Ageless Master

Raitoningu Burēdo's page

101 posts. Alias of Anderlorn.


Full Name

Raitoningu "Rai" Burēdo

Race

Gestalt Samurai/Unchained Monk (Unchained Sohei) (L:1 | HP:11/11 | AC: | FF: | T: | F:+| R:+4 | W:+0 | Initiative:+7 | Perception:+0 | CMB:+6 | CMD:20 | Speed:30')

Classes/Levels

Spoiler:

Gender

**INACTIVE(WIP)** 雷刃 Human Male Adult

Size

Medium

Age

18

Special Abilities

Dual Talent Human,

Alignment

Lawful Neutral

Occupation

Student of the Sword

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 13

About Raitoningu Burēdo

Gestalt Samurai (Order of the Cockatrice) /Unchained Monk (Unchained Sohei) 1
LN Medium humanoid (human)
Init +5; Senses
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Defense
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AC , touch , flat-footed , Helpless ( armor, +3 Dex, +3 Wis)(Light Load)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3
Defensive Abilities Resolve (1x/day, Determined (SA), Resolute (IA), Unstoppable (IA), See below, 1 pt restored per kill up to max), Devoted Guardian
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Offense
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Speed 30 ft.
Melee Katana ... or
Unarmed Strike +4 (1d6+3[+Challenge])
Range
Special Attacks Challenge 1/day, Order of the Cockatrice (only challenger, +1 damage), Flurry of Blows (bonus attack, unarmed only), unarmed strike (1d6)
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Statistics
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Str 16(+3), Dex 16(+3), Con 12(+1), Int 10(+0), Wis 16(+3), Cha 13(+1)
Base Atk +1; CMB +4; CMD 20
Feats Improved Unarmed Strike
Traits , Paragon of Speed
Skills Handle Animal +5, Diplomacy +5, Intimidate +8, Linguistics +1, Ride +7
Languages Tian Xia, Common
SQ Mount,
Combat Gear
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Special Abilities
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Armor Proficiencies Light**, Medium, Heavy, and Shields. **Since the Sohei Monk is more of a modern monk that is adept to riding horses, some GMs allow Sohei Monks to only wear Light Armor and not be penalized.
Challenge (Ex) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge including the morale damage from The Order of the Cockatrice (+1 Morale Bonus Damage). This extra damage is equal to the samurai’s level (+1 Damage, +2 Total). The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.
Order of the Cockatrice A Samurai who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Samurai of this order tend to be selfish and concerned only with personal goals and objectives. Edicts: The Samurai must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The Samurai must take every opportunity to increase his own stature, prestige, and power. Challenge: Whenever an order of the cockatrice Samurai issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the Samurai possesses (+1 Morale Bonus Damage). Skills: An order of the cockatrice Samurai adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice Samurai adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Determined Resolve (Ex) As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability. A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.
Resolute Resolve (Ex) Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. 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
Unstoppable Resolve (Ex) When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Weapon Proficiencies Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi.

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

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***RACE***
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STANDARD RACIAL TRAITS

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Replaced by Dual Talent
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

FEAT AND SKILL RACIAL TRAITS

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

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BACKGROUND, PHYSICAL DESCRIPTION, & PERSONALITY:

***Quick Character Details***
Name: Raitoningu Burēdo
Age: 18
Gender: Male
Race/Ethnicity: Human/Minkai
Height: 6'2"
Weight: 200 lbs
Hair: Black, shoulder length hair
Eye Color: Steely blue eyes
Alignment: Chaotic Good
Token Deity:
Occupation: Student of the Sword
Current Rank: Ronin

