Hinagiku's page

2,219 posts. Alias of TheCelticCircle.


Perception +19 | Init: +5 | HP 130/156 (10 shawl), Con 14 | AC 24 (+1/adj foe), Touch 23, Flat-footed 20 | CMD 29 (31vs trip,repo,grapple) | Fort +14, Ref +16 Will +16,+2 vs enchant and death | Evasion |


Favor 3/7 | S.Ins: 4/4 | Channel 0/3, DC 14 will | LoH 2/5 | Smite 0/1 | Ki 3/7 | Redirect 4/5, DC 17 rflx | Mythic 5/9 | Legend. 3/4 |RSC 1/1





About Hinagiku

<<=== Most powerful foe vanquished: Eustoryax ===>>
Percept +19 | Init: +5 | HP 156/156 (10 shawl), Con 14 | AC 24 (+1/adj foe), Touch 23, Flat-footed 20 | CMD 29 (31vs trip,repo,grapple) | Fort +14, Ref +16 Will +16,+2 vs enchant and death | Evasion |
Favor 7/7 | S.Ins: 4/4 | Channel 3/3, DC 14 will | LoH 3/5 | Smite 1/1 | Ki 7/7 | Redirect 5/5, DC 17 rflx | Mythic 9/9 | Legend. 4/4 |RSC 1/1

============ Guardian Mythic Path =====================

Stat block:

Female Kitsune (originally Human (Tian)) Unchained Cleric of Irori (Crusader) 1/Monk (flowing) 5/ Paladin 2/ Evangelist 1 /VMC CoI

Sorry for all the mistakes over the years Kiora, think of cute ducklings next time you audit!

LG Medium Humanoid (shapechanger)
Favored Class: Monk
Init: +5
Senses: Perception +19, low light vision
AC 24 | Touch: 23 | Flat Footed: 20 | +1 per adjacent enemy
HP 156
Fort: +14 Ref: +16 Will: +16 | Evasion +2 vs enchant + death effects
CMD: 29 (31 vs trip,repo,grapple) 25 FF
Speed: 30
BAB: +8
Melee: all unarmed +2 at & +2d6 dg vs evil outsiders
+2 Unarmed strike +16/+16/+11, 1d8 + 7 (x2, +2 crit conf.)
Bite +8, 1d4

Threads of ब्राह्मण (mtwk), +11/+11/+6 (trip/reposition only)

CMB: +8 (+16 is using unarmed strike), +2 trip,repo,grapple.
Str: 10 (-2 kitsune)
Dex: 18 (+2 kitsune, 4th level,+2 magic)Need 22 or 26 for agile maneuver.
Con: 14
Int: 8
Wis: 20 (+2 magic, +1 8th level)
Cha: 18 (+2 kitsune, +1 2nd mythic)

Feats: Bodyguard, Channel smite, Combat reflex, Deific obedience, Guided hand, Skillfull maneuvers (trip reposition grapple), Improved unarmed strike, Virtuous creed (humility), Weapon focus (unarmed).
Mythic guided hand, Dual Path (trickster).

Traits: Martial manuscript, Exposed to awfulness.
Skills/…………………………….. Total/
Acrobatics…………………….. 18 (+4 threatened square/occupied) (+2 escape artist)
Artistry (Flower arranger) 9
Diplomacy…………………….. 15
Knowledge(history)………. 15
Knowledge (religion)……. 15
Linguistics…………………… 4
Perception………………….. 19
Profession (Gardener)… 12
Spellcraft……………………. 3


Spells per day:

Level 0 Stabilize, Purify food and drinks.

Level 1 Empty.


Travelers outfit: 5lbs
See descritpion
Cold weather outfit
-Leather purse

- Threads of ब्राह्मण (mtwk guisarme)

-Alchemist fire (2)
-Potions of flight (2)
-Holy weapon balm

-Shawl of life keeping (white with a blood stain and an embroidered daisy)
-Belt of tumbling: +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space
-Ring of serene contortions: Simple copper ring with enamel blue hand. +2 bonus on Escape Artist checks. At will, the wearer may create the sound of a peaceful chime, small gong, or temple bell. 1/day, use true strike.
-Rigtheous medal of valor (+2 vs death effect)
-Martial manuscript in ebony case.

