Mokmurian

Gorn-Rel's page

1,202 posts. Alias of Ixos.


Full Name

Gorn-Rel

Race

Hobgoblin

Classes/Levels

Monk (Ironskin Monk) 15 / Champion (Mythic 7) l HP: 110/206 l AC: 33 [T: 20, FF: 28] l Fort: +25, Ref: +19, Will: +17 (+19 v Enchantments) l Init: +12 l Per: +20 l DR: 4/- l Ki: 9/9 l MP: 13/17

Gender

Male

Size

Medium

Age

18

Alignment

LN

Languages

Common, Goblin

Strength 33
Dexterity 20
Constitution 20
Intelligence 10
Wisdom 14
Charisma 18

About Gorn-Rel

There and Back Again, A Hobgoblin's Forced March:

The history of the Black Crown hobgoblin clan in Avistan is a history of forced migrations. The Black Crown clan originally cohered in Belkzen as the honor guard of the hobgoblin woman Namanda a consort of Korthog Black Crown the then Warlord of Belkzen. Namanda was favored by Korthog and with his blessing and her urging many hobgoblins emigrated to Belkzen. Fierce and disciplined warriors, these hobgoblins provided a strong backbone to the fury of the orcish horde. Korthog repaid their loyalty and mettle with land and favor. In honor of this alliance between races, these hobgoblins took up Korthog's name as their own. Relations between orcs and hobgoblins increased. Indeed, the children of Namanda and Korthog were not the only hobgoblin children born with orcish blood. These were the halcyon days for the new Black Crown clan.

These days were not to last.

Eventually, Korthog faced what all Warlords face -- death in battle. Tensions rose between hobgoblin and orc. The fully orcish children of Korthog agitated against Namanda and her children. Fearing for the lives of her people, Namanda led her people from Belkzen. She led them north. She led them across the icy wastes that are the Crown of the World. Fighting indigenous tribes and frigid monsters many Black Crowns died. Bereft of weapons the Black Crown clan honed their martial arts. While the weak died, the strong endured and grew even stronger. Such is the hobgoblin way.

After many miles and even more battles, the Black Crown clan found a new home on the borders of the kingdom of Quain. The heroes of Quain did not fear the hobgoblins, but they did both respect their strength and hunger for their martial arts. Long years past. Namanda died. Her daughter Loragog succeed her, and died in the fullness of her time. Loragog's son, Hok-Rel succeed her. The Black Crown clan became both school and clan. The Black Crowns prospered in Quain.

Their prosperity was not to last.

Burning Cloud Devil, King of Heroes, attempted to slay the Celestial Dragon. His failure brought calamity and famine to Quain. It was not a good time to be different. It was not a good time to be a hobgoblin minority surrounded by a human majority.

Hok-Rel guided the Black Crown clan out of Quain and back across the Crown of the World. This time the hobgoblins were prepared. Few died. All praised the wisdom and leadership of Hok-Rel, grandson of Namanda. The Black Crown clan was not prepared for what awaited them on their return to Avistan. When they had left, the World Wound did not yet exist. Hok-Rel was cautious. Although this land was unclaimed by any mortal inhabitants, it was infested with demons. Hok-Rel resolved to lead his people beyond the World Wound. There would be safer places for the Black Crowns to live.

Then Hok-Rel's son, Gorn-Rel, was kidnapped in the night. Hok-Rel and his guard discovered Gorn-Rel and several others in the midst of some demonic ceremony. In a titanic battle, the ritual was disrupted, the participants rescued, and the demons driven off. Yet this abduction was the last straw for Hok-Rel. Never again would his people be forced out of a land by their enemies. Never again. They would drive the demons from this land. They would carve a nation from this damned soil. Or they would die trying.

The Black Crown clan claimed the shattered bones of a ruined city as their new home and began the difficult process of rebuilding a city. Hok-Rel commanded his priests and wizards to contact hobgoblins across Avistan to tell them of the promise of glory in battle and the prospect of a hobgoblin nation. Hobgoblins from across the continent began to make the trek to the World Wound and the new city-state, Namaris.

The crusaders did not fail to notice the fledgling hobgoblin nation, but they lacked the resources to fight a war against the hobgoblins and demons both. In fact, the hobgoblins were a blessing from the gods. They drew off demonic pressure from the beleaguered crusader cities and even more baffling the hobgoblins seemed intent on fighting the demons. For these reasons the crusaders have taken to calling this hobgoblin migration the Green Back's Crusade.

