikes (Ex):At 5th level, a fighter’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 13th level his unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction.

This replaces weapon guard, tenacious grip, and weapon unity.

Perseverance (Ex):At 6th level and every four levels thereafter, a fighter chooses and gains a perseverance option. A complete list of these options can be found above. Unless otherwise noted, an option can be selected only once.

Focused Resolve (Ex): The fighter can use focused resolve three times per day. At 10th level and every 4 levels thereafter, this number increases by one (to a maximum of 6 times per day at 18th level). As an immediate action, before attempting a saving throw, the fighter can expend one daily use of focused resolve to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. At 10th level, as a standard action, the fighter can expend a daily use of this ability to focus his mind and will. Once during the next minute, he can choose to roll an attack roll, skill check, or saving throw three times and take the best result. He must decide to use this ability before the roll is made. The fighter cannot use both of these options on the same saving throw.

Hard-Bitten (Ex): The fighter gains a +1 bonus on saving throws and to his CMD to resist effects triggered by a critical hit, including critical feats. These bonuses increase by +1 for every four levels beyond 6th. Whenever the fighter is struck by a critical hit, he only takes half of the extra damage caused by the critical hit. For example, an arrow trap (1d8+1/x3) deals a critical hit to a fighter with this ability. The damage rolls are 4 from the arrow’s regular damage and 5 + 7 from the additional dice rolled for the critical hit. The fighter only takes half of the 12 points of damage from the critical hit (6 damage), taking a total of 10 points of damage from the arrow.
At 10th level, the fighter lessens any additional effects caused by a critical hit on him. Any extra damage caused by these abilities is minimized (treat all damage dice as if they had rolled their minimum number). Examples include the extra fire damage from a flaming burst weapon or the bleed damage from the Bleeding Critical feat. All durations of these additional effects are also minimized.
At 14th level, whenever a fighter successfully saves against an additional effect caused by a critical hit he instead avoids the effect entirely. If the fighter also has the stalwart resolve perseverance option and successfully saves against a critical hit’s additional effect, he also gains a morale bonus equal to his hard-bitten bonus on attack rolls, weapon damage, and saving throws against the target which scored the critical hit on him for a number of rounds equal to the damage multiplier of the critical hit.
At 18th level, the fighter is struck by a critical hit, he can make a Fortitude save with DC equal to 10 + the BAB of the attacker who dealt the critical hit or the total attack bonus of the attack if the attack doesn’t have a BAB (such as a trap). The fighter gains his hard-bitten bonus on this save and If he succeeds on the save then effects that only trigger on a critical hit do not trigger.
Hard to Kill (Ex): The fighter doesn’t die from hit point damage until his total number of negative hit points is greater than or equal to the total of his Constitution score plus his fighter level. He also only falls unconscious from nonlethal damage when this damage exceeds his current hit points plus Constitution score plus fighter level. He gains a bonus equal to half his fighter level on Constitution checks to stabilize when dying or to start healing naturally when attempting to recover without help (see Stable Characters and Recovery in the Combat section of the Pathfinder Roleplaying Game Core Rulebook). The fighter can remain conscious when on negative hit points, but he still gains the helpless condition unless he uses an ability, such as the Diehard feat or the undying ability (see below), that allows him to act while on negative hit points. Whenever the fighter gains the helpless condition from being on negative hit points, he can choose to fall unconscious instead. The fighter still takes 1 damage each round while dying until he stabilizes.
Additionally, the fighter gains the following ability and he can use this undying ability a number of times per day equal to half his fighter level. When the fighter is reduced to fewer than 0 hit points but not slain, the can spend one use of his undying ability to avoid gaining the helpless condition. He is staggered, and can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) he takes 1 point of damage after completing the act. If the fighter takes damage from any source, including taking damage from taking a strenuous action or from failing to stabilize on his turn, then he gains the helpless condition unless he spends a use of his undying ability.
At the start of his turn, when the fighter is conscious but has the helpless condition from being on negative hit points, he can spend a use of his undying ability to remove this helpless condition and if the fighter is dying and takes damage from failing to stabilize this round then he doesn’t gain the helpless condition from taking that damage.
At 10th level, the fighter no longer loses 1 hit point when he acts while at 0 or fewer hit points. The fighter can spend a use of his undying ability to remove the staggered condition gained from being at 0 or fewer hit points for 1 round.
At 14th level, if the fighter has at least two uses of his undying ability remaining, he can spend all of his daily uses of this ability to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.
Stalwart Mettle (Ex): A fighter can use physical and mental resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. At 10th level, when the fighter makes a Fortitude or Will saving throw to recover from an ongoing effect, he may roll twice and choose the better roll.

