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Special Abilities
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AC Bonus Add +3 (Wis) to AC and CMD as long as you are not immobilized, helpless, wearing armor, carrying a shield, carring a medium load or encumbered.
Alchemy +1 (lvl) Competence bonus to Craft (Alchemy). Can use Craft (Alchemy) to identify potions as if using Detect Magic by holding the potion for 1 round. Extracts last 1 day and mixing an Extract takes 1 minute. The DC of Extracts is 10+Extract lvl+Int.
Bombs 3/day (1/2lvl+Int) as a Standard, deal 1d6+Int fire damage (DC 14 (10+lvl+Int for halve). Provokes an AoO.
Combat Advice As a Move action, one of your allies gets a +2 to hit for the next attack against an enemy you designate. You must be able to see both the ally and enemy and your ally must be able to see you.
Deflect Arrows 1/round you take no damage from a ranged attack as long as you have one hand free. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons or ranged attacks generated by natural attacks or spell effects cannot be deflected.
Dilettante +2 to all Knowledge checks with 1-5 ranks. Can make untrained Knowledge checks with DCs up to 15.
Divine Defiance +2 to saves vs spells and SLAs from a Divine casting Class.
Evasion Take no damage on a successful Ref save as long as you are not wearing medium armor or helpless.
FCB Your Mania lasts 10 minutes longer.
Flurry of Blows As a full-attack action with a -2 to hit, gain an additional attack as if using the Two-Weapon Fighting Feat. These attacks use your Monk level as your BAB and must be done with unarmed strikes or Monk weapons. You may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.
Heart of the Snows +2 Fort vs cold climates, +2 to checks and saves vs slipping and falling, +2 to Acrobatics and Climb checks in slippery conditions, +2 CMD vs Trip, cold climates are 1 category less severe.
Improved Grapple +2/+2 to Grapple checks and grappling does not provoke an AoO.
Light Sleeper You only need to sleep 4 hours to gain a full night's rest.
Mania As a Standard action, for 20 min (20 min/lvl) you gain +6/+4 to two physical scores, -2 to their corrisponding Mental scores and +4 NA. Alternatively you may gain +8/6/4 to your physical scores, take 2 Ability damage to your mental scores and gain +6 NA. A potential Mania takes 1 hour to build up.
Primal Regants 3/day (1/2lvl+Int) improve a Bomb, Extract, Mania or Potion. You may restock Primal Regants after recovering your Extracts in the morning by spending 10 min collecting them.
-Bomb: Damage becomes 1d8 or roll 1d4 to change the damage type ([1] Acid, [2] Cold, [3] Electricity, [4] Fire).
-Extract or Potion: +1 cl.
-Mania: Roll 1d4 to gain: ([1] Mania is 1/2 effective, [2] heal 1d4 Ability damage or 2d8+1hp, [3] gain Preserve Organs or Spontaneous Healing Discovery, [4]: gain Feral Mutagen, Tentacle or Vestigial Arm Discovery.
Mantis Style Swift action to enter, +2 to DC for Stunning Fists. +1/day Stunning Fist uses.
Snapping Turtle Clutch While using Snapping Turtle Style, you can attempt a grapple combat maneuver with a -2 penalty when an opponent misses you with a melee attack. +1 Shield bonus to AC and CMD.
Snapping Turtle Style Swift action to enter, +1 Shield bonus to AC as long as you have one hand free.
Snowbound +1 trait bonus to saves vs cold effects, +2 Fort vs cold weather.
Stunning Fist 3/day, 1/round, force a DC 17 Fort save (10+2+1/2 lvl+Wis) or be stunned with an Unarmed Strike.
Throw Anything Add Int to damage with splash weapons. No penalties for using an Improvised Ranged weapon. +1 to hit with splash weapons.
Unarmed Strike Gain Improved Unarmed Strike as a bonus feat, unarmed strikes deal full Str to damage, have no off-hand and deal 1d6 damage.
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Elephant Tax
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Agile Maneuvers Use your Dex instead of Str for CM when you use a Finesse Weapon.
Combat Expertise -1 to hit and to CM, +1 Dodge.
Deadly Aim -1 to hit with ranged weapons, +2 damage.
Finesse Weapons You can use either Str or Dex on attack rolls with Light Weapons.
Power Attack -1 to hit and CM, +2 damage.
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Encumbrance
Light 33lb, Medium 66lb, Heavy 100lb
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