Blackfire Adept

Nagato the Eternal's page

108 posts. Alias of Cosmic Dream Lord.


Full Name

Nagato the Eternal

Race

Samsaran

Classes/Levels

Monk (Qinggong MoMS) 2/Druid (Menhir Savant) 23/Hierophant-Champion 1

Gender

Female

Size

Medium

Age

251

Special Abilities

Ageless Body, Hard to Kill

Alignment

Lawful Neutral

Deity

The Green Faith, Irori

Strength 20
Dexterity 20
Constitution 22
Intelligence 26
Wisdom 40
Charisma 16

About Nagato the Eternal

Stats:

Starting
Str 13 Dex 12 Con 14 Int 12 Wis 18 Cha 7

After Racial Adjustments
Str 13 Dex 12 Con 12 Int 14 Wis 20 Cha 7

After Age Adjustments
Str 13 Dex 12 Con 12 Int 17 Wis 23 Cha 10

After Level Adjustments Every Four Levels
Str 13 Dex 12 Con 12 Int 17 Wis 29 Cha 10

After Tomes
Str 14 Dex 14 Con 16 Int 20 Wis 34 Cha 10

After Magic Items
Str 20 Dex 20 Con 22 Int 26 Wis 40 Cha 16

Favored Class Points:

Favored Class: Druid - HP
Favored Class Points: 23
Favored Class Designation: 23 to HP

Nagato - Half-Elf Disguise:

Nagato the Eternal
Female Samsaran Monk (Qinggong Master of Many Styles) 2/Druid (Menhir Savant) 23/Hierophant-Champion 1
Lawful Neutral Medium Humanoid (Samsaran, Mythic)
Initiative: +6 (5 Dex, +1 Circumstance); Senses: Low-Light Vision, See Invisibility, Spirit Sense 60 ft.; Perception +54

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Defenses
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AC: 52, Touch: 39, Flat Footed: 47 (10, +5 Dex, +5 Natural, +5 Deflection, +1 Insight, +1 Monk, +15 Wisdom, +8 Armor, +2 Luck)
HP: 377 (25d8+173+4)
Fort: +29 (13 Druid, +3 Monk, +6 Con, +4 Resistance, +2 Luck, +1 Competence)
Ref: +22 (7 Druid, +3 Monk, +5 Dex, +4 Resistance, +2 Luck, +1 Competence)
Will: +38 (+4 vs. mind-affecting spells and effects) (13 Druid, +3 Monk, +15 Wis, +4 Resistance, +2 Luck, +1 Competence)
Immune: Poison
Defensive Abilities: Freedom of Movement (Constant), Evasion

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Offenses
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Speed: 40 ft. (30 base, +10 Enhancement)

Melee: Unarmed Strike +39/+34/+29/+24 1d8+20 (x2/20) (18 BAB, +15 Wisdom, +5 Enhancement, +1 Competence)

On-Going Spells: Ant Haul, Greater Magic Fang (Unarmed Strike), Life Bubble, Longstrider, Mage Armor (from Mira), Extended Barkskin, Mind Blank (from Mira), Alter-Self (via Mask), See Invisibility, Tongues

Spell-Like Abilities (CL 25th)
1/day—Comprehend Languages, Deathwatch, Stabilize

Druid Spells Prepared (CL 26th; Concentration +41)
11th (3)—Miracle (3)
10th (3)—Miracle (3)
9th (7+1)—Miracle, Mass Heal (3), Shapechange, Gate (2), Worldwave (D)
8th (6+1)—Open, Frightful Aspect, Sea Mantle, Quicken Divine Power (2), Word of Recall, Animal Shapes (D)
7th (7+1)—Open, Heal (3), Scrying Greater (2), Whirlwind (D)
6th (7+1)—Open, Open, Wall of Stone, Antishell Life, Greater Dispel Magic (2), Strong Jaw, Find the Path (D)
5th (7+1)— Air Walk (Communal) (2), Blessing of the Salamander, Baleful Polymorph (2), Deathward (2), Control Winds (D)
4th (7+1)—Life Bubble (ALREADY CAST), Divine Power (2), Cure Critical Wounds, Strong Jaw (3), Aspect of the Stag (D)
3rd (8+1)—Open, Cure Serious Wounds, Resist Energy (Communal), Greater Magic Fang (1/2), Neutralize Poison, Stone Shape (2), Haste (D)
2nd (8+1)—Open, Open, Animal Aspect (2), Energy Resistance (2), Barkskin (2), Chameleon Stride (D)
1st (9+1)—Open, Endure Elements, Hide from Animals, Ant Haul, Call Animal, Cure Light Wounds, Bristle (2), Longstrider (ALREADY CAST), Mount (D)
0th (at will)—Detect Magic, Create Water, Guidance, Light, Prestidigitation