Ascetic Discipline (Ex): At 7th level, a living weapon counts his fighter levels as monk levels for the purpose of qualifying for combat feats and for the purpose of feats, magic items, and other options that have different effects based on whether the character has levels in the monk class (such as Stunning Fist or a monk’s robe). This ability does not automatically grant feats normally given to monks based on class level, such as Stunning Fist.
This ability replaces secure weaponry.

Unarmed Specialist Training:
At 7th level, a living weapon gains access to the following advanced weapon training options.
This ability replaces weapon adaption.

Greater Unarmed Attack (Ex): The damage for a living weapon’s unarmed strikes increases by one step as if the living weapon’s size had increased by one category. If the living weapon has the focused weapon advanced weapon training option with unarmed strikes then this focused weapon damage increases in the following manner instead. A Tiny living weapon uses the Small focused weapon table, a Small living weapon uses the Medium focused weapon table, and a Medium living weapon uses the Large focused weapon table. This has no effect on the focused weapon damage of living weapon fighters of other size categories. A living weapon is treated as being one size category larger for the purpose of which size category of opponent he can perform combat maneuvers on. For example, a Medium living weapon with this ability can bull rush Huge foes as opposed to being limited to only Large or smaller foes without this ability. The living weapon must be 7th level to select this option.
Awesome Blow (Ex): A living weapon can as a standard action perform an awesome blow combat maneuver against a corporeal creature of his size or smaller. The living weapon adds his weapon training bonus to this combat maneuver check. If the combat maneuver check succeeds, the opponent takes damage as if the living weapon hit it with an unarmed strike, it is knocked flying 10 feet in a direction of the living weapon’s choice, and it falls prone. The living weapon can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. The living weapon must be 15th level to select this option.

Penetrating Blow (Ex):At 11th level, as part of an unarmed strike attack, a fighter can deliver a penetrating blow as a swift action. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
This ability replaces autonomic grasp.

Rapid Attack (Ex)[:/b]At 11th level when making a full attack, a fighter can move up to his speed either before or after his attacks. He can also combine a full attack with a charge as a full-round action, as long as he only moves a distance less than or equal to his speed. In either case, his movement provokes attacks of opportunity as normal. When attacking in this way, the fighter must forgo one attack of his choice (usually the one at his lowest bonus) and all attacks after the first take a –2 penalty on the attack roll.

When using this ability, if the fighter also has the Spring Attack feat, he can make melee attacks before, after, and at any point during his movement and the fighter can designate one opponent that his movement this turn does not provoke attacks of opportunity from. When using this ability, if the fighter has the Shot on the Run feat, he can take make ranged attacks before, after, and at any point during his movement.

[b]Combat Composure (Ex):At 15th level, a fighter can take 10 on skill checks during combat even if the situation or immediate danger wouldn’t normally allow him to do so, provided the skill is a class skill, he is trained in the skill, and he could take 10 on the check outside of combat. The fighter cannot use this ability if he currently has any of the following conditions: confused, cowering, dazed, disabled, exhausted, fascinated, fatigued, flat-footed, frightened, helpless, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.

Flawless Technique (Ex):At 17th level a fighter doesn’t automatically miss an attack roll when he rolls a natural 1.

Assured Strike (Ex):At 19th level, once per round before making an attack roll, a fighter can choose to treat the d20 result as a 10.

