SQ Abundant Step (Su), AC Bonus +20, Fast Movement (+60'), Greed, Hardy +2 poison, spells and spell-like effects, Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Rock Stepper, Slow and Steady, Stability, Still Mind, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Unarmed Strike (2d10), Vow of Fasting(+3 Ki), Vow of Silence(+3 Ki), Vow of Truth (+4 Ki), Wholeness of Body (20 HP/use) (Su) Stunning Fist (25/day) (DC 35 Fort): (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex) Ki Strike:(Magic, Cold Iron/Silver, Lawful, Adamantine)
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Traits:
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Courageous:Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects. Defensive Strategist:Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle. Focused disciple:When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects. Grounded:You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves. Life of Toil:You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.
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Gear:
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None
Manual of bodily health +4, Manual of gainful exercise +5, Manual of quickness of action +2, Tome of understanding +5 All read
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Myhic Abilities(Champion)
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Champion’s Strike:
. . .Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Guardian's Call:
. . .Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Mythic Feats: . . .Power Attack: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute. . . .Dual Path (Guardian): Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability
Bonus Hit points: 5 Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mythic Power: 5/day Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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Monk abilities
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Stunning Fist (Ex) (DC 35):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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
. . .Stunning Fist (25/day) (DC 35 Fort) (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex) AC Bonus +5(+19 w/Wisdom) (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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. Unarmed Strike (2d10) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Evasion (Ex):At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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 (+60')At 3rd level, a monk gains an enhancement bonus to his land speed. Maneuver Training (Ex)At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Still Mind (Ex):A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex):At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body (Ex)At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Wholeness of Body (20 hp/use) (Su) : At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
Improved Evasion (Ex):At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. Diamond Body (Su)At 11th level, a monk gains immunity to poisons of all kinds. Abundant Step (Su)At 12th level or higher, a 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 his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. Diamond Soul (Ex) (SR 30): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Quivering Palm (1/day) (DC 35) (Su)Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. Timeless Body(Mature) (Ex)At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up. Tongue of the Sun and Moon (Ex):A monk of 17th level or higher can speak with any living creature. Empty Body (Su):At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal. Perfect Body, Flawless Mind (+6 Wisdom/+2 Con) (Ex):At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on.
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Optional Monk Vows
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Vow of Fasting (+3 Ki):The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. The monk cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).
Vow of Poverty (+20 Ki):The monk taking a vow of poverty must never own more than six possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures. A monk with this vow increases his ki pool by 1 ki point for monk level he possesses.
Vow of Silence (+3 Ki):The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons and opponents so as to minimize even these sounds. The monk is allowed to make a nonvocal noise to warn another of danger (such as by stomping or clapping). The monk is allowed to use gestures and motions to communicate with others (including sign language) and is allowed to write. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).
Vow of Truth (+4 Ki)The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
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Ki abilities
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Ki Pool (55/day)(Su)At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.
. . .By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
In addition, he can spend 1 point to increase his speed by 20 feet for 1 round.
. . .Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. 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. You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su)At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Ki Strike, Cold Iron/Silver (Su)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
Ki Strike, Lawful (Su)At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Adamantine (Su)At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
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Fighter(Brawler) abilities
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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 (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery +5 (Ex):Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Close Control (Ex):At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Close Combatant +5/+7 (Ex):At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Menacing Stance -4/-7 (Ex): At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a –1 penalty on attack rolls and a –4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of –4 on attack rolls and –7 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious. This ability replaces armor training 2, 3, and 4 and armor mastery.
No Escape (Ex):At 9th level, taking a 5-foot step out of the area of a brawler’s menacing stance or moving out of the area of a brawler’s menacing stance with a withdraw action provokes an attack of opportunity from the brawler. This ability replaces weapon training 3 and 4.
Stand Still:At 13th level, a brawler gains Stand Still as a bonus feat, even if he does not have the Combat Reflexes feat. If the brawler already has the Stand Still feat, he can take any other combat feat instead. Furthermore, he gains a bonus equal to 1/2 his fighter level on combat maneuver checks when using the Stand Still feat.
Weapon Mastery (Unarmed Strike)(Ex):At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
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Dwarf abilities
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Darkvision (60 feet)You can see in the dark (black and white vision only). Defensive Training (+4)+4 dodge bonus to AC against monsters of the Giant subtype. Greed+2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Poison/+4 Spells or Spell-like EffectsGain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Rock StepperIgnore rubble, broken ground, or steep stairs when taking 5 ft step. Slow and SteadyYour base speed is never modified by encumbrance. Stability+4 to avoid being bull rushed or tripped while standing.