-Holy symbol of Irori (wooden)
-Books: Herbarium (Avistani flowers), Introduction to magic, Avistani Philosophy

Transcendent Sight:

Once a simple piece of Fabric worm by Irori himself, the blindfold acquired magical properties as it was worn by the Master of master through his whole life. No one is sure what Irori used it for, but he had it in his possession when he transcended his mortal self to become a god. And, in doing so, left the cloth behind. With time, the blindfold found itself passed down from generation through generation of great masters who believed that one’s senses are only an illusion, and that true sight can only be achieved by the soul, not one’s eyes. Accordingly, the interior of the blindfold always adjusts itself to show that whatever the possessor holds dear, he can only achieve by forsaking illusions and opening his mind’s eye to the truth. Meditating on the symbols and wearing the blindfold slowly allows its wearer to see with his eyes closed and pour his will into the cloth (giving it magical powers in line with their goals/upgradable).

Necklace slot, can be worn on eyes but still no magical necklace can be worn
Legendary power applicable to saves.
Legendary power amount: 4 , 1d6 each

Tier 1: Upgradable Bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item’s current, non-mythic base item and the greater version she wishes to upgrade the item into
-Evil outsider bane
Tier 2: Powerful Two additional uses of legendary power per day.
Tier 3: Legendary fortification (sensing the world without one’s eyes) When a critical hit or sneak attack on her, the wearer can expend one use of legendary power to negate it and instead take normal damage.



First round of fight (or at all time in the worldwound), Hinagiku holds her breath.
Always trip enemies (unless it looks impossible). If everything around is tripped, hit them. In the later case, use non-lethal damage if they are not divine castes or outsiders.

Out of turn, Hinagiku will always use her bodyguard feat unless otherwise noted. However, redirection should not be automated.

Every morning, Hinagiku uses her shawl of life keeping, pouring 10 hp in it and healing herself with 2 lay on hands uses.

Appearance anthropomorphic form:

Hinagiku’s new body is that of a typical Kitsune. Short reddish fur can be seen everywhere clothes does not cover. That is, except for the immaculate white patch found right above the collar of her tunic which hints at the color of her torso and abdomen. Her general features are nothing but average, average muzzle, pointy hears on top of her heads, and teeth length. However, from her forearms and face, one can tell that she is of a lithe yet strong built. There is no once of fat on her body, leaving her muscles clearly delineated even though they are far from bulky.

Though it is difficult to read the expression on the kitsune’s face, it has this tranquility, this harmony that lets her inner self known to others. Her amber eyes are the source of this impression, feeling like deep and calm pools.

Hinagiku wears a white tunic with blue lining of Tian design which possesses ample sleeves and goes as low as her knees. The tunic is buttoned at the right shoulder, and, from the waist down, one slit on each sides provides some freedom of movement. Braids of blue and white fabric surround her waist and serve as a belt. Her legs (down to mid calfs) are covered by blue pants matching with the lining of the tunic. Her lower calfs are covered with white fabric and leather laces. She wears open top blue shoes. One may also notice a braid laced around her neck from which hangs a blue circle with a hand shape on it. When it is cold, the woman eschews her shoes for warm boots and wears a white fur cloak given to her by Dawton’s crusaders.

When in battle, Hinagiku uses a blue shawl tie around her shoulders to retract her sleeves.

Appearance human form:

In her human shape, Hinagiku is clearly tian-min. Surprisingly, she looks nothing like the previous Hinagiku, who had modest looks. The new Hinagiku has hair of the darkest and silkiest brown, and braided all the way down to her hips. Her face is quite attractive and consists of smooth curves. Whereas the former Hinagiku looked emaciated, this one has slightly rounded cheeks and fuller lips. Similarly her nose is slightly smoother than the previous one. The most similar feature between her old and new self is her eyes. Though slightly larger than they used to be, they possess the same gentle kindness, a kind of peace that is imprinted in them. As for her body, it also underwent major changes compared to her first. It is shorter, around 3’ shorter and, like her face, rounder. While Hinagiku former body was lithe, muscular, and lean almost beyond imagination, almost androgynous, this one was more feminine, with larger hips and being well-endowed.

