About Keldom Redflit
Keldom Redflit
Male half-elf unchained monk 20/oracle 20 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Player's Guide 42, Pathfinder Unchained 14)
LN Medium outsider (augmented humanoid, cold, elf, human)
Init +17; Senses all around vision, arcane sight, darkvision 120 ft., low-light vision, see invisibility; Perception +66
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Defense
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AC 60, touch 43, flat-footed 53 (+12 armor, +16 Cha, +5 deflection, +6 Dex, +1 dodge, +5 monk, +5 natural*)
hp 503 (40 HD; 20d8+20d10+280); regeneration 1
Fort +32, Ref +32, Will +34; +2 vs. enchantments, +2 bonus vs. fear, paralysis, and sleep effects, +2 vs. magic cold effects and spells with the cold descriptor.
Defensive Abilities flawless mind, improved evasion; DR 10/chaotic, 5/magic, 5/piercing, 6/-; Immune sleep, ability damage, bleed, blindness, cold, critical hits, deafness, disease, drowning, electricity, exhaustion, fatigue, flanking, physiology or respiration effects, poison, precision damage, stunning; SR 30, Contingency plane shift-Keldom's Hut (dropped below 0 HP while wearing ring of regeneration)
Weaknesses vulnerability to fire
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Offense
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Speed 80 ft., fly 60 ft. (good), swim 30 ft.
Melee icicle wand (cl 7th) +43/+38/+33/+28 (1d4+7/19-20 plus 2d6 cold) or
. . +5 called dueling limning speed waveblade +48/+48/+48/+48/+43/+38/+33 (2d10+11/15-20 plus 1d6+1 cold and 1d4 bleed) or
. . unarmed strike +47/+47/+47/+42/+37/+32 (2d10+11 plus 1d6+1 cold and 1d4 bleed)
Ranged +1 adamantine shuriken +43/+43/+43/+38/+33/+28 (1d2+7 plus 1d6 cold and 1d4 bleed) or
. . +5 adaptive cyclonic distance endless ammunition versatile design(monk) darkwood composite longbow +47//+47/+47/+42/+37/+32 (1d8+11/×3 plus 1d6 cold and 1d4 bleed) or
. . +5 outsider (evil)-bane cyclonic enhanced exotic weapon proficiency (firearms)-training nagant m1895 revolver +45/+40/+35/+30 (1d8+5/×4 plus 1d6 cold and plus 2d6 vs. Outsider (Evil))
Special Attacks flurry of blows (unchained), stunning fist (41/day, DC 46), style strike, cold damage from attacks bypass immunity and resistance to cold, ghost touch (pearlescent pyramid ioun stone); ghost touch
Monk (Unchained) Spell-Like Abilities (CL 20th; concentration +36)
. . —barkskin (self only, 1 ki)[UM]*
. . —blood crow strike (2 ki)[UM] (1 ki ring of ki mastery)
. . —cold ice strike (3 ki)[UM](2 ki ring of ki mastery)
. . —ki leech (0 ki)[UM]
* barkskin lasts 200 minutes, +5 natural armor; Keldom begins his day with this followed by 10 minutes meditation to renew the Ki point (see perfect self, below) and renew every 3 hours to repeat the cycle.
Oracle Spells Known (CL 20th; concentration +36)
. . 9th (8/day)—greater create demiplane[UM], mass icy prison[UM] (DC 38), interplanetary teleport[UM], miracle
. . 8th (9/day)—antimagic field, create demiplane[UM], mass cure critical wounds, dimensional lock, divine vessel[APG], frightful aspect[UC], polar ray, greater spell immunity
. . 7th (9/day)—greater bestow curse (DC 33), control weather, mass cure serious wounds, destruction (DC 33), ice body[UM], regenerate, greater restoration
. . 6th (9/day)—animate objects, cone of cold (DC 35), mass cure moderate wounds, greater dispel magic, forbiddance, geas/quest, heal
. . 5th (9/day)—mass cure light wounds, flame strike (DC 33), icy prison[UM] (DC 34), life bubble[APG] (DC 31), plane shift (DC 31), righteous might, slay living (DC 31), true seeing
. . 4th (10/day)—cure critical wounds, death ward, divine power, freedom of movement, ice storm, greater make whole, planar adaptation[APG], restoration
. . 3rd (10/day)—create food and water, cure serious wounds, dispel magic, nap stack[APG] (DC 29), protection from energy, remove curse, remove disease, sleet storm
. . 2nd (10/day)—consecrate, cure moderate wounds, frost fall[UC] (DC 31), ghostbane dirge[APG] (DC 28), hold fey (DC 28), make whole, remove paralysis, resist energy, lesser restoration
. . 1st (10/day)—air bubble[UC], ant haul[APG] (DC 27), cure light wounds, divine favor, endure elements, endure elements, entropic shield, obscuring mist, protection from evil
. . 0 (at will)—bleed (DC 26), create water, detect magic, detect poison, enhanced diplomacy, grasp, guidance, light, mending, purify food and drink (DC 26), read magic, spark[APG] (DC 28)
. . Mystery Winter
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Statistics
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Str 22, Dex 22, Con 22, Int 28, Wis 26, Cha 42
Base Atk +35; CMB +42; CMD 84 (86 vs. grapple, 86 vs. reposition, 86 vs. trip)