For its part, Namaris has thrived. It has strong walls and many mighty hobgoblins defending it. Between their magic, arms, and martial arts their city has been made safe and slowly rebuilt. Yet, Hok-Rel knows that Namaris alone cannot defeat all the demons and close the World Wound. For that, they need allies. In pursuit of those allies, Hok-Rel has sent his oldest son, Gorn-Rel, to treat with the rulers of the closest human city, Kenabres. Opening a trade route would enrich both cities, and build the foundation for future agreements.

Unfortunately, Gorn Rel has not found the rulers of Kenabres to be very agreeable. They have done all that they can to stone-wall and ignore the young hobgoblin monk.

Appearance:

Age: 18
Height: 5' 5"
Weight: 240
Complexion: A dark green that is almost black
Eyes: Black
Hair: None

Gorn-Rel cuts a majestic figure as a hobgoblin. Whereas most of his fellows have a vaguely ape-like appearance, Gorn-Rel takes more after his orcish forbearer. Tall, for a hobgoblin, and well muscled -- Gorn-Rel is a mixture of orcish and hobgoblin features that are almost but not quite attractive to the majority of human sensibilities. He does however appear rather striking. His black gaze is intense and his powerful facial features are finely carved.

Personality:

In a word, Gorn-Rel is intense. He is fully dedicated to the hobgoblin people and their nation, Namaris. In fact, he has an almost indomitable faith in the collective spirit/destiny of his people. He thinks his people are best served by a strong government ruled by his family. If Gorn-Rel thought that any of the current gods were worthy of the hobgoblin people, he might say that his family has a "divine right" to rule. Despite being the heir-apparent, he has several younger siblings, and is thus not worried about expending his life for the greater hobgoblin good. Besides for these principles, Gorn-Rel is rather pragmatic. For example, humans in his experience are generally intolerant, too chaotic, and otherwise unpleasant. However, the survival of his nation depends on making human allies. So make human allies he will.

Statistics:

Gorn-Rel

Male Hobgoblin Monk (Ironskin Monk) 15 / Champion (Mythic Tier 7) Age 18

LN Medium Humanoid (Goblin)

Init +12; Senses; Perception +20, Darkvision

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DEFENSE
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AC 33, touch 20, flat-footed 28 (+7 Force Armor, +5 dex, +6 natural armor, +3 deflection, +2 Shield)

HP 206 (15d8+90+35)

Fort +25, Ref +19, Will +17 (+19 v. Enchantment)

Damage Reduction: 4/-

Resist Negative Energy: 5

Evasion

Immunity: Disease, Fear, Poison

Spell Resistance: 25

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OFFENSE
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Speed 60 ft.

Melee

Unarmed Strikes Count As: Magic, Lawful, Silver, and Cold Iron:

Unarmed Strike +26 (3d6+18, B, 19-20, x2)

Power Attack: Unarmed Strike +23 (3d6+24, B, 19-20, x2)

Flurry of Blows: Unarmed Strike +28/+28/+23/+23/+18/+18 (3d6+18, B, 19-20, x2)

Power Attack: Flurry of Blows: Unarmed Strike +26/+26/+21/+21/+16/+16 (3d6+24, B, 19-20, x2)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Ki Pool: 9

Mythic Power: 17

Spell-Like Abilities:

1st: Floating Disk, Long-strider, Protection from Chaos, or True Strike -- Once Per Day

2nd: Aid, Align Weapon (Law), Augury, or Locate Object -- Once Per Day

3rd: Borrow Fortune, Fly, Magic Circle Against Chaos, or Protection from Energy -- Once Per Day

4th: Dimension Door, Freedom of Movement or Order's Wrath -- Once Per Day

5th: Break Enchantment, Dispel Chaos, Overland Flight or Teleport -- Once Per Day

6th: Find the Path, Hold Monster, Mislead -- Once Per Day

7th: Dictum, Greater Teleport, Spell Turning -- Once Per Day

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (+9) (7/7)

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

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.

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.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Invincible Stand (Su): You can expend one use of mythic power as a swift action to make yourself nearly invincible for a short period of time. You gain DR 20/— for a number of rounds equal to your tier. If you choose to move or are moved by another creature during this time, this protection immediately ends.

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STATISTICS
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Str 33, Dex 20, Con 20, Int 10, Wis 14, Cha 18

Base Atk +11; CMB +26 (+38 for Grapples, +31 Sunders, +31 against Demons, +40 Grapples against Demons, +33 Sunders against Demons); CMD 43 (+11 Str, +5 Dex, +2 STS, +11 BA, +3 Deflection, +1 Trait) (45 Against Grapples or Sunders)

Traits:

Indomitable Faith: +1 to Will Saves.

Quain Martial Artist: +1 to unarmed strike damage.

Reactionary: You gain a +2 trait bonus on initiative checks.

