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About Gotak the GrimGeneral: ------------------------------------------------------------
Gotak
Female advanced nature-augmented half-celestial fortune-blessed elf-human hybrid gestalt 8 ::: unchained zen archer monk (master of many styles) 8 // alchemist (eldritch poisoner, mindchemist) 6/shadowdancer 2 (VMC Wizard, HOPF Gestalted investigator (empiricist, natural philosopher, toxin codexer) 6) ::: champion 2 // trickster 2 LG Medium outsider (humanoid, elf, human, native, plant, shapechanger) Init +21; Senses darkvision 90 ft., low-light vision, see in darkness; Perception (SG) 76 +1d6 Defense: -------------------- Defense -------------------- AC 73, touch 63, flat-footed 59 (+2 deflection, +13 Dex, +1 dodge, +2 enhancement, +3 luck, +2 monk, +10 natural, +5 racial, +2 untyped, +18 Wis, +5 class defense/armor) Defense 55, flat-footed 40 (10 + 0 shield, +13 Dex, +1 dodge, +2 deflection, +2 enhancement, +5 luck, +18 wisdom, +2 monk, +2 untyped) DR 27/- or Gargantuan (+10 natural armor, +11 natural DR, +5 class defense/armor, +1 HD) Hardness 20 ('adamantine' nature augmentation; see this post. Reduced only by adamantine weapon, or effects that ignore hardness of 20 the way adamantine does.) Effective HP Damage Reduction 47 pts/attack. Vigor 336/336 { [ (1d10 + 7) * 2 ] + [ (1d10 Class + 7 Con) * 7 ] + [ (5*2) + (5 *1) Mythic ] } * 2
Fort +40 (2 One Good, +4 Gestalt, +7 Con, +3 resistance, +2 untyped, +19 Int, +3 luck)
Defensive Abilities evasion, hard to kill, hardness 20, share will, uncanny dodge; DR 5/magic, 6/adamantine
Offense: -------------------- Offense -------------------- Speed 50 / 70 ft., fly 100 ft. (good); +10 ft on charge, run, or withdraw Melee (M) unarmed strike +63/+63/+58 (4d8+54/15-20/×3) or . . (L) Reformer (melee, waveblade) +63/+63/+58 (1d8+53/15-20) Ranged bomb +25 (3d6+19 fire/19-20) or . . (L) Reformer (ranged, horse bow) +32/+32/+27 (3d6+22/19-20/×3) --- +2 circumstance vs. targets more than 100' away. Breakdowns
Reach 15 ft.
Special Attacks arcanotoxin, augmented criticals, bomb 25/day (3d6+19 fire, DC 32), champion's strike (distant barrage, fleet charge), flurry of blows (unchained), flurry of shots(unchained), lucky strike, mythic power (7/day, surge +1d6), powerful build, smite evil 1/day (+2 attack and AC, +8 damage), sneak attack +2d6, studied combat (+3, 19 rounds), studied strike +2d6, stunning fist (8/day, DC 32), style shot (leg shot), style strike (leg sweep), zen archery
Spells and Spell-Like Abilities: -------------------- Spells, Spell-Like, and Supernatural Abilities -------------------- Supernatural Abilities . . 3/day -- change shape (alter self) Spell-Like Abilities (CL 8th; concentration +13) . . 3/day -- protection from evil . . 1/day -- aid, bless, cure serious wounds, detect evil, holy smite (DC 18), neutralize poison, remove disease Arcane School Spell-Like Abilities (CL 8th; concentration +13) . . 21/day -- diviner's fortune (+4) Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +10) . . -- barkskin (self only, 1 ki) Alchemist Spell-Like Abilities (CL 6th; concentration +25)
Statistics, Feats, Skills, and Augmentations: -------------------- Statistics -------------------- Str 15 (4 base, +2 racial, +4 advanced, +2 half-celestial, +2 augmented, +1 general) Dex 34/36 (20 base, +2 racial, +4 advanced, +4 half-celestial, +1 advance, +2 CDtCT, +1 general; +2 enhancement) Con 25 (18 base, +2 racial, +4 advanced, +2 half-celestial, -2 augmented, +1 general) Int 48 (30 base, +2 racial, +4 advanced, +4 half-celestial, +1 advance, +2 mythic, +4 CDtCT, +1 general) Wis 45/47 (26 base, +2 racial, +4 advanced, +4 half-celestial, +/-2 augmented, +2 advance, +2 mythic, +2 CDtCT, +1 general; +2 enhancement) Cha 15 (10 base, -2 racial, +4 advanced, +2 half-celestial, +1 general) Base Atk +8
Feats Agile Maneuvers, Alertness, Bonded Mind, Brew Potion, Brute Style, Combat Expertise[M], Combat Reflexes[M], Crane Style, Crane Wing, Cut From The Air, Deadly Aim[M], Deft Maneuvers, Dodge, Dual Path[M], Eagle Eyes[M], Eagle-eyed, Extra Discovery x3, Extra Investigator Talent x2, Gestalt (investigator), Gestalt (investigator)[M], Healing Factor [HOPF], Heroic Grace [HOPF], Hybrid [HOPF], Iron Gut (Knack), Improved Disarm[M], Improved Overrun[M], Martial Focus (Monk), Panther Claw, Panther Parry, Panther Style, Perfect Strike (Bows), Point Blank Master, Power Attack[M], Powerful Maneuvers, Powerful Stature, Skill God (KS Arcana, Perception, Sense Motive, Stealth) [HOPF], Skill God [HOPF, M], Snake Sidewind, Snake Style, Stunning Fist, Unarmed Combatant, Vicious Stomp, Weapon Finesse[M], Weapon Finesse [HOPF, M], Weapon Focus (Bows), Weapon Specialization (Bows) Traits carefully hidden, eyes and ears of the city, fate's favored, magical knack (alchemist), reactionary Adventuring Skills
Background Skills