Feats Alertness, Ascetic Form, Ascetic Strike, Ascetic Style, Belier's Bite, Breadth Of Experience[APG], Combat Reflexes, Combat Style Master[UC], Deadly Aim, Deepsight[APG], Deflect Arrows, Dodge, Dragon Ferocity[UC], Dragon Roar[UC], Dragon Style[UC], Elemental Fist[APG], Elemental Focus[APG], Endurance, Fast Learner[ARG], Greater Spell Focus (evocation), Improved Critical (waveblade), Improved Improvisation[ARG], Improved Initiative, Improved Unarmed Strike, Improvisation[ARG], Power Attack, Skill Focus (Perception), Spell Focus (evocation), Stunning Fist, Toughness, Weapon Focus (waveblade)
Traits dangerously curious, fate's favored
Skills Acrobatics +53 (+73 to jump), Appraise +16, Bluff +59, Climb +13, Craft () +16, Diplomacy +62, Disable Device +13, Disguise +59, Escape Artist +52, Fly +40, Handle Animal +23, Heal +15, Intimidate +62, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +61, Knowledge (religion) +22, Linguistics +16, Perception +66, Perform () +23, Profession () +17, Ride +13, Sense Motive +58, Sleight of Hand +13, Spellcraft +55, Stealth +52 (+56 in cold weather.), Survival +34, Swim +52, Use Magic Device +63; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Terran; tongue of the sun and moon
SQ draconic breath, draconic fury, draconic mettle, elf blood, fast movement (unchained), final revelation, ki pool (31 points adamantine, cold iron, lawful, magic, silver), ki powers (diamond resilience, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power), oracle's curse (lame), perfect self (unchained), revelations (blizzard, cold aura [10 ft., DC 36], freezing spells, ice armor, snow sight, wintry touch 19/day [1d6+10 cold damage]), slow and steady, style strikes (defensive spin, flying kick, hammerblow, spin kick), timeless body
Combat Gear extend metamagic rod, extend metamagic rod, extend metamagic rod, greater extend metamagic rod, greater extend metamagic rod, greater quicken metamagic rod, greater quicken metamagic rod, hand of glory, icicle wand (cl 7th), ivory baton, lesser extend metamagic rod, lesser extend metamagic rod, lesser extend metamagic rod, lesser quicken metamagic rod, lesser quicken metamagic rod, lesser quicken metamagic rod, quicken metamagic rod, quicken metamagic rod, quicken metamagic rod, wand of barkskin (CL 12th, 50 charges), wand of cure critical wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of invisibility, greater, wand of stoneskin, wayfinder of passage, acid (10), alchemist's fire (10); Other Gear +1 adamantine shuriken (50), +5 adaptive cyclonic distance endless ammunition versatile design darkwood composite longbow, +5 called dueling limning speed waveblade, +5 outsider (evil)-bane cyclonic enhanced exotic weapon proficiency (firearms)-training nagant m1895 revolver, bullet[UC] (60), metal cartridge[UC] (60), all tools vest[APG], arachnid goggles[UE], bag of concealment iv, belt of physical perfection +6, bracers of archery, greater, clear spindle ioun stone, dark blue rhomboid ioun stone, figurine (obsidian raven), habit of the winter explorer, headband of mental superiority +6, holdout wand wrap, holdout wand wrap, holdout wand wrap, horn of fog, ioun gauntlet, ioun gauntlet, iridescent spindle ioun stone, lantern of revealing, manual of bodily health +5, manual of gainful exercise +5, manual of quickness of action +5, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, pale green prism ioun stone, pearlescent pyramid ioun stone, private palanquin[UI], ring of ki mastery[UE], ring of regeneration, ring of splendid security, rope of climbing, scabbard of many blades[ACG], scabbard of many blades[ACG], scarlet and green cabochan ioun stone, slippers of the triton[ARG], spell lattice (7th)[ACG], spell lattice (9th)[ACG], stone horse (destrier)[UE], stone of good luck (luckstone), sustaining spoon, tome of clear thought +5, tome of leadership and influence +5, tome of understanding +5, western star ioun stone, wings of flying, bedroll, belt pouch, candle (10), flint and steel, hot weather outfit[APG], mess kit[UE], platinum holy symbol of Winter Star[UE], soap, sunrod (6), tindertwig (10), trail rations (5), waterskin, 2 bs lead (worth 4 gp, 2 lb), diamond dust (worth 125,000 gp), forked metal rod (create greater demiplane focus) (worth 500 gp), ivory statuette (worth 1,500 gp), permanency x2 greater demiplane (worth 45,000 gp), permanency- arcane sight (worth 7,500 gp), permanency- greater magic fang (head, 2 fists, 2 feet) (worth 7,500 gp) (5), permanency- read magic (worth 2,500 gp), permanency- see invisible (worth 5,000 gp), permanency- shrink item (private palquin, cloth patch) (worth 7,500 gp), 70 pp, 41,404 gp, 9 sp
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Special Abilities
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All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Ascetic Form (Waveblade) You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats.
