Merisiel

Dinenen's page

255 posts. Alias of hustonj.


Full Name

Dinenen

Race

Aasimar (Elf)

Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2

Classes/Levels

Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

Gender

M

Size

M

Alignment

LG

Deity

Irori

Languages

Celestial, Taldane (Common); Elven; Abyssal, Draconic, Dwarven, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Orc, Skald, Sylvan, Terran, Varisian

Strength 14
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 21
Charisma 16

About Dinenen

Appearance The elf is dressed as a monk of Irori, with no armor, sparse weapon options, and every indication that he doesn't expect to need much gear. The sandals are plain, and the loose pants look to be dirty and stained linen, or maybe canvas, though they seem to move to fold and shift too easily for canvas. The shirt was once white, though the blue hand on his back is still easily visible when he takes his pack off. Blue sashes are wrapped around his waist, at the cuffs of his pants to hold them tight to his legs, on his arms, and even on his head. The blade is an obvious weapon, though it isn't shaped the way you expect. He also has a loop of thin rope on his belt, with a small weight attached to it. There is no obvious evidence of anything else which could be a weapon. His hair, though, is the deep blue of a clear sky that you see when the sun rises behind you, pulled back into a pony tail secured with short lengths of white cloth. His eyes match his hair, but they seem to glow.

Background:
When the elf was born in Absalom, his unusual coloration was noted and researched immediately. He was identified as aasimar on the day of his birth. By the time he was 3, his parents, and the pathfinders helping them research his capabilities, believed they had identified the Choral Angel that was the source of his divine spark. The angel was serving as a herald for Irori, and went by a probably shared title :The Voice of Irori."
Once he was old enough, the young elfing aasimar began training at the temple attached to the Irorium. Causing little surprise, but some disappointment on his mother's part, the young elf took to the training quite readily, finding it easy to accept and devote himself to the pursuit of personal individual perfection, and even to helping others pursue their own. After taking his final vows, and new name, Dinenen took to the roads, to find out more about his own weaknesses and to see if he could strengthen himself as necessary. As with so many other Irorians, he seeks challenges, looking for the opportunity to grow and improve himself more than he ever could staying in a monastery.
After a few ears of wandering, Dinenen began consciously working to spread the good word about individual self-perfection, and trying to help others who are ready to begin their own journeys find the guide marks Irori has set out on the path to enlightenment.

Combat:
Init: +4 (Dex+4)
Move 50'

Melee +8, Finesse/Ranged +10 CMB +8/+10 (MBAB+5, EBAB+1, Str+2, Dex+4)

Standard attacks:
Unarmed Strike +11 for 1d10+2 @ x2, B, Ki Magic, Holy
(Finesse+10; Str+2; Weapon Focus+1)
MW Cold Iron Waveblade +12 for 1d6+2 @ 18+, P or S, monk; +2 CMD vs Disarm
(Finesse+10, MW, Str+2, Weapon Focus+1)
MW Rope Dart +12 for 1d4+2 @ x2 up to 20', P, monk, blocking, distracting
(Ranged+10, MW, Str+2, Weapon Focus+1)

Full attacks:
Flurry of Blows: +11/+11/+6 for 1d10+2 @ x2, B, Ki Magic, Holy
(Finesse+10; Str+2; Weapon Focus+1)
Unarmed Strike +11/+6 for 1d10+2 @ x2, B, Ki Magic, Holy
(Finesse+10; Str+2; Weapon Focus+1)
MW Cold Iron Waveblade +12/+7 for 1d6+2 @ 18+, P or S, monk; +2 CMD vs Disarm
(Finesse+10, MW, Str+2, Weapon Focus+1)
MW Rope Dart +12/+7 for 1d4+2 @ x2 up to 20', P, monk, blocking, distracting
(Ranged+10, MW, Str+2, Weapon Focus+1)