Racial Modifiers +2 Perception SQ agile maneuvers, alchemy (alchemy crafting +12), always a chance[M], amazing initiative, arcanotoxin enhancements (cure saves increase, frequency duration increase), careful injection, ceaseless observation, change shape (alter self, 3/day), cognatogen (+4/-2, +2 natural armor, 20 minutes), combat expertise, combat reflexes, crane style, crane wing, deadly aim, discoveries (apothecary, envenom, pheromones, precise poison, sticky poison), distant barrage[M], dodge, fast movement (unchained), favored, fleet charge[M], forewarned, fuse style, herbalism +3, hide in plain sight, improbable prestidigitation [M], investigator talents (expanded inspiration, infusion, quick study, underworld inspiration), ki archery, ki arrows, ki pool (22 points, cold iron, magic, silver), ki powers (abundant step, qinggong power (barkskin), wholeness of body), legendary item[M], legendary power, legendary surge, modify toxin, mythic bond, natural philosopher’s inspiration (22/day), no one of consequence[M], manther claw, panther style, perfect recall, perfect strike, point-blank master, point-blank shot, poison lore, silent hunter, snake sidewind, snake style, specialized school (divination), sprinter, stunning fist, style shots (leg shot, leg sweep), swift alchemy, synthetic venom, titan's bane[M], toxicologist, track +3, turn of fate, undetectable, vicious stomp, weapon focus, weapon specialization Other Gear blackwick cauldron, blessed book, handy haversack II, leash of the living world, monocle of flawlessness[UI], ring of sustenance, alchemy crafting kit, traveler's any-tool, 14,815 gp --------------------
Special Abilities: ------------------------------------------------------------
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Special Abilities -------------------- Abundant Step (Su) As a move action, use 2 ki to dimension door (self only). Agile Maneuvers Use DEX instead of STR for CMB Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Apothecary +3 (Ex, Sp) Gain a bonus to heal to ID and treat poisons, and the bonus granted for treatment. Arcanotoxin (Injury poison, 1d2 Dexterity dam, 2 save, 1/rd for 4 rds, 25/day, DC 32) (Su) Create a magical toxin. Augmented Criticals (Su) Critical threat ranged of all attacks doubles. Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate. Bomb 3d6+19 (25/day, DC 32) (Su) Thrown Splash Weapon deals 3d6+19 fire damage. Bonded Mind You and ally you can see that has this feat can trade nonverbal messages. Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. Brute Style Use Vicious Stomp within 10 feet. Careful Injection (Ex) May decrease sneak attack dice to increase the DC of arcanotoxin delivered with same attack. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+17) Change Shape (3/day, Su) You can change your form into that of a Small or Medium humanoid, as alter self, with no duration restriction; changing back into your native form does not count as a use of this ability. You retain your current form when unconscious (whether asleep or due to combat), and retain all your normal abilities and attributes, gaining none from your new form. Your belongings change size with you. Cognatogen (DC 32) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 60 minutes. Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min. Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving. Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1. Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease. Cut from the Air AoO: Stop ranged attacks against you or an adjacent target Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks. Damage Reduction (6/adamantine) You have Damage Reduction against all except adamantine attacks. Darkvision (90 feet) You can see in the dark (black and white only). Deft Maneuvers You don't provoke attacks of opportunity when tripping. Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+2 bonus, ignore cover/conceal & bypass all DR). Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Diviner's Fortune +4 (22/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round. Eagle Eyes [Mythic] Negate -10 distance penalty to Perception, or as a swift action use 1 power to negate all for 1 rd. Eagle-Eyed Distance penalizes your Perception checks every 50' instead of every 10'. Adder w/ Perception Skill Unlock: Penalty applies every 100'. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (6) You have the specified Energy Resistance against Fire attacks. Envenom (Su) Arcanotoxin can be created and applied to a weapon as a move action. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach. Fast Healing 2 Heal the indicated amount of HP per round. Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed. Favored (Ex) +2 luck bonus on all opposed checks, saves, and +1 luck bonus on attack rolls Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR). Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Flurry of Shots (Unchained) (Ex) As full-round action, gain extra attacks with bows. Fly (100 feet, Good) You can fly! Forewarned 4 (Su) Can always act in surprise rounds. Fuse Style (3 styles) (Ex) Have 3 styles active at once, enter them as swift action. Gain attack bonus equal to number of styles active. Gestalt (Investigator) [Mythic] You are practically a member of two character classes, rather than just one, at 1/2 your level plus your mythic tier. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hardness 20 Subtract Hardness from damage done. Healing Factor You gain Fast Healing equal to 1/3 your level (round down, minimum 1). Herbalism +3 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks. Heroic Grace Add the highest of your Int, Wis, or Cha modifiers to all saves. Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft. Immunity to Disease You are immune to diseases. Immunity to Nauseated You are immune to the nauseated condition. Immunity to Poison You are immune to poison. Immunity to Age You do not age past mature, nor die of old age. Any aging from spells reverts after 24 hours. Improbable Prestidigitation (Su) You can use Sleight of Hand to hide or retrieve objects in a personal extradimensional space. Improved Disarm [Mythic] Gain an AoO vs. any foe who attempts to disarm you, unless they have this feat as well. Improved Overrun [Mythic] Gain an AoO vs. any foe who attempts to overrun you, unless they have this feat as well. Infusion Create an extract can be used by anyone but takes up a slot until used. Iron Gut (Ex) You gain immunity to poisons, disease, and nausea. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Pool (22/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Lasting Poison (Ex) Applying poison as a full-rd action makes it last for 2 hits, but foes save at +2. Leg Shot On successful hit, free trip attempt. Leg Sweep On kick hit, free trip attempt. Legendary Power (2/day) All legendary items contain a pool of power. Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Lucky Strike (1/minute) (Su) Once per minute apply true strike to a single attack. Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons. Modify Toxin (Ex) Spend inspiration to apply additional effects to a poison. Mythic Bond A legendary item is typically bonded to a single mythic creature. Natural Philosopher’s Inspiration (+1d6, 22/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. No One of Consequence (DC 14) (Ex) Creatures must succeed at a Will save to remember information about you. Panther Claw Retaliate as a free action instead of as a swift action Panther Style (18/round) Retaliate against opponents that take attacks of opportunity against you Perfect Recall When making a Knowledge check, add Intelligence bonus on the check a second time. Perfect Strike (2d20, 8/day) With bows, roll twice, higher is attack, lower is confirmation roll. Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks. Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy). Poison Resistance +4 (Ex) You have the listed resistance to poison. Poison Use (Ex) Can't accidently poison self when applying poison to a weapon. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing. Powerful Stature You count as one size category larger when beneficial. Precise Poison (Ex) Increase DC of poison by weapon's crit multiplier on a successful critical. Quick Study (Ex) Use studied combat as a swift action. See in Darkness See perfectly in darkness of any kind, including magical darkness. Sensitive to Defiler Magic The taint of defiler magic stuns a nature-augmented creature for 1d4 rounds, though it does not bypass its spell resistance. A Fortitude save vs. a DC equal to either half the damage taken or three times the number of points in the defiler surge negates the stunning effect. The nature-augmented creature can be affected by this sensitivity even if they are not the target of the spell; as long as they will be within the area of the defiling effect after the area is determined. Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both. Signature Skill (Acrobatics, Bluff, Craft [alchemy], Diplomacy, Disable Device, Escape Artist, Fly, Intimidate, Knowledge [arcana, geography, nature], Perception, Perform [dance], Profession [gambler], Sense Motive, Sleight of Hand, Stealth, Survival) Gain abilities listed at the skill's rank entry or below. Silent Hunter Reduce movement penalty to Stealth by 5, can use while running at -20. Skill God (Knowledge [arcana], Perception, Sense Motive, Stealth) Count all d20 rolls as 20. This is not Taking 20; you're just that good. Skill God [Mythic] Add +20 to all Skill God skills. Smite Evil (1/day) (Su) +2 to hit, +8 to damage, +2 deflection bonus to AC when used. Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits. Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spell Resistance (25) You have Spell Resistance. Sprinter (Ex) +10 ft to speed when charge, run, or withdraw. Sticky Poison (19 uses) (Su) Poison on weapon lasts for an additional 19 strikes. Studied Combat (+3, 19 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Stunning Fist (8/day, DC 32) You can stun an opponent with an unarmed attack. Style Shot (1/round) (Ex) During flurry of shots, one or more shots has an extra effect. Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Swift Alchemy (Ex) Construct alchemical items in half the normal time. Synthetic Venom (Ex) Prepare short-lived poison in extract slots. Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space. Toxicologist (Ex) +2 to Craft (alchemy) to create poison/antitoxin, and require half time. Track +3 Add the listed bonus to Survival checks made to track. Turn of Fate (1/day) (Su) Once a day reroll any failed roll. Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method. Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you. Weapon Focus (Bows) Choose one weapon group. You gain a +1 bonus on all attack rolls you make using weapons from the selected group. Wholeness of Body (1d8+8 hp) (Su) As a standard action, use 2 ki to heal damage to self. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. Skill Unlocks: -------------------- Skill Unlocks -------------------- Signature Skill (Acrobatics) You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. Signature Skill (Bluff) The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more. Signature Skill (Craft [alchemy]) When determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC. Signature Skill (Diplomacy) The time required to influence a creature's attitude or gather information is halved. Signature Skill (Disable Device) Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. Signature Skill (Escape Artist) If you take a –10 penalty, the time required to use this skill is halved; escaping a grapple or pin is a move action, and escaping a net, animate rope, command plants, or control plants spell is a standard action. Signature Skill (Fly) A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement. Signature Skill (Intimidate) If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter, max duration of (1 + 1/5 by which you exceed the DC). A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability. Signature Skill (Knowledge [arcana, geography, nature]) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill. Signature Skill (Perception) You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet. Signature Skill (Perform [dance]) Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check. Signature Skill (Profession [gambler]) When using Profession checks to earn income, you earn gold pieces equal to the result of your check each week. Signature Skill (Sense Motive) If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC. Signature Skill (Sleight of Hand) When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target's CMD grants a +2 circumstance bonus on your combat maneuver check. Signature Skill (Stealth) Reduce the Stealth penalty from sniping by 10. Signature Skill (Survival) You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival. Combat Tricks: -------------------- Combat Tricks (15 stamina pts.) -------------------- Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus) Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent. Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing. Crane Style [Combat Trick] Up to 3 stamina points to imm. action increase dodge bonus to AC by stamina spent. Crane Wing [Combat Trick] 5 stamina points to designate a second opponent with Crane Wing. Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1. Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent. Far Shot [Combat Trick] 5 stamina points to ignore all range penalties with a single attack. Improved Bull Rush [Combat Trick] Spend stamina points up to Str or Dex bonus, bonus to CMD against Bull Rush equal to stamina spent. Improved Dirty Trick [Combat Trick] Spend stamina points up to Str/Dex, bonus against dirty trick equal to stamina spent. Improved Disarm [Combat Trick] Spend stamina points up to Str/Dex, bonus against disarm equal to stamina spent. Improved Drag [Combat Trick] Spend stamina points up to Str/Dex, bonus against drag equal to stamina spent. Improved Feint [Combat Trick] 5 stamina points to feint as a move action. Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent. Improved Overrun [Combat Trick] Spend stamina points up to Str/Dex, bonus against overrun equal to stamina spent. Improved Reposition [Combat Trick] Spend stamina points up to Str/Dex, bonus against reposition equal to stamina spent. Improved Steal [Combat Trick] Spend stamina points up to Str/Dex, bonus against steal equal to stamina spent. Improved Sunder [Combat Trick] Spend stamina points up to Str/Dex, bonus against sunder equal to stamina spent. Improved Trip [Combat Trick] Spend stamina points up to Str/Dex, bonus against trip equal to stamina spent. Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent. Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement. Panther Claw [Combat Trick] Up to 5 stamina points to gain bonus damage equal to double stamina spent. Panther Style [Combat Trick] 5 stamina points to make retaliatory strike as a swift action. Perfect Strike [Combat Trick] 5 stamina points to Perfect Strike a second time in a round. Point-Blank Master [Combat Trick] 2 stamina points to avoid provoking an AoO with any ranged weapon. Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent. Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn. Snake Sidewind [Combat Trick] Up to 5 stamina points to gain a bonus on Sense Motive check made in place of confirmation roll. Stunning Fist [Combat Trick] 5 stamina points to declare Stunning Fist after hitting. Vicious Stomp [Combat Trick] 2 stamina points to deal +1d6 dmg on AoO from opponent falling prone. Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon. Wildcard Feats: -------------------- Wildcard Feats -------------------- Adder Strike May apply contact poison to unarmed strikes Blind-Fight Re-roll misses because of concealment, other benefits. Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes. Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus. Divert Harm vs. area-of-effect, Reflex half: Wrestle opponent up to 1 sz larger into area. Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging. Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Expert Sniper Reduce sniping penalty for staying hidden to -10. Feinting Flurry When use flurry of blows, you can replace 1st attack with a feint. Flanking Foil Foes you strike lose their flanking bonus against you Footslasher Pierce/slash weapon attack vs. larger foe at -2 penalty affects speed as caltrop. Fox Style Feint and distract with martial training Gang Up You are considered to be flanking your target if two allies threaten that target Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies. Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction. Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack. Greater Overrun Foes you overrun provoke AoO if they are knocked prone. Greater Trip Foes you trip provoke AoO when they are knocked prone. Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage Hurricane Punch As swift action bull rush a creature you hit 2+ times with unarmed strikes. Implacable Gain DR 5/piercing or slashing when drunk or soused. Indomitable Mountain Style Gain +4 morale bonus to CMD and to the DC of Bluff checks used for feint attempts against you if you don’t move. Jabbing Style +1d6 if you hit target with unarmed strike previously this round. Lob Shot Ignore cover bonus, unelss target has cover from above. Target counts as 1 range incr further away. Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2 Mountain-Splitting Strike On charge vs. larger foe, unarmed strike deals dam at +1 size and +2 on stunning fist DC. Panther Parry Retaliatory attacks are resolved before the attack Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality Position of Strength While armed with prof wep, +4 to intimidate vs. unarmed foes and demoralize lasts 1 min. Powerful Charge +1d8 You deal extra damage on a charge of +1d8. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Quick Bull Rush May bull rush in place of one of your melee attacks Scorpion Style (DC 32) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 18 rds (Fort neg). Wolf Style Decrease a foe’s speed when you deal at least 10 points of damage with an attack of opportunity. Wildcard Feat Combat Tricks: ------------------------------------------------------------
-------------------- Wildcard Feat Combat Tricks -------------------- Blind-Fight [Combat Trick] 2 stamina points to ignore miss chance of creature hit until end of next turn. Boar Style [Combat Trick] 3 stamina points to tear flesh with only one unarmed strike. Combat Patrol [Combat Trick] Spend 1 stamina point per 5 feet moved during Combat Patrol, movement does not provoke attacks of opportunity. Crane Riposte [Combat Trick] 2 stamina points to take no penalty with fighting defensively. Dragon Style [Combat Trick] 3 stamina points to add 1-1/2 Str modifier to attacks after the first in a round. Enforcer [Combat Trick] 5 stamina points to increase frightening effect to 1d4 rounds. Flanking Foil [Combat Trick] 5 stamina points to prevent target from being able to flank until next turn. Gang Up [Combat Trick] 5 stamina points to gang up with only one other ally, instead of two. Greater Bull Rush [Combat Trick] 5 stamina points to have opponent's movement from Bull Rush provoke AoO. Greater Disarm [Combat Trick] 5 stamina points to select where weapon lands after successful disarm. Greater Feint [Combat Trick] Have at least 1 stamina point, feint as a swift action, only for one attack. Greater Overrun [Combat Trick] 2 stamina points to knock target prone even if check to overrun does not succeed by 5 or more. Greater Trip [Combat Trick] 2 stamina points to deal 1d6 damage after a successful trip. Hammer the Gap [Combat Trick] 5 stamina points to increase extra damage by 1 per consecutive hit. Jabbing Style [Combat Trick] 2 stamina points to increase damage after 2+ unarmed hits by 1d6 damage. Mantis Style [Combat Trick] 5 stamina points to use Stunning Fist without a expending a daily use. Panther Parry [Combat Trick] 5 stamina points to increase penalty on opponent's atk/dmg to -4. Performance Weapon Mastery [Combat Trick] Have at least 1 stamina point, treat all weapons as performance weapons. Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC). Quick Bull Rush [Combat Trick] 2 stamina points to Quick Bull Rush as an attack with a lower base attack bonus. Scorpion Style [Combat Trick] 2 stamina points to reduce targets speed by half for 1 rd after they save successfully. Magic Items: Leash of the Living World This ever-green necklace about Gotak's neck is a seeming intricate tangle of minute roots and branches. Acting as a guided amulet of mighty fists, the Leash is also Gotak's upgradable legendary item, one which grants her complete and utter undetectability if (or when) she should become invisible. Its legendary power (2 pts) and surge (1d6) may add itself to combat attack rolls and maneuver checks. Reformer
Reformer is bought as a Large living steel guided adaptive greater transformative horse bow, and is given a +1 through Gotak's ABP weapon bonus. The Potion-Maker's Lodge
Once per day, a single command causes the melded block of wood, stone, and glass to begin to unfold. Taking a full minute to do so, and requiring a relatively flat and uncluttered area 20 ft. square, the lodge unfolds into a sturdy stone cottage filling the area. With a sturdy door, two shuttered windows, and a small fireplace, the lodge is excellent for shelter, though it must be heated as a normal dwelling, and its inhabitants are affected by extreme heat. Impervious to normal missiles (though not those cast by siege engines or giants), resistant to flame and fire as normal stone, it is also generally secure against intrusion; the door and shutters are secured with arcane lock, and the chimney has a narrow flue topped by an iron grate. The lodge is further secured by an alarm spell keyed to the object's owner. Inside the lodge are comfortable furnishings meant for the mage on the go, along with perhaps a guardian or three; four bunks, a trestle table, and three stools are provided for the help, while for the potion-maker there is a comfortable reading chair, a small two-shelf bookshelf (books not included), a writing desk, and a second trestle against the wall upon which rests a complete alchemist's lab. The lab provides a +2 circumstance bonus on Craft (alchemy) tests, as normal. What's more, an unseen servant[i] is conjured to provide simple assistance (a second set of hands, as it were) to the owner, with priority given to alchemy tasks. Blackwick cauldron
In addition to its crafting uses, a blackwick cauldron can cast identify once per day on an item placed inside of it. A blackwick cauldron can also be used as a focus or inexpensive material component for spells of the divination school, such as clairaudience/clairvoyance or prying eyes, as long as such focus or material component has a cost of 5 gp or less. [i]The Complexity Game
Monocle of flawlessness
Handy haversack, type II
Ring of sustenance
Traveler's any-tool
Languages: ------------------------------------------------------------
-------------------- Spoken Languages -- *: written as well. -------------------- Auran, Celestial, Common*, Dwarven*, Elven*, Giant, Gith, Halfling, Kreen, Saurian, Tyrian*, Balican*, Gulgan*, Urikite*, Kurnan* --------------------
Hybrid Race: Gotak the Grim is one of a hybrid race, one which has no real name, but which bears startling similarities to that of the pyreen. Nobody is absolutely certain, but as the result of this long-term breeding program, the hybrid bears hints of many humanoid races, with human and elf dominant. As a result of this melange and the constant magical tinkering that helped it along, the hybrid is capable of changing shape into a multitude of different humanoid appearances. They are exceedingly fast on their feet, particularly when running, are notably quiet when moving, can see in absolute darkness, and possess exceptionally keen senses. They grow into adulthood as half-elves, but then seem ageless. Type: Humanoid (elf, human, shapechanger; 0 RP)
Total: 4 + 1 + 4 + 4 + 2 + 2 + 3 + 1 + 4 + 6 = 31 RP Header:
nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease,
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