Domain: Plains

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Statistics
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Str 20, Dex 20, Con 22, Int 26, Wis 40, Cha 16
BAB: +18; CMB: +23 (18 BAB, +5 Str, +0 Size); CMD: 38 (10, +18 BAB, +5 Str, +5 Dex, +0 Size)
Feats: See Feats Tab
Traits: Fate's Favored (Luck Bonuses Increase By +1), Magical Knack (+2 Druid Caster Level)
Skills: Acrobatics +35, Diplomacy +24, Escape Artist +20, Fly +30, Handle Animal +29, Heal +30, Knowledge (Arcana) +34, Knowledge (Geography) +15, Knowledge (History) +25, Knowledge (Nature) +25, Knowledge (Planes) +20, Knowledge (Religion) +19, Lingustics +11, Perception +54, Ride +19, Sense Motive +49, Spellcraft +42, Stealth +35, Survival +30, Use Magic Device +19
Languages: Thassilonian, Common, Samsaran, Druidic, Sylvan, Giant, Draconic, Celestial, Elven, Infernal, Aquan, Terran, Auran; Tongues
Possessions: See Gear Tab

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Tracked Resources
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Empty Body: 23/23
Lesser Extend Spell: 5/6
Greater Extend Spell: 3/3
Pearls of Power Level 1: 9/10
Pearls of Power Level 2: 4/5
Place Magic: 17/18
Pounce: 6/6
Walk the Lines: 15/15
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Special Abilities
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Empty Body (Su): Nagato can become ethereal as a standard action, as if using Ethereal Jaunt. She can remain ethereal for 23 round per day. These rounds do not need to be consecutive.

Low-Light Vision (Ex): Nagato can see twice as far as humans in conditions of dim light.

Place Magic (Su): Nagato increase her caster level by +1 for 1 round. She can use this ability 18 times per day.

Pounce (Ex): Nagato may use the pounce special attack six times per day.

Spirit Sense (Sp): Nagato can detect the presence of undead, fey, outsiders, and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and she detects all of these creatures rather than trying to detect one kind.

Spontaneous Casting: Nagato can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Timeless Body (Ex): Nagato no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and Nagato still dies of old age when her time is up.

Venom Immunity (Ex): Nagato is immunity to all poisons.

Walk the Lines (Su): Nagato cast Transport via Plants 15 a number of times per day.

Wild Shape (Su): Anytime she wishes as a swift, move, or standard action, Nagato can assume the form of an animal as per Beast Shape III with either the celestial or fiendish template if she chooses, a plant as per Plant Shape III, or an elemental as per Elemental Body IV.

Permanent Spells: Enlarge Person (Suppressed), See Invisibility, Tongues

Contingency (Cast on Self via Miracle): Should Nagato ever die, she immediately comes under the effect of a Breath of Life spell.


Feats:

Dark Blue Rhomboid Bonus: Alertness
Level 1 Monk Bonus: Improved Unarmed Strike
Level 1 Monk Bonus: Stunning Fist
Level 1 Monk Bonus: Dragon Style
Level 1: Powerful Shape (Retrained at Level 10)
Level 2 Monk Bonus: Mantis Style
Level 3: Power Attack
Level 5: Craft Wondrous Item
Level 7: Natural Spell
Level 9: Wild Speech
Level 11: Planar Wild Shape
Level 13: Forge Ring
Level 15: Vital Strike
Level 17: Improved Vital Strike
Level 19: Quick Wild Shape
Level 21: Leadership
Level 23: Quicken Spell
Level 25: Greater Vital Strike

Equipment:

CONTAINERS:

Handy Haversack - CRAFTED - 1,000 gp
Bag of Holding IV - CRAFTED - 5,000 gp
Polymorphic Pouch (Double Sized) - CRAFTED - 5,000 gp