Stolen Fury: You gain a +2 to all CBM checks against demons.

Racial Traits:

Battle-Hardened: Incessant drills make defense second nature to some hobgoblins. Hobgoblins with this racial trait gain a +1 bonus to CMD. This racial trait replaces sneaky.

Feats:

Deflect Arrows (M), Deflect Arrows (Mythic), Dual Path (Guardian), Eldritch Heritage (Orc) (Free), Eldritch Heritage (Orc) (Mythic), Extra Path Ability (Dimensional Grappler) (Mythic), Greater Grapple, Improved Critical (Unarmed Strike) (M), Improved Grapple (M), Improved Sunder (M), Improved Unarmed Strike (M), Improved Unarmed Strike (Mythic), Medusa's Wrath (M), Pinning Rend, Power Attack (Free), Rapid Grappler, Quicken Spell-Like Ability (Touch of Rage), Skill Focus: Survival (Free), Snapping Turtle Clutch (Free), Snapping Turtle Shell (Free), Snapping Turtle Style, Stunning Fist (M), Titan Strike (Mythic), Toughness, Weapon Focus (Unarmed Strike)

Skills:

Acrobatics +23 (15 rank, 5 dex, 3 TCS)
Climb +13 (1 rank, 9 str, 3 TCS)
Diplomacy +20 (13 rank, 4 Cha, 3 TCS)
Perception +20 (15 rank, 2 Wis, 3 TCS)
Profession (Soldier) +6 (1 rank, 2 Wis, 3 TCS)
Sense Motive +19 (14 rank, 2 Wis, 3 TCS)
Swim +13 (1 rank, 9 str, 3 TCS)
Survival +4 (1 Wis, 3 SF)

Racial Modifiers:

+2 Dex, +2 Con

Languages:

Common, Goblin

Favored Class Benefit: +3 +3/4 to Grapple and trip checks.

Class Abilities:

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1. This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.

Bonus Feat: At 1st level, an ironskin monk adds Power Attack to his list of bonus feats. At 6th level, he adds Improved Sunder to the list. At 10th level, he adds Greater Sunder to the list. These bonus feat choices replace Dodge, Mobility, and Spring Attack on his bonus feat list.

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 on 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 use 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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

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, 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.

Resilience (Ex): At 2nd level, an ironskin monk can shake off the physical effects of certain attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can be used only if the monk is wearing light armor or no armor. A helpless monk does not gain the benefits of resilience. This ability replaces evasion.

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.

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. 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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point from his ki pool to gain a damage bonus equal to 1/2 his level against objects and constructs 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.

Staggering Blow (Ex): At 5th level, an ironskin monk attacking with an unarmed strike can spend 1 point from his ki pool as a free action after a successful critical hit to stagger the creature struck for 1 round (Fort DC 10 + 1/2 the ironskin monk's level + the ironskin monk's Wisdom modifier negates). This ability replaces high jump.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Tough as Nails (Ex): At 6th level, an ironskin monk gains DR 1/—. Subtract 1 point from the damage the ironskin monk takes each time he is dealt damage from a weapon or a natural attack. This damage reduction increases by 1 point at 9th level and every 3 levels thereafter. Damage reduction can reduce damage to 0 but not below 0. This ability replaces fast movement and slow fall.

Wholeness of Body: Now costs 1 ki point and it heals hp equal to your monk level + your wisdom modifier as a swift action.

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.

Mythic Abilities:

Personal Legend:

--You gain a +2 trait bonus on Fortitude saves. At tier 4, this increases to +4, At tier 7, this increases to +6. By expending one use of mythic power as a swift action, you can ignore a single demon’s damage reduction for 1 minute, and increase the critical multiplier of any weapon you wield against that demon by 1.

-- You value wisdom and leadership. Gain +2 Wis, +1 Cha.

-- Your might increases. Gain +6 Str

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Extra Mythic Feat (Ex): You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Extra Mythic Feat (Ex): You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Divine Source: Law, Luck (Fate), Travel (Trade)

Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will: At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Invincible Stand (Su): You can expend one use of mythic power as a swift action to make yourself nearly invincible for a short period of time. You gain DR 20/— for a number of rounds equal to your tier. If you choose to move or are moved by another creature during this time, this protection immediately ends.

Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight.

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GEAR/POSSESSIONS
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Monk Kit, Ring of the Planet (Heart), Bracers of Armor +7, 2,017 GP, Cloak of Resistance +5, Championship Belt (+4 to Str, Dex, Con, Cha) (+4 to Initimadate), Robe of Arcane Heritage, Gauntlets of Skilled Maneuver (Grapple), Amulet of Mighty Fists +3

HP Retraining:
2 HP