Armor Mastery (Ex):At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield. A fighter who gains DR from armor or other fighter class features increases his armor mastery Damage Reduction by the DR values of these sources. If weapon damage from an attack ignores some or all of the fighter’s armor mastery DR then the fighter can redirect to his armor or shield the amount of weapon damage from the attack that bypassed his DR. The fighter takes any remaining damage.

For example, if a fighter with armor mastery DR 10/— takes 18 points of piercing damage from a spear and this attack ignores 5 points of his armor mastery DR, then he can redirect that 5 points of damage to his armor or shield and only take the remaining 8 points of damage from the attack himself.

If an attacker uses an ability that allows her to total the weapon damage from multiple attacks before applying damage reduction against a fighter with armor mastery, multiply the fighter’s armor mastery DR by the number of successful hits after the first. The fighter can have his armor or shield receive this amount of damage from the attack, or the total weapon damage from all hits after the first if this is a smaller amount. The fighter takes any remaining damage from the attacks. In either case, the fighter must decide whether to direct damage to his armor or to his shield before an opponent attacks him and the armor or shield’s hardness counts as normal against any damage it takes. If this damage destroys the armor or shield then any excess damage is applied to the fighter.

Weapon Mastery (Ex):Attacks made by the fighter with weapons he has selected with the Weapon Focus feat, or that belong to a weapon group he possesses, automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example).

Feats and Traits:

m/p/m/p/m/m/c*10/p/m/p/m/p
FEATS
1- Weapon Focus: Monk Weapons (Fighter Class)
1- (Race bonus)
1- Dodge
1- Unarmed Combatant (Monk class)
1- Combat Stamina (Fighter Bonus)
2- Stunning Fist (Monk class)
2- Combat Reflexes (Fighter Bonus)
2- Dragon Style (Monk bonus)
3-
4- Weapon Specialization: Monk Weapons (Fighter Bonus)
5-
6- (Fighter Bonus)
6- Dragon’s Ferocity (Monk bonus)
7- Toughness
8- Greater Weapon Focus: Monk Weapons (Fighter Bonus)
9- Improved Critical: Unarmed Strike
10- (Fighter Bonus)
11- Blind-Fight
12- Greater Weapon Specialization: Monk Weapons (Fighter Bonus)
13- Improved Blind-Fight
14- (Fighter Bonus)
15- Critical Focus
16- (Fighter Bonus)
17- Counterpunch
18- (Fighter Bonus)
19- Blinding Critical
20- (Fighter Bonus)

Human Racial Traits

+4 to One Ability Score: Human characters get a +4 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

TRAITS
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Gear:

60 Arrows 3gp, 50' Silk Rope 10 gp (5#), Tent 10 gp (20#), Bedroll .1 gp (5#), Cheap Holy Text 1 gp (1#), Flint and Steel 1 gp , Mwk. Cooking Kit 53 gp (16#), Mess Kit .2 gp (1#), Soap .5 gp (1#), 10 Trail Rations 5 gp (10#), Belt Pouch 1 gp (.5#), Waterskin 1 gp (4#), Wooden Holy Symbol of Irori 1 gp, Monk’s Outfit (2#)

+2 Adaptive Composite Longbow 9,400 gp (3#)
Efficient Quiver 1,800 gp (2#)
Wings of Flying 54,000 gp (2#)
Amulet of Mighty Fists +5 125,000 gp
Headband of mental superiority +6 144,000 gp (1#)
Belt of Physical Perfection +6 144,000 gp (1#)
Monks Robe 13,000 gp (1#)
Bracers of Armor +8 64,000 (1#)
Ring of Ki Mastery 10,000 gp
Ring of Freedom of Movement 40,000 gp
Eyes of the Dragon 110,000 gp
Deliquescent Gloves 8,000 gp (1#)
Jingasa of the Fortunate Soldier 5,000 gp (1#)
Handy Haversack 2,000 gp (5#)
Dusty Rose Ioun Stone 5,000 gp +1 ac
Pale Green Ioun Stone 30,000 gp +1 attack, save, skill check, ability check
Pearly White Ioun Stone 20,000 gp Regen 1 HP per 10 min
Iridescent Ioun Stone 18,000 gp No air
Ioun Torch 75 gp
Campfire Bead 720 gp
Manual of Gainful Exercise +3 82,500 gp
Tome of Leadership and Influence +2 55,000 gp
Tome of Understanding +2 55,000 gp