Total: 11,000 gp

Armor: NONE
Waist: +6 Belt of Physical Perfection – CRAFTED – 77,000 gp – 1 lb.
Body: Otherworldly Kimono/Monk's Robe/Robe of Components – CRAFTED – 33,500 + (6,500 gp * 1.5=)9,750 gp + (2,500 gp * 1.5=)3,750 gp = 47,000 gp – 1 lb.
Chest: None
Eyes: Eyes of the Eagle – CRAFTED – 1,250 gp – 1 lb.
Feet: NONE
Hands: Gloves of Storing - CRAFTED - 5,000 gp
Head: The Mask of Ages (Greater Mask of Giants + Greater Hat of Disguise + Circle of Persuasion + Jingasa of the Fortunate Soldier) - CRAFTED - 45,000 gp + (6,000 gp * 1.5=)9,000 gp + (2,250 gp * 1.5=)3,375 gp + (2,500 gp * 1.5=)3,750 gp = 61,125 gp
Headband: +6 Headband of Mental Superiority (Sense Motive, Stealth, Knowledge Arcana) – CRAFTED – 77,000 gp – 1 lb.
Neck: +4 Guided Amulet of Mighty Fists and Spellcrafting – CRAFTED – 50,000 gp + (1,250 * 1.5 =)1,875 gp = 51,875 gp – 1 lb.
Ring 1: +5 Ring of Protection/Sustenance – CRAFTED - 25,000 gp + (1,250 * 1.5=)1,875 gp = 26,875 gp
Ring 2: Ring of Freedom of Movement/Foe Focus/Cameleon Power/Feather Fall - CRAFTED - 20,000 gp + (5,000 gp * 1.5=)7,500 gp + (6,350 gp * 1.5=)9,525 gp + (1,100 gp * 1.5=)1,650 gp = 38,675 gp
Shoulders: NONE
Wrist: +8 Bracers of Armor - CRAFTED - 32,000 gp - 1 lb.

Pearls of Power:
--Level 1 (10) - CRAFTED - 500 gp * 10 = 5,000 gp
--Level 2 (5) - CRAFTED - 2,000 gp * 5 = 10,000 gp

Lesser Rod of Extend Spell (2) - 3,000 gp * 2 * 0.75 from Jacob = 4,500 gp - 10 lbs
Greater Rod of Extend Spell - 24,500 gp * 0.75 from Jacob = 18,375 gp - 5 lbs
Stone of Good Luck - CRAFTED - 10,000 gp
Total: 465,675 gp

MATERIAL COMPONENTS AND FOCI:

Miracle Diamonds (3) - 75,000 gp
Diamond Dust for Greater Demiplane to Contain Storm - 22,500 gp
Diamond - 2,500 gp
Jacinth for Astral Projection (5) - 5,000 gp
Scrying Mirror - 1,000 gp
Contingency Focus - 1,500 gp
Demiplane Focus - 500 gp
Shapechange Focus - 1,500 gp
Total: 111,000 gp

IMPLANTED:

Orange Prism – CRAFTED – 15,000 gp
Cracked Orange Prism (Prestidigitation) – CRAFTED – 500 gp
Dusty Rose Prism – CRAFTED – 2,500 gp
Cracked Dusty Rose Prism – CRAFTED – 250 gp
Dark Blue Rhomboid – CRAFTED – 5,000 gp
Cracked Pale Green Prism (Saves) - CRAFTED - 2,000 gp
Cracked Pale Green Prism (Attackes) - CRAFTED - 2,000 gp
Total: 23,250 gp

CONSUMED:

Permanent Enlarge Person (via Miracle) - 7,500 gp
Permanent See Invisibility (via Miracle) - 5,000 gp
Permanent Tongues (via Miracle) - 7,500 gp
+1 Manual of Gainful Exercise - CRAFTED - 26,250 gp
+2 Manual of Quickness of Action - CRAFTED - 52,500 gp gp
+4 Manual of Bodily Health - CRAFTED - 105,000 gp
+5 Tome of Understanding - CRAFTED - 131,250 gp
+3 Tome of Clear Thought - CRAFTED - 78,750 gp
Total: 440,000 gp

RETRAINED:

Retrained 1st Level Feat to Powerful Shape at Level 10 - 500 gp

Total: 500 gp

Total Spent on Mira: 235,725 gp

TOTAL SPENT: 1,285,150 gp
REMAINING:

Skills:

Total Ranks: 300 [ (9 * 25) 225 Druid/Monk + 75 Headband]