Bullied: +1 attack for unarmed attacks as AoOs
Charging Stag Style: Charge through difficult terrain, allies, and make exactly 1 turn of up 90 degrees during charge
Combat Reflexes: 5 AoOs per round; Make AoO while flat-footed
Deft maneuvers: +2 to CMB for Disarm/Trip; Neither Disarm nor Trip provoke; Feint as a move action
Deliquescent Gloves: +1d6 acid damage to melee; unarmed immune to ooze acidic damage
Flurry of Blows: use unarmed strike or Monk weapons only
Greater Grapple: +4 to CMB for Grapple; Neither Grapple nor unarmed strikes provoke; maintain Grapple as Move action
Holy Amulet of Mighty Fists: Attacks count as Good-aligned for DR, +2d6 Holy damage vs Evil opponents
Ki: While Ki Pool is not empty, unarmed attacks count as magic. Spend exactly 1 point to add another full bonus attack to Flurry of Blows for 1 round - 0 used of 8
Stunning Fist: Fort 18 or my choice of Stunned for 1 Round or Fatigued; 6 per day - 0 used of 6
Style Strike apply to 1 of Flurry of Blows attacks:
Spin Kick: Opponent without Uncanny Dodge (or similar effect) is flat-footed against this attack

HP: 56 (10 + 4x6 + 2x5 + 7xCon+1 + 5xFavored Class (Unchained Monk)+1)

Regeneration: 1/round

AC 26, T 26, FF 20, CMD 34+ (Armor+0, Monk+2, Dex+4, Wis+5, Dodge+1, Deflection+3, Protective Grace+1 (Dodge), BAB+6, Str+2)

Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5
Deft maneuvers: +2 CMD vs Disarm/Trip
Freedom of Movement
Greater Grapple: +4 CMD vs Grapple

Fort: +11 (Base+4, Prestige+1, Con+1, Cloak+5)
Ref: +14 (Base+4, Prestige+1, Dex+4, Cloak+5)
Will: +12 (Base+1, Prestige+1, Wis+5, Cloak+5)

Evasion
Freedom of Movement: from ring
Principled: +2 trait vs Charm, Compulsion & emotion effects
Purity of Body: immune to all diseases, including supernatural and magical diseases
Still Mind; +2 vs Enchantment spells & effects


Selected Class Abilities:
** Monk **
* Ki *
Ki Pool: 8 of 8

Monk 4: Ki Metabolism
Monk 6: High Jump
Monk 8: []
Monk 10: []
Monk 12: []
Monk 14: []
Monk 16: []
Monk 18: []

* Style Strike *
Monk 5: Spin Kick
Monk 9: []
monk 13: []
Monk 17: []

** Evangelist **
Skilled: Linguistics and ?? Become Class Skills


Feats & Traits:
* Feats *
1 Weapon Focus (Monk Weapon Group)
Monk 1 Unarmed Combatant
Monk 1 Stunning Fist
Monk 1 Dodge
Monk 2 Combat Reflexes
3 Deft maneuvers
5 Deific Obedience
7 Charging Stag Style
E2(M6) Greater Grapple
9 [Stag Horns?]
11 [Jabbing Style?]
E6(M10) [Spring Attack]
13 [Jabbing Dancer?]
15 [Jabbing Master?]
E10(M14) [Improved Spring Attack]
17 [Canny Tumble?]
19 [?]
Monk 9(M18) [Greater Spring Attack]

* Traits *
Combat: Bullied: +1 trait on AoO attack rolls with unarmed strike
Faith: Principled: -2 on Bluff checks; +2 trait on saves vs Charm, Compulsion, Emotion effects


Skills & Languages:
4 Class + Int+1 = 5 Adventuring Skills & 2 Background Skills / Unchained Monk Level
6 Class + Int+1 = 7 Adventuring Skills & 2 Background Skills / Evangelist Level

Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+14~Acrobatics 4+7+3+ACP[+6 High Jump when jumping][+8 Racial from speed when jumping]
+ 1 Appraise 1+0+0
+ 1 Bluff 3+0+0-2 Principled
+ 7-Climb 2+2+3+ACP
+ 1 Craft 1+0+0
+13 Diplomacy 3+7+3
+ 3 Disguise 3+0+0
+ 4-Escape Artist 4+0+0+ACP
+ 4-Fly 4+0+0+ACP
+ 5 Heal 5+0+0
+ 3 Intimidate 3+0+0
+11+Knowledge (religion) 1+7+3(+4 Obedience)
+13 Linguistics 1+7+3+2 Truespeaker [Background]
+15 Perception 5+7+3
+13 Perform (Sing) 3+7+3 [Background]
+ 4-Ride 4+0+0+ACP
+17 Sense Motive 5+7+3+2 Truespeaker
+ 4-Stealth 4+0+0+ACP
+ 5 Survival 5+0+0
+ 7-Swim 2+2+3+ACP

AC -0 (-0 w/o pack)