Her expression is also changed, purposefully to avoid men’s romancing: she slightly changes her attitude, with her body language now making it clear that she is not interested in any romance, but not distant either… the closest impression would be that of a mother, a really serene one.

Background / Mythic origin / Private:

On how Hinagiku was born from the hubris of a demon
A century ago the worldwound opened, demons poured unto the world and wreaked havoc upon mortals. None were safe for they search every spring, crevasse and cave. During the first horrible years, the Witch Areelu Vorlesh found the hidden entrance to an ancient temple. Within its vast chambers, she quickly found an unusual and powerful Menhir. After years of experimentation on the menhir, trying to influence and corrupt the Ley of the world, the witch came up with a special ritual to invoke the Ley. Fortunately for the world, the ritual was broken when two crusaders interrupted her. After fluctuating for a short moment, the magical field exploded in a flash of light, then menhir disappear replaced by a single Tian girl.

If it had not been for the intervention of two lost crusaders, the child would surely have died. They battled the demons and the witch, and, when the chance arose, escaped with the child. Chased by demons, yet unable to slay them, the crusaders flew north through inhospitable lands until they reached the crown of the world. Still, the demon was on their heel, so they crossed the frozen expense and reached Tian-Xia. There, their pursuers finally caught up with them. A battle ensued from which only the wounded Tian girl escaped alive, but only barely, for she had been wounded.

Background / Life choices / Still private:

On how Hinagiku decided to heal the world by ?closing? the wound of the world
A young Tian girl (maybe 8) was found, wounded and comatose amongst the blood of two strangers and a demon. The women who had come upon took pity on her and brought her back to their village. It took the girl days to awake from her coma campaign trait. But she never fully healed, for even to this day, an open wound subsists. This small wound, right below her sternum, leaves part of her heart visible and unprotected. When the girl finally awoke from her coma, all she could say were words from a strange language (Taldan). When ask about her parents, or where she lived, all she could do is point to the tomb of the two crusaders who had saved her.

Thus, lady Ueda, who had found her in the forest, adopted her and named her Hinagiku. She taught the girl to speak Tian and to work with her, arranging flowers and tending to the garden origin of profession. Her trade bustled for the girl had an uncanny ability to understand what plants needed origin of lorekeeper domain ability.

Years (~3) passed, Hinagiku absorbed Tian culture and became a peaceful and nice young girl, content to have a useful place in the community and mainly concerned with her place within it this last one being quite important!. Around 11, Ueda and Hinagiku’s skills in flower arrangement were recognized by the local (and famous) temple of Irori and the two were invited for a demonstration. There, Hinagiku met the man who would change her life forever.

His name was Kuso jijii, he was and old and blind forsaken follower of Irori and master of the martial arts. As soon as the girl entered his presence, Kuso jijii knew he had found the pupil he had waited for all his life for, with his mind’s eye, he saw within her peace and harmony with the world, the one thing that had prevented any of his students from gaining true understanding of his style. More importantly, within her, he saw an emotional scar intrinsically linked the worldwound and exacerbated by the tragic death of her first guardians, and which could only be healed with the world. Unbeknownst to him, this emotional scar is also linked to the opend wound on Hinagiku’s chest.

Moreover, this could not come at a better time for the grand masters of martial arts, whom Kuso was part of, had come together and chosen the one task that would show which of their style was the greatest: they would each train and send a student to the worldwound. The one who would survive the longest would be the victor.

Of course, when Kuso jijii selected a 11 year old girl as student (instead of training from a much younger age), the other masters laughed. When he did not train her night and day, they dismissed him as a fool. When he did not even have her come and live at the monastery, they branded a madman. However, Hinagiku blossomed under his tutelage, for he first taught her about Irori and how the god preached self-perfection and enlightenment. His passion for his faith got to her. For years, all she did was work with flowers and search for her place within the grand scheme of things. Trying to understand her place within Irori’s teachings and what this could bring to the world. Then, she had a revelation: the world was wounded, she could feel it in her heart every time she touched a plant or people. This injury bled monsters that seek to slay people, impeding their growth. These horrors only stumped the people and the world from getting better, from being perfect. The wound was in fact a disease which was spreading. More so, with the wound still open, she knew that, she could never achieve complete harmony with the world which is what she considers enlightement and never attain the goal set by her deity.