Energy Resistance (Ex) (5 Oath points) [Acid 30, Fire 30, Electricity 30, Cold 30, Negative Energy 30) You become inured against a certain type of damage. Choose one type of energy (acid, cold, electricity, fire, sonic, positive energy, or negative energy) for every Oath point you spend on this Oath boon. You gain resistance 5 to that energy type, which increases by 5 at 4th level and every 4 levels thereafter (to a maximum of 30 at 20th level). You may spend up to 6 Oath points on this Oath boon.
Immortality (Ex) (2 Oath points): Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.
Race points 15:
Blindsense 30 Feet (4 RP):Prerequisites: None; Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
Climb (2 RP):Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Defensive Training, Greater (4 RP):Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to Armor Class.
Fearless (1 RP):Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Lucky, Greater (4 RP):Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.
Darnak
Male dwarf Monk(Monk of the sacred mountain) 11
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +20 (+22 to notice unusual stonework)
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Defense
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AC 31, touch 25, flat-footed 27 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +4 monk, +3 natural, +6 Wis)
hp 113 (11d8+55)
Fort +15 (+7base/+3con/+3cloak/+2feat)
Ref +14 (+7base/+3dex/+3cloak/+1trait)
Will +16 (+7base/+6wis/+3cloak) (+2 vs. poison, spells, and spell-like abilities) Defensive Abilities defensive training, iron limb defense; DR adamantine monk (dr 1/–), 1/—; Immune disease, poison
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Offense
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Speed 50 ft.
Melee unarmed strike +13/+8 (3d8+5/19-20) or
. . unarmed strike flurry of blows +14/+14/+9/+9/+4 (3d8+5/19-20) or
. . mwk kama +13/+8 (1d6+4) or
. . mwk kama flurry of blows +14/+14/+9/+9/+4 (1d6+4) or
. . mwk nunchaku +13/+8 (1d6+4) or
. . mwk nunchaku flurry of blows +14/+14/+9/+9/+4 (1d6+4)
Ranged javelin +11 (1d6+4)
Special Attacks flurry of blows, hatred, stunning fist (12/day, DC 21)
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Statistics
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Str 18, Dex 16, Con 16, Int 10, Wis 22, Cha 7
Base Atk +8; CMB +15 (+17 disarm, +17 trip); CMD 37 (45 vs. bull rush, 39 vs. disarm, 47 vs. trip)
Feats Awe-inspiring Smash, Dodge, Dragon Ferocity[UC], Dragon Style[UC], Great Fortitude, History Of Scars, Improved Critical (unarmed strike), Improved Disarm, Improved Trip, Improved Unarmed Strike, Power Attack, Stunning Fist, Toughness
Traits defensive strategist, grounded
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Skills
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Acrobatics +17 (+25 to jump, +19 on balance-related checks)
Appraise +0 (+2 to assess nonmagical metals or gemstones)
Bluff -4
Climb +8
Diplomacy -4
Disguise -4
Escape Artist +16
Intimidate -4
Knowledge (history) +4
Linguistics +10
Perception +20 (+22 to notice unusual stonework)
Perform (act) +10
Sense Motive +13
Stealth +12
Swim +8
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, Terran, Vudrani SQ bastion stance, fast movement, ki pool (13 points cold iron, lawful, magic, silver), maneuver training, monk vow (vow of truth[UM]), wholeness of body (11 hit points)
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Gear
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javelin (x10)
mwk kama
mwk nunchaku
amulet of mighty fists +1 belt of physical perfection +2 bracers of armor +3 cloak of resistance +3 headband of inspired wisdom +4 monk's robe ring of protection +1 stagger-proof boots stonefist gloves[MA]
dwarven trail rations[UE] (10), masterwork backpack[APG], 316 gp
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Special Abilities
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Adamantine Monk (DR 1/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
Awe-Inspiring Smash Apply STR instead of CHA to performance combat checks.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dragon Ferocity While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1–½ times your Strength bonus on other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. Dragon StyleWhile using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
History of Scars +2 natural armor, -2 to all CHA checks
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved DisarmYou do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Improved TripYou do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex)At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Performance Combat +9 Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (12/day, Fort sv. DC 21) You can stun an opponent with an unarmed attack.
Vow of Truth (+2 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication.
