Domayoku's page

193 posts. Alias of TheWaskally.

Full Name



Half-Fiend* Human|HP: 82/82|DR 5/Magic|AC: 27 (18 Tch, 21 Fl)|SR 18|CMB: +15, CMD: 42|F: +13, R: +13, W: +13|Init: +5|Resist 10 acid, cold, electricity and fire|


Gestalt Monk (Monk of the Four Winds)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Elemental Fist (Su) 2d6 6/6x/day|Retribution (Su) 10/10x/day|Ki Pool (Su) (10/10)



Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15



Special Abilities

See Class Features Tab




Common, Infernal, Abyssal, Draconic, Celestial


Errant Demon King

Homepage URL

Full Body

Strength 28
Dexterity 21
Constitution 20
Intelligence 18
Wisdom 24
Charisma 17

About Domayoku

Initiative: +5
Senses: Perception +17
AC 28 (18 Touch, 21 FF)(+3 Armor, +8 unarmored bonus, +1 dodge, +5 Dex, +1 natural)
Hp 82/82 (1d12 (max) + 5 Con + 1 favored, then 1d12 + 5 Con + 1 favored) DR 5/magic
Fort +13, Ref +13, Will +13
Speed 60 ft (30 ft Base, fly 120ft., good), Scion of the North Wind (Ex) 2/2x/day
Melee 2 Claw Attacks +15 (1d4 + 8, x2), Bite +15 (1d3 + 8, x2), Flurry of Blows +5/+5/+0 (1d8 + 8, x2)
Special Attacks
BAB +7/+2, CMB +15, CMD 42
Feats Emergent Divinity - Resourceful Combatant I (Ex, Broken), Fast Learner, Improved Unarmed Strike, Elemental Fist (fire), Combat Reflexes, Improved Grapple, Extra Talent - Physical Avatar (Ex), Combat Expertise, Improved Trip, Persuasive, Dodge, Quick Draw
Skills 10/Level, +1 Skilled, +1 Favored Class Bonus, +2/Background
Acrobatics +21 (7 Rank, 8 Str, 3 Class, 3 Physical Avatar)
Climb +16 (2 Rank, 8 Str, 3 Class, 3 Physical Avatar)
Craft (alchemy) +15 (6 Rank, 3 Class, 4 Int, 2 Alchemist Kit)
Diplomacy +24 (7 Rank, 3 Class, 8 Str, 1 Influence, 3 Physical Avatar, 2 Persuasive)
Escape Artist +18 (7 Rank, 3 Class, 5 Dex, 3 Physical Avatar)
Fly +18 (7 Rank, 3 Class, 5 Dex, 3 Physical Avatar)
Handle Animal +7 (1 Rank, 3 Class, 3 Cha)
Intimidate +23 (7 rank, 3 Class, 8 Str, 3 Physical Avatar, 2 Persuasive)
Knowledge (history) +11 (4 Rank, 3 Class, 4 Int)
Knowledge (religion) +11 (4 Rank, 3 Class, 4 Int)
Knowledge (local) +11 (3 Rank, 3 Class, 4 Int)
Knowledge (planes) +10 (4 Rank, 3 Class, 4 Int)
Perception +17 (7 Rank, 3 Class, 7 Wis)
Perform (string) +15 (6 Rank, 3 Class, 3 Cha, 2 MW Musical Instrument, 1 Aspiring Bard)
Profession +7 (0 Rank, 0 Class, 7 Wis)
Ride +15 (4 Rank, 3 Class, 5 Dex, 3 Physical Avatar)
Sense Motive +17 (7 Rank, 3 Class, 7 Wis)
Stealth +18 (7 Rank, 3 Class, 5 Dex, 3 Physical Avatar)
Survival +14 (4 Rank, 3 Class, 7 Wis)
Swim +16 (2 rank, 3 Class, 8 Str, 3 Physical Avatar)

Class Features:

Weapon and Armor Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: 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.
A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).
AC Bonus (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.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike
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.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
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.
Elemental Fist (Su) 2d6 6x/day
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).
This ability replaces stunning fist.
Lineage Domain Travel
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp):
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Battle Lord I (Ex): The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Battle Lord II (Ex): When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put away one weapon and draw another, as a free action.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra 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. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Brawn (Su):
Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).
You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed. Acrobatics, Diplomacy & Intimidate
Retribution (Su):
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Scion of the North Wind (Ex):
Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess.
Ki Pool (Su) (10/10)
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. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th 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, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex) +30 ft.
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 (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.

Traits (Combat) Bullied and (Social) Influence (Diplomacy)
Items Bag of Holding, Type IV, Bracers of Armor +3, a rod of splendor, a ki mat, a ring of sustenance, a belt of giant's strength +2, a pair of slippers of spider climbing, 50 ft. of silk rope, an alchemist's kit, and a masterwork acoustic guitar

Wealth 2639gp, 581sp, 781cp, 5 gems worth 10gp, 1 gem worth 200gp
Carrying Capacity
Light (400 lbs or less); Medium (401-800 lbs.); Heavy (801-120 lbs.)
Current Load: 61
Height 6'3", Weight 290 lbs, Eyes Yellow, Hair Ebon
The Legend of Domayoku

GM Wolf wrote:
For each 3 paragraphs of background you gain additional perks: 1 - extra trait, 2 - extra feat, 3 - extra +2 to an ability score, 4 - gain a mount CR 3 or below, 5 - gain a crafting feat, 6 - gain a wish, 7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well), 8 - gain a familiar or animal companion, 9 - gain a super power, 10 - gain another 'Special' from another class, it cannot be a Special above 5th level.

18 total paragraphs:

1 - (Race) Aspiring Bard
2 - Persuasive
3 - +2 to Strength
4 - Dire Hyena called 'Smiley'
5 - Brew Potion
6 -