2 Potion of Cure Light Wounds 100 gp
Potion of Enlarge Person 50 gp

18.5# Total 400#/800#/1,200#

3,268 gp, 2 sp

Daily Resources:

Stunning Fist DC 27: 17 Used: 0
Ki Pool: 15 Used: 0
Smite Evil: 7 Used: 0
Lay on Hands: 14 Used: 0
Divine Bond: 1 Used: 0

Backstory:

Bachu was left at the Irorian monastery of Tar Kuata as a newborn. He was cared for and tutored in the monastery. He developed a love of knowledge and assisted in the library there. When he came of age he traveled to Sothis and boarded a boat bound for Vudra to learn more of his heritage as it was believed his mother was Vudrani.
His love of learning and experiencing new things kept him moving and learning. He next travelled to Tien Xia as his mentor was from there and wanted to experience that land for himself. While he spent time in the libraries and monasteries to pick up more knowledge Bachu knew some of the best knowledge came from experience, and made sure to venture out of the cities and into the dungeons and ruins wherever he travelled by joining adventurers. His travels had shown the injustice of slavery and the treatment of lower classes prevent those in them from achieving perfection.
He realized that he had seen places that were only rumors where he grew up but not the vast lands just to the north of his homeland. In Goka he boarded a ship to Absalom. In Absalom he trained to become a paladin. Upon completion of his training he headed north into Andoran and hearing of the plight of halflings and the citizens headed west into Chelix. He was in Kintargo when martial law was declared and that was the last straw. Thrune’s actions and decrees made a mockery of the virtues of hard work, discipline, and devotion to the causes of justice, truth, and the pursuit of perfection. Bachu had to stay and bring the ability to find perfection back to the people of Kntargo.

Dice:

[dice=Unarmed Strike]1d20+12[/dice] [dice=Damage]1d8+4[/dice]
[dice=Unarmed Strike Flurry 1]1d20+12[/dice] [dice=Damage]1d8+7[/dice]
[dice=Unarmed Strike Flurry 2]1d20+12[/dice] [dice=Damage]1d8+5[/dice]
[dice=Unarmed Strike Flurry 3]1d20+7[/dice] [dice=Damage]1d8+5[/dice]
[dice=Unarmed Strike Flurry 1 PA]1d20+12-2[/dice] [dice=Damage]1d8+7+6[/dice]
[dice=Unarmed Strike Flurry 2 PA]1d20+12-2[/dice] [dice=Damage]1d8+5+6[/dice]
[dice=Unarmed Strike Flurry 3 PA]1d20+7-2[/dice] [dice=Damage]1d8+5+6[/dice]
[dice=Mwk. Cold Iron Kama ]1d20+11[/dice] [dice=Damage]1d6+3[/dice]
[dice=Shuriken]1d20+9[/dice] [dice=Damage]1d2+3[/dice]
[dice=Perception]1d20+12[/dice]
[dice=Acrobatics]1d20+12[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Heal]1d20+9[/dice]
[dice=Kn: Arcana]1d20+5[/dice]
[dice=Kn: Dungeoneering]1d20+5[/dice]
[dice=Kn: Geography]1d20+5[/dice]
[dice=Kn: History]1d20+9[/dice]
[dice=Kn: Local]1d20+6[/dice]
[dice=Kn: Nature]1d20+5[/dice]
[dice=Kn: Nobility]1d20+5[/dice]
[dice=Kn: Planes]1d20+5[/dice]
[dice=Kn: Religion]1d20+9[/dice]
[dice=Pro: Cook]1d20+12[/dice]
[dice=Sense Motive]1d20+10[/dice]
[dice=Stealth]1d20+12[/dice]
[dice=Swim]1d20+7[/dice]
[dice=Fort Save]1d20+14[/dice]
[dice=Reflex Save]1d20+11[/dice]
[dice=Will Save]1d20+11[/dice]