Dayvin Svirfneblinprana ghost monk (disciple of wholeness, flowing monk) 5
LN Small outsider (augmented humanoid, extraplanar, gnome, incorporeal)
Hero Points 3
Init +13; Senses darkvision 120 ft., low-light vision; Perception +27 (+29 to notice unusual stonework)
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Defense
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AC 42, touch 42, flat-footed 31 (+9 deflection, +9 Dex, +2 dodge, +1 enhancement, +1 monk, +1 size, +9 Wis)
hp 66 (5d8+35)
Fort +13, Ref +17(e), Will +17 (+2 vs. channeled negative energy and inflict spells); +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures, +2 racial bonus vs. mind-affecting effects
Defensive Abilities ac bonus, evasion, incorporeal, rejuvenation; Immune dazed, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep, stunning; Resist negative energy 5; SR 16
Weaknesses living prana
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Offense
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Speed fly 40 ft. (perfect); astral step (9/day)
Melee unarmed strike +14 (1d6+11) or
. . unarmed strike flurry of blows +14/+14 (1d6+11) or
. . dazing touch +14 incorporeal (1d6+11 plus daze)
Special Attacks dazing touch (DC 21), flurry of blows
Spell-Like Abilities (CL 5th; concentration +5)
. . Constant—nondetection
. . 1/day—magic stone, stone shape, stone tell
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Statistics
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Str —, Dex 29, Con 20, Int 20, Wis 28, Cha 10 Base Atk +3.75; CMB +13 (+15 dirty trick, +15 disarm, +15 grapple, +15 reposition, +15 steal, +15 trip); CMD 42 (44 vs. dirty trick, 44 vs. disarm, 44 vs. grapple, 44 vs. reposition, 44 vs. steal, 44 vs. trip)
Feats Alertness(B), Combat Expertise, Deadly Aim, Deflect Arrows, Deft Maneuvers, Improved Initiative(B), Power Attack, Pummeling Bully[ACG], Pummeling Style[ACG], Tactical Reposition, Toughness(B), Unarmed Combatant
Traits blessed touch, quain martial artist, spirit touched
Skills Acrobatics +16, Artistry (philosophy) +10, Bluff +4, Diplomacy +8, Fly +26, Heal +11, Knowledge (dungeoneering) +9, Knowledge (history) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +27 (+29 to notice unusual stonework), Perform (oratory) +6, Sense Motive +27, Stealth +29; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Undercommon
SQ elusive target, finesse weapon attack attribute, flowing dodge, healing ki, hero points, high jump, hone body, ki pool (16 points magic), maneuver training, monk vow (vow of poverty[UM]), redirection, slow fall 20 ft., stalwart watcher, stoneseer[ARG], unbalancing counter
Other Geardark life ring as tattoo
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Special Abilities
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AC Bonus A prana ghost gains a deflection bonus to AC equal to its Wisdom modifier instead of the Charisma-based bonus the incorporeal ability normally provides. It loses the base creature's armor bonus, as well as all armor and shield bonuses that don't come
Astral Step (60 feet, 9/day) (Su) As std act, teleport to a space within range.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazing Touch (DC 21) (Su) With a touch, a prana ghost can deal 1d6 points of damage, and the creature touched must succeed at a Will saving throw (DC = 10 + 1/2 the prana ghost's Hit Dice + the prana ghost's Wisdom modifier) or be dazed for 1 round.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deft Maneuvers You don't provoke attacks of opportunity for maneuvers.
Elusive Target (Ex) At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker's attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damag
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fast Movement Move faster
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fly (40 feet, Perfect) You can fly!
Healing Ki 1d4+2 (Su) As a swift action, use 1 ki to touch and heal ally.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hone Body (Su) Imm to magic diseases while undamaged. As a swift action use 1 ki, touch grants imm to all disease for 1 day.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Dazed You are immune to the dazed condition.
Immunity to Disease You are immune to diseases.
Immunity to Effects that Require a Corporeal Body You are immune to effects that require a corporeal body.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Ki Pool (16/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Living Prana (Ex) +50% from negative energy and death effects
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pummeling Bully When hit with Pummeling Style, attempt reposition or trip as free action. Full action or flurry only.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Redirection (5/day, DC 21) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Rejuvenation (Su) Prana ghosts can return after a few days.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (16) You have Spell Resistance.
Stalwart Watcher +1 to attack fey, +2 vs. mind-affecting effects.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stoneseer +1 to caster level of spells with earth descriptor.