Having studied Irori’s teaching and found the path Kuso jijii had envisonned, Hinagiku’s martial training begun. The style she was taught was in line with her beliefs and demanded mostly to be in touch with the world and let it guide her origin of guided hand feat . Being both faithful of Irori, the master and the disciple mostly concerned themselves with unarmed combat origin of weapon focus. However, there was little time for all this to sink in, and Kuso knew that sending the now 31 year old girl out would be suicide. So, based on the precepts of Irori, he armed and armoured her, and showed her how to use these things I know these might seem weird, but the description of Irori’s faith strongly suggest that his followers to avoid extreme changes… I would consider going in battle for the first time without and armour to be such an extreme change. If this still doesn’t feel right, we can discuss it!. Finally, before Hinagiku left with the disciples of the other masters for the worldwound, Kuso gave her a scroll containing all the secrets of his style so that she may study them origin of martial manuscript trait.

Now, with the protection of the students from the different styles, Hinagiku has finally reached Kenabres and is looked for a way to join the crusaders.

General personality:

Hinagiku is a modest and calm person. So strong is her harmony with the world that she almost emanates peace, making people feel safe.

She has been raised to see to the wellbeing of the group by taking a place and making sure she excels at it. She does so with great pleasure and zeal working diligently to succeed at anything she undertakes. This desire for group structure and hard work is what being Lawful is for her.

Her intrinsic understanding of the nature of the world Lore keeper domain power allows her to share in people’s joys and hardship, making her more than willing to help them and, hopefully, also steer them toward enlightenment. This, and her desire to “heal the world” for the sake of others as well as her own is what makes her Good.

Yet beyond all this harmony and desire to help, there is this one uncertainty, the wound she carries Loss of her first adoptive parents or the actual worlwound… who knows? which tugs at her, gives her the desire to grow strong and protect the innocents, and most of all, those she loves origin of guardian mythic path.

More notes on why Hinagiku Worships Irori:

You could say that Hinagiku started worshiping Irori by “chance”, it is the deity her adoptive mother worshiped and the one presented by her mentor. HOWEVER, she goes on worshipping him because through his teachings, she understands her place in the world. Her destiny.

Code of Conduct of the monk of Harmony:

Lead others to enlightenment: teach about Irori, protect the weak so they may one day grow strong. Stop, and hopefully convert anyone who would seek to impede others from reaching harmony with the world.

From paizo’s books: A champion of Irori embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent; he loses all class features if he ever willingly commits an evil act. A champion of Irori must avoid entanglements that would distract him from the pursuit of perfection, and may not incur debts nor give loans to others—though he is encouraged to give freely to those in need. He likewise turns away potential followers of any sort, and may not recruit (and must discharge from service, if already acquired) any cohort, follower, animal companion, familiar, special mount, or similar creature.

Above all, I serve the Master of master in the pursuit of my one purpose:
- I am sworn to it; I will not be indebted or commit to any individual or organization lest I stray from my path.
- It is my own; I will not seek to indoctrinate, lead or force people into my service. Burdening others with ones needs only draws them away from their own path.
- It is part of whole; I remember always that it is but one of piece of a whole, that without Understanding, Compassion and Protection, its pursuit is meaningless.
With the world healed but its inhabitant wounded and betrayed, what is there to save?

Infinite are the paths to the Master of master:
- I know but one; and so I humbly respect beliefs and practices held by others.
- I listen; that I may know when and where the Masters words are needed most.
- I guide the lost; I teach to those whose path have led them to stray for enlightenment so they might reconcile with old ways or find new ones.

All life is equal in the eyes of the Master of master:
- I advocate peace; I strive to avoid conflicts and battles so that all may live, for wounds only serve to weaken us as well as the bonds that unite us all.
- I fight to subdue; when pressured into battle, I shall not take lives lightly for death only leads to woe and pain from which one reaps only evil and disorder. Clearly, Hinagiku doesn’t believe demons to be redeemable/true living beings.