Acrobatics: +35 (5 Dex, +25 Ranks, +3 Class, +2 Luck)
Diplomacy: +24 (3 Cha, +16 Ranks, +3 Competence, +2 Luck)
Escape Artist: +20 (5 Dex, +9 Ranks, +3 Class, +2 Luck)
Fly: +30 (5 Dex, +20 Ranks, +3 Class, +2 Luck)
Handle Animal: +29 (3 Cha, +17 Ranks, +3 Class, +3 Competence, +2 Luck)
Heal: +30 (15 Wis, +10 Ranks, +3 Class, +2 Luck)
Knowledge (Arcana): +34 (7 Int, +25 Ranks, +2 Luck)
Knowledge (Geography): +15 (7 Int, +3 Ranks, +3 Class, +2 Luck)
Knowledge (History): +25 (7 Int, +13 Ranks, +3 Class, +2 Luck)
Knowledge (Nature): +25 (7 Int, +13 Ranks, +3 Class, +2 Luck)
Knowledge (Planes): +20 (7 Int, +11 Ranks, +2 Luck)
Knowledge (Religion): +19 (7 Int, +7 Ranks, +3 Class, +2 Luck)
Lingustics: +11 (7 Int, +2 Ranks, +2 Luck)
Perception: +54 (15 Wis, +25 Ranks, +3 Class, +5 Competence, +4 Alertness, +2 Luck)
Ride: +19 (5 Dex, +11 Ranks, +3 Class)
Sense Motive: +49 (15 Wis, +25 Ranks, +3 Class, +4 Alertness, +2 Luck)
Spellcraft: +42 (7 Int, +25 Ranks, +3 Class, +5 Competence, +2 Luck)
Stealth: +35 (5 Dex, +25 Ranks, +3 Class, +2 Luck)
Survival: +30 (15 Wis, +10 Ranks, +3 Class, +2 Luck)
Use Magic Device: +19 (3 Cha, +11 Ranks, +3 Competence, +2 Luck)

Samsaran Racial Traits:

+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.

Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Samsarans have a base speed of 30 feet.

Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.

Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the Samsaran's level.

Mystic Past Life (Su): Samsarans can add spells from another spellcasting class to the spell list of your current spellcasting class. They add a number of spells equal to 1 + their spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class they are adding them to. These spells do not have to be spells the Samsaran can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to Samsaran’s main ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Spells: Astral Projection, Gate, Greater Create Demiplane, Mass Heal, Miracle, Divine Power

Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.

Druid (Menhir Savant) Class Abilities:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the Ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): Plains Domain

Migrating Herd (Su): When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature’s land speed is increased by 10 feet.

Pounce (Ex): At 6th level, you may use the pounce special attack once per day. You may pounce one additional time per day for every 3 levels after 6th.

Domain Spells: 1st—Mount, 2nd—Chameleon Stride (APG), 3rd—Haste, 4th—Aspect of the Stag (APG), 5th—Control Winds, 6th—Find the Path, 7th—Whirlwind, 8th—Animal Shapes, 9th—Worldwave (APG).

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like Detect Undead, and the druid detects all of these creatures rather than trying to detect one kind.

This ability replaces Nature Sense and Wild Empathy.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

This ability replaces Woodland Stride and Trackless Step.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the Beast Shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as Beast Shape II. When taking the form of an elemental, the druid's wild shape functions as Elemental Body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as Beast Shape III. When taking the form of an elemental, the druid's wild shape now functions as Elemental Body II. When taking the form of a plant creature, the druid's wild shape functions as Plant Shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as Elemental Body III. When taking the form of a plant, the druid's wild shape now functions as Plant Shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as Elemental Body IV. When taking the form of a plant, the druid's wild shape now functions as Plant Shape III.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Walk the Lines (Su): At 9th level, a menhir savant can use her connection to ley lines to cast Transport via Plants a number of times per day equal to her Wisdom bonus.

Empty Body (Su): At 13th level, a menhir savant can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal for a number of rounds per day equal to her druid level. These rounds do not need to be consecutive.

This ability replaces A Thousand Faces.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Monk (Qinggong Master of Many Styles) Class Features:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style's feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style's feat path. This ability replaces a monk's standard bonus feats.

Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

This ability replaces flurry of blows.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Hierophant, Champion, and Other Mythic Features::

Mythic Flaw: Hubris - You are first, best, and above all others. Your power is unrivaled and you know it. You receive a +4 morale bonus on saving throws against fear. Whenever you succeed at a saving throw against an effect that would have caused you to gain the shaken, frightened, or panicked condition, you instead gain the staggered condition for a duration equal to the duration of the effect that you saved against, as you spend part of each round boasting about your prowess.

Divine Surge: Inspired Spell (Su) - As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Champion's Strike: Fleet Charge (Ex) - As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Tier 1 Feat: Dual Path (Champion)

1st Tier Path Ability: Extra Mythic Feat

Extra Tier 1 Feat: Mythic Vital Strike

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

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

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