***Background***

Most Samurai are born into the honorable Warrior profession; however this is not the case for Raitoningu Burēdo or Rai or Raito for short. In his youth, his first encounter with the Samurai was a horrifying affair for his father was killed by warring Samurai. Rai escaped and hid from the aggressive Black Daimyo Samurai. Fearing for his life, he did not return to the site where his father was killed until he had gone back to his village to tell his family and villagers of what had happened. After his father was buried and unable to neither forget nor forgive, Rai's desire for vengeance grew. One day, Rai found a mature row of bamboo growing and decided to cut down one that could be used as a wooden sword of sorts. Rai cut down the bamboo to roughly mimic of a bokken, the wooden practice sword of the Samurai. He begins practicing every day after his chores first with one wooden bamboo then with two. If Rai was not practicing, and there was a nearby war, he would watch the battle from a hidden safe vantage point. One day on the road to his favorite fishing spot, he found a bokken that was lost the child of a Samurai. He immediately brought it home and convinces a woodworker to make a smaller version of the bokken to mimic a Wakizashi. One day while walking to his fishing spot, he ran into another Black Daimyo Samurai from the same Order who killed his father. Since it was dishonorable to be staring down a Samurai, wearing a set of bokkens and not being a Samurai, and being a citizen from the opposition, the Black Daimyo Samurai attacked Rai. Not being geared for a mounted Samurai, Rai ran into the trees to level the playing field. The Black Samurai was not going to let this opposing citizen dishonor him nor the Samurai caste, he dismounted and confronted Rai. Under estimating Rai, the Black Samurai attacked and before he realized he made a tactical error, he was on the ground unconscious. When he awoke, all of his weapons and armor was missing. Rai hid the armor and weapons. He began practicing with real weapons to become accustomed to the differences and modified the armor hoping to disguise it. Realizing he needed more practice with living Samurai and would bring death to his family and village, Rai gathered "his" weapons and disguised armor, and then headed out for more practice until he can one day challenge the Samurai who killed Rai's father. Rai heard of a Samurai he could challenge, so he boarded the Gedatsu (Salvation). Just in case the ship would sink or someone would see through the disguise, Rai secured the armor on the ship. However, it appears that Rai's vengeance would never be fulfilled or would it just be delayed?

***Physical Description***

Raitoningu Burēdo is a strong and tall human male hailing from Minkai. He has black shoulder length hair that he curls up when wearing his Kikko armor helm and has steely blue eyes that seems to pierce Raitoningu Burēdo is a strong and tall human male hailing from Minkai. He has black shoulder length hair that he curls up when wearing his Kikko armor helm and has steely blue eyes that seems to pierce you as you look at him. Rai is wearing Kikko armor from head to toe which is well worn but functional and clean. Under Raito's armor, parts of a hitatare Robe and hakama pants can be seen. On his belt, are a Katana, Wakizashi, and a belt pouch which contains contents. Lastly, Raito is wearing a backpack that also obviously contains contents.

***Personality***

Raito is very stoic but does show outwardly emotion when the emotion becomes too strong to hold back, then he quickly gains control to become stoic once more. This is not to be confused with his battle visage and war cry (kiai) which is necessary for combat for swift and powerful strikes, and staying in the fight. Unlike most Samurai, he does not go about cutting people's heads off because they do not give him the upmost respect for he only desires the same respect as any other living being. He loves sword practice, sparring, and sword duels. He does not believe in following a lord or lady who can bleed if wounded and wears clothes made from earthly materials. He loves battle tactics and loves to have discussions about such tactics.

CHARACTER PROGRESSION:

Samurai

1. Challenge 1/day, Mount, Order (Cockatrice), Resolve (Determined, Resolute, Unstoppable)
2. Order ability (Braggart (Ex))
3. Weapon Expertise (Katana)
4. Challenge 2/day, Mounted Archer
5. Banner
6. Bonus Feat ()
7. Challenge 3/day
8. Order Ability ()
9. Greater Resolve
10. Challenge 4/day
11. Honorable Stand
12. Bonus Feat (), Demanding Challenge
13. Challenge 5/day
14. Greater Banner
15. Order Ability
16. Challenge 6/day
17. True Resolve
18. Bonus Feat ()
19. Challenge 7/day
20. Last stand

Order of the Dragon (Team Work)
Order of the Sword (Mounted requirement)

Unchained Monk Sohei

1. Bonus Feat (), Flurry of Blows (bonus attack), Devoted Guardian (Ex), Unarmed strike 1d6, +0 MAC
2. Bonus Feat (Mounted Combat), Evasion, +0 MAC
3. Monastic Mount (Su), Ki Pool, Ki Strike (Magic), +0 MAC
4. Ki Weapon (Su), Still Mind, +1 MAC
5. Style Strike (1/round)(), +1 MAC
6. Bonus feat (), Ki Power (Wholeness of Body), Weapon Training (Ex), +1 MAC
7. ki strike (Cold Iron/Silver), +1 MAC
8. +2 MAC
9. Improved Evasion, Style Strike (), +2 MAC
10. Bonus Feat (), Ki Power (), Ki Strike (Lawful), +2 MAC
11. Flurry of Blows (bonus attack), +2 MAC
12. Weapon Training (Ex), +3 MAC
13. Style Strike, +3 MAC
14. Bonus Feat (), Ki Power (), +3 MAC
15. Style Strike () (2/round), +3 MAC
16. Ki Strike (Adamantine), +4 MAC
17. Style Strike (), +4 MAC
18. Bonus Feat (), Ki Power (), Weapon Training (Ex), +4
19. Flawless Mind, +4
20. Ki Power (), Perfect Self, +5

CHARACTER CREATION:

STR: 10(+0) = 16(+3)
DEX: 05(+2) = 16(+3)
CON: 02(+0) = 12(+1)
INT: 00(+0) = 10(+0)
WIS: 05(+2) = 16(+3)
CHA: 03(13) = 13(+1)

MONK SOHEI ARCHETYPE TO UNCHAINED MONK UNCHAINED SOHEI ARCHETYPE CONVERSION

NOTE: This martial art is Androffan Combat Martial Arts or ACMA (ACK-ma). It is similar to Krav Maga.