Wholeness of Body (11 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Darnak Deepstone
Male Dwarf Monk (Monk of the Sacred Mountain) 1
LN Medium(humanoid, dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +3wis )
hp 12 (1d8+3con+1fc)
Fort +5 (+2base/+3con)
Ref +5 (+2base/+2dex/+1trait)
Will +5 (+2base/+3wis)
(+2 vs. poison, spells, and spell-like abilities) Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee unarmed strike +2 (1d6+2) or
. . unarmed strike flurry of blows +1/+1 (1d6+2)
Ranged javelin +2 (1d6+2)
Special Attacks flurry of blows +1/+1, stunning fist (1/day, DC 13)
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Statistics
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Str 14, Dex 14, Con 16, Int 10, Wis 17, Cha 6
Base Atk +0; CMB +2; CMD 18 (22 vs. Bull Rush, 22 vs. Trip)
Feats: Bonus feats: = 1st: Stunning Fist (1/day) (DC 13), Improved Unarmed Strike, Dodge
Level gained feats: = 1st: Crane Style
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Skills 4 skill points
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Acrobatics +6: (+1rnk/+2dex/+3cs) (+8 trait on balance-related checks; +2 jump) Climb +5: (+1rnk/+1str/+3cs)
Perception +7: (+1rnk/+3wis/+3cs)
Sense Motive +3: Stealth +6: (+1rnk/+2dex/+3cs)
Survival +3:(+5 to track vs. humanoids of the Giant subtype) Racial Modifiers Languages Common, Dwarven
SQ ac bonus +3, giant hunter, hardy, rock stepper, slow and steady, stability, stunning fist (stun), unarmed strike (1d6)
Combat Gear javelin (x5), caltrops
Other Gear potion of cure light wounds, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), masterwork backpack, trail rations (x5), waterskin, 35 gp, 1 sp, 1 cp
Encumbrance: 41.26lbs (50lbs is light load)
Pouch w/50g
Traits: Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
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FEATS
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Crane Style (Combat, Style) 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.
Dodge (Combat): Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Special Abilities
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AC Bonus +3:When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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. Darkvision (60 feet):You can see in the dark (black and white vision only). Defensive Training +4:Gain a dodge bonus to AC vs monsters of the Giant subtype. Flurry of Blows -1/-1 (Ex):Make Flurry of Blows attack as a full action. Giant Hunter +1 to attack/+2 to tracking:Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. Hardy +2:Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Improved Unarmed Strike:Unarmed strikes don't cause attacks of opportunity, and can be lethal. Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. Slow and Steady:Your base speed is never modified by encumbrance. Stability +4:Gain bonus to CMD vs bull rush/trip while standing on ground. Stunning Fist (Ex) (DC 13):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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Stunning Fist (1/day) (DC 13):You can stun an opponent with an unarmed attack. Unarmed Strike (1d6):The Monk does lethal damage with his unarmed strikes.
Darnak Deepstone
Monk (Monk of the Sacred Mountain) 18th:
Ki pool = 21:0/21 used
Darnak Deepstone
Male dwarf monk (monk of the sacred mountain) 18
LN Medium outsider (humanoid, dwarf)
Init +6; Senses Darkvision (60 feet); Perception +39
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DEFENSE
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AC 50, touch 43, flat-footed 49. . (+7 armor, +6 Dex, +6 natural, +5 deflection, +1 dodge, +9 Wis, +4 monk, +2 Insight)
hp 261 (117+108con+18Feat+18FC)
Fort +24 (+11base/+6con/+5resist/+2feat)
Ref +22 (+11base/+5dex/+5resist/+1trait)
Will +25 (+11base/+9wis/+5resist/+2feat)
Hardy: +2 vs spells/spell-like abilities
Still Mind: +2 vs. enchantment spells and effects.
Defensive Abilities Defensive Training, Iron Limb Defense, Vow of Silence
DR Adamantine Monk (DR 4/–),
Immune Disease, poison
SR 28
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OFFENSE
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Speed 80 ft.
Melee unarmed strike +21/+16/+11 (3d8+7/19-20 plus 2d6 vs. evil) or
. . unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 (3d8+7/19-20 plus 2d6 vs. evil) Special Attacks flurry of blows, quivering palm (1/day, DC 28), stunning fist (18/day, DC 28)
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STATISTICS
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Str 14/20, Dex 14/20, Con 16/22, Int 10, Wis 17/29, (+1/4 lvls) Cha 7
Base Atk +13; CMB +23; CMD 54/48FL (58 vs. bull rush, 54 vs. sunder, 58 vs. trip)
Feats: Bonus feats: = (1st:) Stunning Fist(Free) (18/day) (DC 28), Improved Unarmed Strike(Free), Dodge; (2nd:) Deflect Arrows, Toughness +18(Free); (6th:) Mobility; (10th:) Combat Reflexes; (14th:) Improved Critical(Unarmed Strike); (18th:) Spring Attack
Level gained feats: = (1st:)Great Fortitude; (3rd:)Weapon Focus(Unarmed Strike); (5th:)Dragon Style; (7th:) Iron Will; (9th:) Power attack; (11th:) History of Scars; (13th:) Dimensional Agility; (15th:) Dimensional Assault; (17th:) Dimensional Dervish; (19th:) Dimensional Savant
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Skills:
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Acrobatics +26(+46 jump): (+18rnks/+5dex/+3cs/+20racial(jump))
Climb +18: (+10rnks/+5str/+3cs)
Know (History): +4 (+0int/+1rnk/+3cs)
Know (Religion): +4 (+0int/+1rnk/+3cs)
Perception +39: (+12wis/+20rnks/+3cs/+4 vow)
Sense Motive +31: (+12wis/+12rnks/+3cs/+4 vow)
Stealth +35: (+8dex/+20rnks/+3cs/+4 vow)
Swim +5: (+1str/+1rnks/+3cs)
Modifiers Vow of Silence