High Jump: Always counts as having running start for jumps
High Jump: Spend 1 Ki for +20 to Jumping Acrobatics checks for 1 round

Languages: Celestial, Taldane (Common); Elven; Abyssal, Draconic, Dwarven, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Orc, Skald, Sylvan, Terran, Varisian


Gear:
11,000 GP Budget
4,000.0.0 Belt of Incredible Dexterity +2 (1#)
4,000.0.0 Headband of Inspired Wisdom +2 (1#)
x,x50.0.0 MW Backpack (4#)
x,xx1.0.0 Belt Pouch (0.5#)
x.xxx.5.0 Blanket (3# - Pack)
x,x10.0.0 Silk Rope, 50', Knotted (5# - Pack)
x,xxx.x.1 Soap (0/5# - Pack)
x,xx2.0.0 Waterskin, x2 (8# - Pack)
x,xx2.5.0 Trail Rations, 5 Days (5# - Pack)
x,xFREE Monk's Outfit (2#, sandals, loose breeches, loose shirt, bound together with sashes)
x,xx5.0.0 Gear Maintenance Kit (2# - Pack)
x,x80.0.0 Climber's Kit (5# - Pack)
x,310.0.0 MW Cold Iron Waveblade (2#)
x,301.0.0 Rope Dart (-#)
Gifted Cloak of Resistance +5
Gifted Explorer's outfit
Wished Monk's Robe W/ Deliquescent Glove effect
Spoils Ring of Protection +2 (-#)
Spoils Ring of Freedom of Movement (-#)
Wished Holy Amulet of Mighty Fists
Gifted Greenwatch Ring (Ring of Prot. +3, with sustenance, communication, Dungeon ring, and regeneration 1)

10,762.0.1 GP Spent for 44# (11.5# w/o pack); 14 GP on hand

Light <= 58# (~/-0/30/x4)
Medium <= 116# (+3/-3/20'/x4)
Heavy <= 175# (+1/-6/20'/x3)


Unchained Monk:
Alignment: Any lawful.
Hit Die: d10.
Starting Wealth: 1d6 x 10 gp (average 35 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Unarmed AC Bonus Movement Special
1st +1 +2 +2 +0 1d6 +0 +0 ft. Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike
2nd +2 +3 +3 +0 1d6 +0 +0 ft. Bonus feat, evasion
3rd +3 +3 +3 +1 1d6 +0 +10 ft. Fast movement, ki pool, ki strike (magic)
4th +4 +4 +4 +1 1d8 +1 +10 ft. Ki power, still mind
5th +5 +4 +4 +1 1d8 +1 +10 ft. Purity of body, style strike (1/round)
6th +6/+1 +5 +5 +2 1d8 +1 +20 ft. Bonus feat, ki power
7th +7/+2 +5 +5 +2 1d8 +1 +20 ft. Ki strike (cold iron/silver)
8th +8/+3 +6 +6 +2 1d10 +2 +20 ft. Ki power
9th +9/+4 +6 +6 +3 1d10 +2 +30 ft. Improved evasion, style strike
10th +10/+5 +7 +7 +3 1d10 +2 +30 ft. Bonus feat, ki power, ki strike (lawful)
11th +11/+6/+1 +7 +7 +3 1d10 +2 +30 ft. Flurry of blows (bonus attack)
12th +12/+7/+2 +8 +8 +4 2d6 +3 +40 ft. Ki power
13th +13/+8/+3 +8 +8 +4 2d6 +3 +40 ft. Style strike, tongue of the sun and moon
14th +14/+9/+4 +9 +9 +4 2d6 +3 +40 ft. Bonus feat, ki power
15th +15/+10/+5 +9 +9 +5 2d6 +3 +50 ft. Style strike (2/round)
16th +16/+11/+6/+1 +10 +10 +5 2d8 +4 +50 ft. Ki power, ki strike (adamantine)
17th +17/+12/+7/+2 +10 +10 +5 2d8 +4 +50 ft. Style strike, timeless body
18th +18/+13/+8/+3 +11 +11 +6 2d8 +4 +60 ft. Bonus feat, ki power
19th +19/+14/+9/+4 +11 +11 +6 2d8 +4 +60 ft. Flawless mind
20th +20/+15/+10/+5 +12 +12 +6 2d10 +5 +60 ft. Ki power, perfect self
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, and Scorpion Stance. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon’s Fist, Greater Grapple, and Powerful Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Unarmed Combatant as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
Level Damage (Small Monk) Damage (Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Abundant Step (Su): A monk with this ki power 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. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a poison, he can instead release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.
Diamond Body (Su): By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.
Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.
Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk’s elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.
Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target’s flow of ki. If the monk successfully damages the target of his attack, that opponent’s cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.
Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Ki Mount (Su): A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.
Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benef its of a divination. If he does, he spends 2 ki points from the next day’s total. A monk must be at least 10th level before selecting this ki power.
Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.
Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.
One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.
Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.
Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time 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); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.
Slow Fall (Su): A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.
Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.
Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.
Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the 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 monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Head-Butt: The monk slams his head into his enemy’s head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Timeless Body (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.
Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original 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. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.