Given the chance, all may serve the Master of masters:
- I protect the weak; with life comes learning, and with learning strength and enlightenment.
- I protect the strong; they are exemplars, inspirations, and their lost only lessens the perfection of the world.
- I protect life; for I am he as you are me and we are all one.


Race (Kitsune):

-2 str, +2 dex, +2 cha.
Base Speed: Kitsuneshave a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Shifting mind: Reroll will save 1/day (reroll is the right term!).
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Leftover from human:
Bonus feat: Channel smite.
Skilled: +1 skill point/lvl
Languages: Tian, Taldan (with Tian accent).


Blessing of Iomedae:
-+2 perception.

-When she is reduced to negative hit points by an attack or effect from a demon, as an immediate action Hinagiku can expend one use of mythic power to heal damage equal to 2d6+ twice her mythic tier by channeling the ley. This healing occurs after the damage is done—if the damage is enough to kill Hinagiku, she cannot activate this ability.

Hard to kill: below 0 hit points, you automatically stabilize without needing to attempt a Constitution check.

Surge: Immediate action, spend 1 MP to add 1d6 to any d20.

Amazing initiative:The amazing initiative basic mythic ability is replaced with a bonus to initiative checks equal to one-half of your mythic tier. In addition, as a free action when rolling initiative you may expend one use of mythic power to add your surge die to your initiative roll.

Recuperation: 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 half of your total uses of mythic power + 1 and resting uninterrupted for 1 hour, you regain a number of hit points equal to half 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 (dual path[trickster])

Absorb blow: immediate action, you take HP dg from single source, 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 another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before. For every 10 dg prevented, 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.

Fleet charge: Standard (1), move(2), swift(3), 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.

Retributive reach: (Tier 2) Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Aerial Assault: You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.


Weapon proficiencies: All simple and Martial. All armors. 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.

Class proficiencies: Acrobatics, appraise, athletics, craft, diplomacy, handle animal, heal, intimidate, K. all, linguistics, perception, perform, profession, ride, sense motive, spellcraft, stealth, survival, use magic device.
Bluff, disable device, disguise, sleight of hand.

===============Champion of Irori===============

Smite Chaos (Su):At 5th level, he may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

Shield the weak At 9th level, as an immediate action once per round, adjacent allies up to Wisdom mod. from a burst, cone, line, or spread effect that allows a Reflex save. CoI forgo his own save, but others improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion.

Obedience: maintain abilities of class through daily obedience
Skilled: choose two skills, they become class skills: survival and use magic device

Aura of good: aura equal to Pal. Level.

Detect evil: At will, move action, concentrate on target within 60’. Learn strength of aura.

Smite evil: 1/day Swift, +cha deflect, +cha to at. + lvl to dg (double on first successful attack against evil outsider, evil dragons and undead). Attack bypasses DR.

Divine grace: Add charisma bonus to saving throws.

Lay on hands: 5/day (1/2 lvl + cha) heal cha+1d6/2 pal. Lvl. Standard on others, swift on self. Or damage undead. They don’t get a saving throw.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD.
Bonus feat: Improved trip (lvl 1)

Flurry of blow: +1 attack

Redirection: 5/day (1/lvl), DC 17 rflx (lvl/2 + wis).
Immediate, reposition or trip against creature attacking monk and threatened by monk.
If fail DC 17 reflex (lvl/2 +wis): sickened.
+2 bonus vs charge, +2 bonus vs power attack. +4 vs both. Also increase saving throw.
At lvl 4: works against enemy attacking allies.
At lvl 8: can apply both reposition and tri.
At lvl 12: No more need for the monk to threathen the enemy.
This ability replaces stunning fist.

Ki pool: 7/day. 1/2 lvl + wis
As long as he has at least 1 point in his ki pool, he can make a ki strike.
Lvl3: consider magical.
Lvl 7: Cold iron and silver
Lvl 10: Lawful
Lvl 16: Adamantine

Swift action, 1 point: made additional unarmed strike at highest attack bonus with a flurry of blows. Stacks with haste and similar stuff.
The ki pool is replenished each morning after 2 hours of rest or meditation; these hours do not need to be consecutive.
Unbalancing counter: DC = 17 (lvl/2 + wis) Ennemy struck by AoO a FF I fail save.

Evasion: all or nothing.