Conversion Link

Archetype features that alter or replace slow fall replace the unchained monk’s 4th-level ki power.

Archetype features that alter or replace high jump replace the unchained monk’s 6th-level ki power instead.

Archetype features that alter or replace wholeness of body replace the unchained monk’s 8th-level ki power instead.

Archetype features that alter or replace abundant step or diamond body replace the unchained monk’s 12th-level ki power instead. Currently, this overlap doesn’t affect any published core monk archetypes.

Archetype features that alter or replace diamond soul replace the unchained monk’s 14th-level ki power instead.

Archetype features that alter or replace quivering palm replace the unchained monk’s 16th-level ki power instead.

Archetype features that alter or replace empty body replace the unchained monk’s 18th-level ki power instead.

As a result, unchained monk archetypes earn such archetype features one level earlier than they would have if the character had levels in core monk. Archetype features that alter or replace any other monk class feature continue to do so. The unchained monk gains some class features earlier than the core monk, namely ki pool and tongue of the sun and moon. Archetypes that alter or replace such class features have had the level that they grant such features adjusted to match the new level of that class feature. For instance, archetype features that replace tongue of the sun and moon are now earned at 13th level instead of 17th level, reflecting the earlier level that the unchained monk gains tongue of the sun and moon.

Class Skill: Animal Handling/Monastic Mount (Su)

Weapon and Armor Proficiency: A sohei is proficient with all simple and martial weapons and with light armor, instead of a monk’s usual weapon and armor proficiencies. This ability alters the monk’s weapon and armor proficiencies.

Bonus Feats: A sohei may select Mounted Combat feats as bonus feats.

1. Bonus Feat (), Flurry of Blows (bonus attack), Stunning Fist>Devoted Guardian (Ex), Unarmed strike 1d6, +0 MAC
2. Bonus Feat (), Evasion, +0 MAC
3. Fast Movement/Increased Unarmed Strike Damage>Monastic Mount (Su), Ki Pool, Ki Strike (Magic), +0 MAC
4. Ki Power - Slow Fall>Ki Weapon (Su), Still Mind, +1 MAC
5. Purity of Body+>Weapon Training (Ex), Style Strike (1/round)(), +1 MAC
6. Bonus feat (), Ki Power (Wholeness of Body) , +1 MAC
7. ki strike (Cold Iron/Silver), +1 MAC
8. Ki Powers - Diamond Body and Cobra Breath>Weapon Training (Ex), +2 MAC
9. Improved evasion, Style Strike (), +2 MAC
10. Bonus Feat (), Ki Power (), Ki Strike (Lawful), +2 MAC
11. Flurry of Blows (bonus attack), +2 MAC
12. Ki power - Abundant Step>Ki Weapon (Su), +3 MAC
13. Style Strike, Tongue of the Sun and Moon>Weapon Training (Ex), +3 MAC
14. Bonus Feat (), Ki Power (), +3 MAC
15. Style Strike () (2/round), +3 MAC
16. Ki power - Quivering Palm>Weapon Training (Ex), Ki Strike (Adamantine), +4 MAC
17. Style Strike (), Timeless Body>Weapon Training (Ex), +4 MAC
18. Bonus Feat (), Ki Power (), +4
19. Flawless Mind, +4
20. Ki Power (), Perfect Self, +5

---KI POWERS---

REMOVED: Abundant Step, Cobra Breath, Diamond Body, Diamond Mind (Immune to Fear), Ki Mount (Free for Sohei), Quivering Palm, Qinggong Power, Slow Fall.

Any Level

Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.

High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

Ki Metabolism (Su): A monk with this ability uses his ki to control his 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.

Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.

Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.

Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

6th Level

Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.

Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.

7th Level

Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent's style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk's next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.

Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.

8th Level

Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.

Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.

Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.

10th Level

Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target's flow of ki. If the monk successfully damages the target of his attack, that opponent's cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.

Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.

Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day's total. A monk must be at least 10th level before selecting this ki power.

12th Level

Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.

Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk's level. A monk must be at least 12th level before selecting this ki power.

One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.

16th Level

Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk's spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.

18th Level

Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk's elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk's level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.