Ascetic Strike (Waveblade)You can use the unarmed strike damage of a monk 4 levels lower than your character level (minimum 1st) instead of the base damage for the chosen weapon. Ascetic Strike functions in all other ways as the brawler’s close weapon mastery class feature. In addition, you ignore the still mind class feature prerequisite for the Monastic Legacy feat.
Ascetic Style (Any Monk Weapon, Waveblade) Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Blizzard (20d4 cold, 15 rounds, 1/day, DC 36) (Su) As a standard action, you can create a blizzard of snow and ice. You can create one 10-foot cube of this storm per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another, and at least one must be adjacent to you. Any creature caught in the blizzard takes 1d4 points of cold damage per oracle level, with a successful Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day. You must be 11th level to select this revelation.
Blood Crow Strike (2 Ki) (Sp) Costs 2 ki points to activate.Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). 300 feet (medium range)
Cold Aura (10d6 cold, 5/day, DC 36) (Su) As a swift action, you can cause waves of cold to radiate from your body. This cold deals 1d6 points of cold damage per 2 oracle levels to all creatures within 10 feet. A successful Fortitude save halves the damage. In addition, a flurry of snow momentarily surrounds you, granting you concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
Cold Ice Strike (3 Ki), 15d6, DC 32 reflex half (Sp) Costs 3 ki points to activate.You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). 30 feet, 30 foot line.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Style Master You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -9/+18 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Spin The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Diamond Resilience (DR 6/—, 1 minute) (Ex) As a swift action, use 1 ki to gain DR for 1 min.
Draconic Breath (20d6, instantaneous, DC 36) (Su) As a standard action, use 3 ki to deal dam in 30 ft cone (Ref half). At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist’s monk level + her Charisma modifier) to halve the normal damage. This ability replaces quivering palm. For the unchained monk, this ability is gained at 12th level and replaces the ki power gained at that level.
Dragon FercocityWhile using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. Special: Taking this feat allows you to qualify for the Elemental Fist feat even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds.
Draconic Fury (1d6 Electricity, 10 rounds, Electricity) (Su) At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level. This ability replaces maneuver training. For the unchained monk, draconic fury is the elemental fury ki power, and is gained in place of the ki power normally gained at 4th level.
Draconic Mettle (Su) At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. This ability replaces the still mind ability. For the unchained monk, this ability is gained at 4th level.
Dragon Ferocity +3, 1d1+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Draconic Might Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Dragon Roar (DC 46) You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your WisCha modifier) reduces the damage by half and prevents a target from being shaken. Special: If you have the Elemental Fist feat, you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.
Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Elemental Fist (5d6) 40/day When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Final Revelation of Winter Upon reaching 20th level, you become an avatar of winter and the North. Your body permanently transforms into living ice, as the ice body spell. In addition, your mastery of winter magic is such that any of your attacks that deal cold damage bypass cold immunity or cold resistance.
Flawless Mind At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Fly (60 feet, Good) You can fly!
Flying Kick (max 60 ft.) The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack
of opportunity as normal. The attack made after the movement must be a kick.
Freezing Spells (1d4 rounds) (Su)Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hammerblow The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Ice Armor (Su) 20 hours You can conjure armor of ice that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this icy armor grants you DR 5/piercing. In cold conditions, the armor bonus and DR bonus increase by 2; in very hot conditions, however, they decrease by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but must be spent in 1-hour increments.
Immunity to Ability Damage Immunity to ability damage
Immunity to Bleed You are immune to bleed.
Immunity to Blindness You are immune to blindness.
Immunity to Cold You are immune to cold damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Deafness You are immune to deafness.
Immunity to Disease You are immune to diseases.
Immunity to Drowning You are immune to drowning.