Flowing dodge: +1 dodge bonus to ac for every adjacent enemies (up to wis).

Ki 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.

Still mind: +2 vs enchantment.

Elusive target: immediate action, spend 2 points, attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack(such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
Defensive Spin: 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.


Proficiencies: All simple, light and medium armor AND unarmed strike (as if using improved unarmed strike, for being cleric of Irori).

Aura: Law

Deity’s favor Maximum 7. Favor earned by the cleric remains until it is spent, and any favor earned above the cleric’s maximum is lost.
--Obedience (1)
--Consecrate (3)
--Evangelize/conversion (1)
--Rites of faith (1) Learn or teach something
--Feat of faith (3)

Spontaneous Insight: 4/day (cha bonus) At least 1 point of favor, may cast guidance as a swift action. Spend a point of favor, increase competence bonus by +1.

Channel energy (Su): 3/day (static) | 1d6+cha | DC 10 + cha = 14, will for half | 30’ burst | Positive, use holy symbol. | Standard action.
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage. A cleric must be able to present her holy symbol to use this ability.

Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

  • Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

  • Lorekeeper: Touch attack, knowledge = 20.
    You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.


  • 1 less spell/level. Spontaneous comprehend languages
  • Spells per day: 2/1.

  • Traits:

    Martial manuscript: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

    Exposed to awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.


    Weapon focus: (Cleric 1) Unarmed.
    Channel smite: (Human)Swift action, add healing/damage of channel. Will save for half.
    Guided hand: (Lvl 1)use wisdom to hit with favored weapon.
    Improved unarmed strike: (Monk) no attack of opportunity when using unarmed strikes.

    Skillfull maneuver: (Monk1)+2 to trip, reposition and grapple and to defend vs them.
    Combat reflex: (Lvl3)+4 AoO per round
    Deific obedience (Lvl7) +4 to knowledge checks.
    Virtuous Creed: (Turning Chaleb)+wis and cha to diplomacy
    Bodyguard: (Tier 2)
    Combat stamina: You gain a stamina pool. Attack roll (manufactured weapon, unarmed strike) but before the results are revealed, spend up to 5 stamina points.Competence bonus on the attack roll equal to stamina points you spent.
    Serene stride: (Tier 2) As long as you have at least one point in your ki pool you may ignore movement and Acrobatics penalties from difficult terrain and move across liquid surfaces just as if they were solid. You may still choose to swim if you wish to.

    -Extra mythic path (Tier 1)
    -Mythic Guided hand (Tier3)

    Detailed skills and others:

    Skills: 35 + 18 = ( 4(cleric), 20(monk), 8(paladin), 6(evan) -9 int, +6 human)

    Skills/ Total/ AbilityScore/ Ranks/ Class/ Others
    Acrobatics 18 4 9 3 +2 race
    Artistry (Flower arranger) 9 -1 7 3
    Diplomacy 15 4 3 3 +5 wis
    Knowledge(history) 15 -1 9 3 +4 deific
    Knowledge (religion) 15 -1 9 3 +4 deific
    Linguistics 4 -1 2 3
    Perception 19 5 9 3 +2 Iomedae
    Profession (Gardener) 12 5 4 3
    Spellcraft 3 -1 1 3

    Total Ability Ability2 Ability3 Class Magic Others
    Initiative 5 4 +1 mythic
    AC 24 5 4 1 2 +1 defl +1 tough
    Touch 23 5 4 1 2 enha +1 deflect
    FF 20 5 - 1 2 +1 defl +1 tough
    AT 16 5 - 8,25 2 +1 favored
    Dg 7 5 - 2
    CMB 8(15 unha) 0 8,25
    CMD 29(31) 0 4 5 8,25 (+1 monk) 1 deflect +2 vs trip
    Trip 19 5 - 8,25 2 +1 (favored)
    +2 feat
    +2/4 from class
    +1 Tier
    Fort 14 2 - 6 1/3 2 4 Cha pal
    Ref 16 4 - 6 2 4 cha pal
    Will 16 5 - 5 2/6 2 4 cha pal

    HPs : 8 cleric, 50 monks, 20 paladin, 8 evangelist, 18 constitution, 15 tiers, bonus 5, 27 (3/level), 5 favored