Tactical Reposition You excel at moving foes right where you want them.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unbalancing Counter (DC 21) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Vow of Poverty (+5 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
Warpriest Fervor 2d6 11/day (Su)
Terva:
Terva CR -
Phantom (Pathfinder RPG Occult Adventures)
LN Medium outsider (incorporeal, phantom)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 19, flat-footed 15 (+4 deflection, +3 Dex, +1 dodge, +1 enhancement)
hp 35 (4d10+8)
Fort +7, Ref +5, Will +5
Defensive Abilities incorporeal
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Offense
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Speed 30 ft.
Melee 2 slams +8 (1d8+4)
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Statistics
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Str -, Dex 16, Con 14, Int 7, Wis 10, Cha 15 Base Atk +4; CMB +7; CMD 22
Feats Combat Advice, Combat Expertise, Deadly Aim, Dodge, Power Attack
Skills Diplomacy +9, Heal +7, Knowledge (religion) +2, Perception +4, Sense Motive +4, Stealth +7
Languages Common
SQ benevolent, finesse weapon attack attribute, incorporeal, magic attacks, opening strike
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Special Abilities
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Benevolent Increase aid another bonuses granted by 1, or 2 for master.
Combat Advice As move action, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Emotional Focus (Kindness) A phantom with this emotional focus was a being with a generous heart in life and continues to remain that way well after death.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Incorporeal (Su) Incorporeal, but cannot harm corporeal foes unless delivering touch spell.
Magic Attacks (Su) Slams count as magic for overcoming DR.
Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Talk about my past? It was so long ago, and my head was filled with meat and rage. I am not who I was, but I am who I am because of the person that I was. I'm not sure how to explain it to somebody a couple of decades into their first lifetime. I hope I’m not doing too badly.
I suspect beginning at the beginning is in order. We lived deep underground on the constant edge of annihilation. Duergar, lava flows, kobolds, tunnel collapses, drow, bad air, and brain-eating tentacled things that I don’t believe exist anymore. The heart of the earth isn’t a good place for anybody.
I suppose it isn’t paranoia when you live in an environment like this. Though we took pre-emptive self-defense to a new level. Everybody born soon learned that they needed to fight in some way. There could be no survival without strength, and anybody not helping was holding us back.
I was agile and sharp-eyed, so they made me a scout. Somebody sent out to find the enemy before they found us. Where possible to invade and sabotage. A job with a low survival rate, so they always needed more. I had hoped to be a mage, but I didn’t have the innate talent, beyond the gifts inherent in my blood. Though later I always wondered how much the outcome of the tests was determined by what we needed as a clan. I was angry about that then.
I survived my missions and more than that, succeeded at them. I knew many things that I have lost over time. The arts of lock and trap. How best to poison a blade and where to stick it. Other things I’ve retained, but those are more internal than that. Even many of those have been lost, but they are returning.
For many decades I went forth to locate our enemies. I kept track of their troop movements. I stole their battle plans. I sabotaged their equipment. I poisoned their food. And occasionally, I assassinated their leaders. But beyond this, I stole their wealth.
I acquired much loot and more importantly magical treasure. That was much more important than any coins. Enchanted items were power, and power was survival. Those I couldn’t use, I could sell for things I needed more. Whatever I had was not sufficient. Nothing would be sufficient. I could raid the gods’ treasure halls and still want more.
In many ways I have evolved, but losing this greed is probably the greatest change. I now have a much different understanding of power. And of survival for that matter.
But as much as my greed helped me, it led to my downfall. As powerful as I was, I needed to sleep and eat. As cautious as I was in the field, I grew complacent at home. I do not know what combination of spell or poison they used, but one day I woke paralyzed. I was bound by shackles as well, but they did not trust those alone to hold me.
I watched them as they took everything I had stolen from our enemies. At the time I did not see the irony.
While I was paralyzed, I heard noises. Panic, crumbling stone, the sounds of twisted alien magic. I was helpless. I could not help others nor save my own life. All because others wanted my power. I saw shadows moving. Shadows with tentacles. That was not a good sign. Some of things deepest under the Earth came from places between the planes. The world tended to not work correctly around some of them.
Things happened like the walls bending. You couldn’t see them curve, but all the angles were wrong. That was a bad sign. The more powerful the entity, the stranger things got around them. But sometimes that worked to your advantage. It was moving in through the wall, and I was at the edge of where things were changing. Sometimes when reality got bent, the edges didn’t line up. This happened now and I fell through the cracks.