Immunity to Electricity You are immune to electricity damage.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Physiology or Respiration Effects You are immune to all spells or attacks that affect your physiology or respiration.
Immunity to Poison You are immune to poison.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate. You place your spirit in a receptive state so when you confirm a critical hit against a living enemy or reduce a living enemy to 0 or fewer hit points, you can steal some of that creature’s ki. This replenishes 1 point of ki as long as you have at least 1 ki point in your ki pool. This does not allow you to exceed your ki pool’s maximum. This ability does not stack with similar abilities (such as the steal ki ability of the hungry ghost monk). This spell has no effect if you do not have a ki pool.
Ki Pool (31/day) (Su) At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Self (Unchained) At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.
Power Attack -9/+18 You can subtract from your attack roll to add to your damage.
Regeneration 1 Heal HP quickly and cannot die.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Snow Sight (2/day) (Su)You can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. At 11th level, in cold conditions or in icy or snowy terrain, you can learn about your surroundings as if using the commune with nature spell. You can use the commune with nature ability once per day at 11th level, and twice per day at 15th level.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (30) You have Spell Resistance.
Spin Kick The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Stunning Fist (41/day, DC 46) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Stunning Fist (feat)You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Style Strike (2/round) (Ex) At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
Swim (30 feet) You have a Swim speed.
Timeless Body (Mature) (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up. *Venerable at 125 years old, Keldom is venerable, adding +3 to all his mental stats (included above.) Keldom will die when he reaches the age of 3d20+125, so he only has a few decades at most left.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wintry Touch (1d6+10 cold damage, 19/day) (Su) As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon.
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Do you believe a single snowflake can change the world? No? The you haven’t heard my story. I am Keldom Redflit of Heldren, Black Rider of Baba Yaga, Bond-Mate of Nevra, and the Once and Future King of Irrisen. That you have not heard of me makes little difference, I have been serving the Mother of Hags for the last hundred years, and been far and away from these lands.
The half-elf’s face seems ageless and his eyes deep pools of age and alien knowledge. His silvery-white hair frames his face from under the silver-lined blue cowl. Fur trims his robe, more out of decoration than necessity. His posture is rigid yet poised, and his voice silken milk and honey pouring from an elven decanter into a deep spring.
I have rescued maidens fair, stolen an artifact, ridden a dragon into battle, conquered an army, and married a queen. I have fought the fey, been cursed by a hag, and been frozen solid by a dragon’s breath. I have travelled to distant worlds, seen places beyond your imaginings, and even spent a turn waiting for my fate to be delivered to me in the Boneyard.
He adjusts the cowl, removing the covering from his head, taking a sip from the glass before him.
And now, I have come to Faerun, a snowflake on the winter’s wind, to see about ending the menace of elemental imbalance that threatens your home. I have fulfilled my duties to the Queen of Witches, and been amply rewarded. Yet, as in all pots Baba Yaga stirs, my release comes with additional burdens. No longer in Mother Crone’s service, yet unable to take my place as Anastasia’ betrothed- the Queen of Witches allows no one to rule over Irrisen for more than 100 years. Even now, my снежинка fuels Baba Yaga’s power. I had thought to fool the Queen of Witches into allowing Anastasia’s reign to continue by requesting that she leave Golarion forever. She granted my boon, but took my beloved with her.
Taking another sip from his drink, he replaces the cowl.
In one way or another, I will find a way to defeat Baba Yaga. From my hut, I could sense the troubles brewing here. I have come to learn the source of the elemental imbalance here. Perhaps I will discover a way to harness it, and this may be the key to the old woman’s defeat.
The elf peers at you, seeing your disbelief.
This is where you say thank you. You’re welcome.
Image for Keldom
Keldom has gone through the Reign of Winter Campaign. At the conclusion, he and his party asked Baba Yaga to instill Anastasia as the Queen of Irrisen. Keldom and Anastasia had been secretly married. Keldom agreed to serve as Baba Yaga’s Black Rider for 100 years in order to gain another boon from her, and has spent the last 100 years in that capacity. At the end of his term, he requested that Baba Yaga promise never to return to Golarion, intending that he would then rejoin Anastasia and rule Irrisen as a kinder, gentler aristocracy. Unknown to him until his return. Baba Yaga had already returned to Irrisen to remove Anastasia from power. Anastasia and Keldom’s daughter, Vasily, rules Irrisen now, having grown up a stranger to Keldom. Keldom wanders the planes and other worlds in the hopes of finding a key to defeat Baba Yaga. The elemental imbalance caused by the Princes of the Apocalypse represent a potential seed in that plan. Keldom’s tenure as the Black Rider has him used to working alone, and he doesn’t see a threat here that would require him to change that way of thinking.