Evangelist of Irori (Prestige Class):
Alignment: Within one step of chosen deity.
Deity: Must worship a single, specific deity.
Feat: Deific Obedience
Special: Any one of the following: base attack bonus +5, 5 ranks in any skill other than Knowledge (religion), or ability to cast 3rd-level spells.
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perception (Wis), and Profession (Wis).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Obedience, skilled
2nd +1 +1 +1 +1 Aligned class, protective grace +1
3rd +2 +1 +2 +1 Divine boon 1
4th +3 +1 +2 +1 Gift of tongues
5th +3 +2 +3 +2 Multitude of talents
6th +4 +2 +3 +2 Divine boon 2
7th +5 +2 +4 +2 Protective grace +2
8th +6 +3 +4 +3 Gift of tongues
9th +6 +3 +5 +3 Divine boon 3
10th +7 +3 +5 +3 Spiritual form
Weapon and Armor Proficiency: An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.
Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).
Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat and her deity's description for details on these divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.
Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.
Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.
The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.

Aasimar (Elven Stock):

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker:There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Attributes:
Rolled and adjusted
Adjust Race Level Gear Current
15 -1 14 +0 14 +0 14 +0 S 14 +2
16 +0 16 +0 16 +0 16 +2 D 18 +4
12 +0 12 +0 12 +0 12 +0 C 12 +1
13 +0 13 +0 13 +0 13 +0 I 13 +1
15 +1 16 +2 18 +1 19 +2 W 21 +5
14 +0 14 +2 16 +0 16 +0 H 16 +3

Progression Thoughts:
1 Unchained Monk
2 Unchained Monk
3 Unchained Monk
4 Unchained Monk
5 Unchained Monk
6 Evangelist
7 Evangelist
8 Evangelist
9 Evangelist
10 Evangelist
11 Evangelist
12 Evangelist
13 Evangelist
14 Evangelist
15 Evangelist
16 Unchained Monk
17 Unchained Monk
18 Unchained Monk
19 Unchained Monk
20 Unchained Monk

For Gestalt, I'm currently waffling between Paladin and Cleric, and then Champion of Irori, but am thinking of going further afield, maybe to a Sorcerer Variant?


What do I know about Dinenen?:
Knowledge (local) DC 10: Dinenen's coloring (hair and eyes, especially) does not match any of the natural elven colorations. His accent suggests he's from Absalom.

Knowledge (local) DC 12: He tries to carry himself aloof from the material world around him, but has never managed to divorce himself from it in a meaningful way.

Knowledge (local) DC 15: Similar to the legendary elves who came from The First World, it seems Dinenen goes without sleep.

Knowledge (local) DC 20: Dinenen is actually an aasimar, descended from a Choral Angel known as "The Voice of Irori"

Knowledge (local) DC 25: Despite working hard to not draw attention to himself, Dinenen has found the challenges to test himself by helping others, far too frequently through martial means and risks, but always as quietly as he could manage.

Knowledge (planes) DC 10: The creature is not actually an elf, but an aasimar, a native outsider with celestial ancestry of some sort.

Knowledge (planes) DC 20: His celestial ancestor was a Choral Angel.

Knowledge (religion) DC 10: The elf is a monk follower of Irori. They are known to seek out challenges for the sake of testing their development.

Knowledge (religion) DC 15: The elf is an Evangelist of Irori, not quite clergy, but more than a lay follower. As an evangelist, he has additional demands placed on his behavior and time.

Linguistics DC 25: "Dinenen" means "Silent Waters".

Sense Motive DC 13: He tries to carry himself aloof from the material world around him, but has never managed to divorce himself from it in a meaningful way.

Speak/Read Elvish: "Dinenen" means "Silent Waters".