I landed with a splash. It was some sort of sodden area with water, mud and strange plants. It must have been a huge cave, because I couldn’t tell where the ceiling was. It had some odd glowing spots on it though. Whatever happened was not wearing off and I was sliding in the mud. Soon, my face would be under water and I’d drown.
And then a stick poked my shoulder and rolled me over. There was a goblin, of sorts. He looked like one, but he was aged and wrinkly. Goblins never got that old. They didn’t live long enough. He just smiled and put a rope around me to drag me away. I thought I’d traded drowning for being eaten, but when we got to his hovel, he just fed me stew with a spoon. Then some odd herbs that tasted bad.
I started regaining feeling when the ball of fire was rising. A light brighter than anything I had seen before. I had heard legends of that light. Was I truly on the surface world? It seemed so. The sky that had been black with stars was now blue with a blazing light too painful to look at.
The old goblin said I had been chosen. He recited some ancient prophecy and said I needed training. I snorted and walked away. Or tried to when he tripped me. He managed to beat me up without hurting me and I couldn’t land a blow on him. I was being trained if I wanted it or not. It took many years, but I learned his ways.
This was an art that relied on one’s self. No weapon. No armor. No magic. It was a way of old forgotten lore and ancient martial arts. Essential to this art was the idea of flow. Energy was a flow, as was movement. When someone attacked, you used their movement to send them away. It also involved attacks given with the hand that were as strong as any sword.
On his deathbed, he told me to wander the world. I would not be needed for a thousand years or more. He told me to live my life for the next was when I would be called. And then he died, his body disappearing at the moment of his death.
I was left with a prophecy:
The Gem hidden deep will live three lives. The first life will be for the clan, and it will be in vain. This will forge the Gem. The second life will be for himself and it will end in death. This will cut the Gem. The last life will be for the world and it will end in annihilation. This will shatter the Gem.
A Child in Red shall mark the new aeon. Its glee will open the door. The Elder Sister will sing the song that comes from places beyond. This tune shall seek the Doom and draw it closer. The Unyielding Mother’s sacrifice will invite the doom into this world. But the Forgotten Father will turn his back. He shall seek the Gem.
The Gem will face the Doom and be ended. A perfect death will turn back the Doom. Any flaw and the world dies screaming.
The prophecy was disturbing on so many levels. I wished it would not be, but deep within I felt something. I felt that I was no longer rough, but beginning to become more perfect. A gem being cut.
But I could not simply sit in a swamp. Only a sharp blow could cut a gem. So I wandered forth. I found challenges. People who needed saving. Monsters that needed to be fought. Sometimes alone, sometimes with others. I grew powerful, though I gave the treasure away to help the needy.
One cleric of Sarenrae whom I rescued sat me down and she insisted upon giving me a tattoo. She had made a ring to protect against the undead and melted it down to make silver ink. The power of the ring stayed within the tattoo.
For nearly a century I fought. And I found myself back deep within the earth. I saw a place that looked familiar. A village of my people. Though they had all died, new svirfneblin had moved into the wreckage and rebuilt something new. Like their traditions, they mistrusted me, but I proved myself in protecting them.
When they were safe, I stayed. I met a woman, and we began a family. We had three children as I grew older. Delzrin, who followed in my footsteps and learned the ways of flowing water. Binyan, who rejected this and became the scout I had been long ago. Terva, who became a healer.
I watched them grow to adults. To begin their own family as I felt the years more deeply. I held grandchildren and watched them play. I buried my wife. And I felt my passing coming. I knew from the goblin of years ago that death was not always an end. I did not know it then, but he had taught me how to pass into a new state.
I lay in the astral sea, dreaming. I know not how long it was, for time is not the same there. I was asleep for so long. Parts of me washed away in the astral tides over long centuries. Who I was waned over time, but my spark did not go out. Terva arrived in the astral plane when she died and I held on to her.
And then I was here. I am but a shell of who I was. A ghost, but not undead. So much of my skills and talents are memories, but they shall return.
The prophecy has stayed with me and I feel that it is coming. I must rebuild myself and seek perfection within. As I do so, I must find the Family of Blood to be prepared for the end.
4 - gain a mount CR 3 or below - didn't take
5 - gain a crafting feat - didn't take, not a spellcaster
6 - gain a wish - template
7 - gain a magical ring no more than 8,000 gp - took as tattoo of a ring.
8 - gain a familar or animal companion - took a phantom as spiritualist This is his daughter. If you don't allow this, I will not take anything.
9 - gain a super power - template
10 - gain another 'Special' from another class - Warpriest Fervor.