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +13, Bastion Stance (Ex), Fast Movement (+60'), Greed, Hardy +2 poison/+4 spells and spell-like effects, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Ring of Evasion, Ring of Freedom of Movement, Ring of Sustenance, Rock Stepper, Slow and Steady, Stability, Still Mind, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Unarmed Strike (2d10), Vow of Truth (+3 Ki), Wholeness of Body (18 HP/use) (Su)
Traits: Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Other Gear: +2 Holy Amulet of Mighty Fists/Amulet of Natural Armor +4 (36,000g/48,000g)
Black Belt of Physical Perfection (144,000g)
Bracers of Armor +7 (49,000g)
Gray Headband of Inspired Wisdom +6 (36,000g)
Handy Haversack (2,000g)
Ring of Freedom of Movement/Evasion (40,000g/37,500g)
Ring of Protection +5/Ring of Sustenance/Feather Fall (50,000g/3,750g/3,300g)
Stonefists Gloves (10,000g)
Potion of Enlarge (x10) (500g)
Potion of Displacement (x4) (2250g)
Potion of Heroism (x4)(2250g)
Wide brimmed dark gray hat of telepathy (27,000g)
Total =
Leftover = 1050g
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FEATS
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Deflect Arrows (Combat) Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Dragon Style (Combat, Style) Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Dimensional Agility Teleportation does not faze you.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
Dimensional Assault You have been trained to use magical movement as part of your combat tactics.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
Dimensional Dervish You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Savant You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat. Dodge (Combat): Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
History of Scars: Your scars bear witness to countless battles.
Benefit: Your thick scars impart a –2 penalty on all Charisma-based skill checks, but increase your natural armor bonus by +2.
Mobility (Combat): Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Spring Attack (Combat): Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Stunning Fist (Ex) (DC 32):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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Stunning Fist (20/day) (DC 32 Fort) (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex)
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MONK OF THE SACRED MOUNTAIN ABILITIES
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The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain. A monk of the sacred mountain has the following class features.
Iron Monk (Ex): At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.
Bastion Stance (Ex): At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.
Iron Limb Defense (Ex): At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump.
Adamantine Monk (Ex): At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/—. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion.
Vow of Silence (Su): At 17th level, a monk of the sacred mountain becomes as impassive as stone, making a vow of silence in exchange for greater abilities. The monk gains a +2 insight bonus to AC and CMD and a +4 bonus on Sense Motive, Stealth, and Perception checks. The monk does not lose the capacity for speech, but if he ever speaks, he loses this feature for 24 hours. This ability replaces tongue of the sun and the moon.
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SPECIAL ABILITIES
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Abundant Step (Su)At 12th level or higher, a 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 his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. AC Bonus +17 (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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. Adamantine Monk (DR 4/–) (Ex)Gain Dr/-, 1 Ki: Double DR until next turn. Damage Reduction (4/-)You have Damage Reduction against all attacks. Darkvision (60 feet)You can see in the dark (black and white vision only). Defensive Training (+4)+4 dodge bonus to AC against monsters of the Giant subtype. Diamond Body (Su)At 11th level, a monk gains immunity to poisons of all kinds. Fast Movement (+60')The Monk adds 10 or more feet to his base speed. Flurry of Blows +16/+16/+11/+11/+6/+6/+1 (Ex)Make Flurry of Blows attack as a full action. Giant Hunter+1 to hit Giants and +2 to Survival to find and follow their tracks. Greed+2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Poison/+4 Spells or Spell-like EffectsGain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hat of TelepathyThis gray, wide-brimmed hat covers the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message. Improved Unarmed StrikeUnarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Pool (Su)At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
In addition, he can spend 1 point to increase his speed by 20 feet for 1 round.
Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. 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. You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Adamantine (Su)At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. Ki Strike, Lawful (Su)At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. Ki Strike, Cold Iron/Silver (Su)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. Ki Strike, Magic (Su)At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex)At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Perfect SelfAt 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.You gain damage reduction 10/chaotic. Purity of Body (Ex)At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Quivering Palm (1/week) (DC 32) (Su)Once a week, make an attack that can kill with your thought. Ring of EvasionThis ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. Ring of Feather FallingThis ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet. Ring of Freedom of MovementThis gold ring allows the wearer to act as if continually under the effect of a freedom of movement