About Manjin4xp, 0pa, 6 fame. 952gp Melee + Healer.
Associated Domain: Earth. Replacement Power: The following granted power replaces the acid dart power of the Earth domain. Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only). Replacement Domain Spells: 2nd—heat metal, 6th—wall of iron, 8th—iron body Travel Domain Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. stats:18(17), 14 +2 (2), 10 -2 (2),7(-4),15 +2(3), 10(0) Spd: 40'
+0base MW Cold iron Flambard 1d10 19-20/×2 — 6 lbs. S sunder
Sunder Flambard vs wood hafted weapons +12 1d10+8 vs objects
Flurry of Maneuvers, Sunder Flambard vs wood hafted weapons +8/+8 1d10+8 Tactics: Flurry of maneuvers, Sunder w/ Flambard +8 (4str 2feat 4weapon/vs haft, 1MWwpn, 1monklvl) Strike with flambard +5 1d10+6 Flambard +5 1d10+6
2Javelin +2, 1d6+4 P
Feats:
Grappled creatures cannot make attacks of opportunity.
Oregent Vandal Regional +2 to damage rolls vs. targets with hardness
Stunning fist 1/day DC13
Skills:
Table: Common Armor, Weapon, and Shield Hardness and Hit Points
1 Add +2 for each +1 enhancement bonus of magic items.
Equipment:
1 alchemists fire 20gp
Scrolls:
Potions:
433gp Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spells:
Monk:
Cleric:
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. This ability replaces flurry of blows. The sarkorian prophecy, 2-08: 1xp applied. 500gp +1xp
-2pa wand of cure light wounds 50 charges
Standard Racial Traits Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
Feat and Skill Racial Traits Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks. Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language. Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Senses Racial Traits Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light list of swords/daggers prof :
sword seven branched 1d10 x3 disarm/monk (trip = flatfooted)
(Build @ lvl 3, monk1/cleric2
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