LG F advanced half-celestial agile mongol horse monk 8/druid 8 | VIG: 318/318 |Wnd 108/54 | AC 59* (T 49, FF 41) | DR 16/adam or Huge; DR 5/magic | CMD 64* | F +33, R +42, W +41
Strength
27
Dexterity
41
Constitution
27
Intelligence
18
Wisdom
43
Charisma
25
About Шуурга/Shuurga
The horse was a dapple-grey filly that seemed a storm-cloud given form, with her back and mane a less-dappled white, but the coat becoming darker further down, until black overtook her fetlocks. Only the marking on her forehead defied the appearance, a swirling interrupted star of faintly bluish-white that looked like a comet with a tail.
Saving Throws Fort +33 (Class +3.5, One Good Save +2, Con +8, +2 ABP resistance, +2 CDtCT, +16 HO Heroic Grace (Wis))
Ref +42 (Class +3.5, One Good Save +2, Dex +15, +2 ABP resistance, +2 CDtCT, +16 HO Heroic Grace (Wis) +2 Lightning Reflexes)
Will +41 (Class +3.5, One Good Save +2, Wis +16, +2 ABP resistance, +2 CDtCT, +16 HO Heroic Grace (Wis))
-- Modifiers --
. . . +4 vs. poison, +2 vs. enchantments, +4 vs. fey and plant-targeting, +2 vs. electrical
----- Offense ----- Speed 160/180 ft. (50 racial, +30 Agile, +30 Mythic Path Impossible Speed, +30 expeditious retreat effect from HO Greater Super Speed, +10 Fast as Thought, +10 Druid*); +20 Monk Fast Movement*
. . . Fly 350 ft. (perfect) (160 base x 2 Half-Celestial, +30 Mythic Path Impossible Speed)
-- Modifiers --
-- Fast Mount (Num): 170/190 ft., 370 fly (+10 base speed to all forms of movement)
-- Impossible Speed: 210/230 ft., fly 450 ft. (perfect) (+50 base Mythic Path Impossible Speed, 1 MP)
. . . Combined: 220/240', fly 470' (perfect)
* -- Up to 1000 lbs (light load)
Melee
. . (L) Unarmed strike (flurry) +49/+49/+49 (+7 BAB +16 Wisdom -1 Size +2 Enhancement +23 (Mythic HOP Weapon Finesse, +8 Str, +15 Dex) +2 CDtCT); Precision (+5 to lower attacks, to max of BAB); potential +1 attack (+23) for 1 ki
. . . Damage 2d6 + 43 + 1d6 electricity (Large Monk Unarmed +16 Wisdom +2 Enhancement +23 (Mythic HOP Weapon Finesse, +8 Str, +15 Dex) +2 CDtCT)
-- Modifiers --
-- Combat Expertise: -2 attack (or -0, 1 MP)
-- Power Attack: -2 attack, +6 damage (or -0 attack, 1 MP)
-- Smite Evil: +7 attack, +7 damage (+14 with first strike on evil outsider, evil dragon, or undead)
-- Cavalier's Charge: +4 attack, -0 to AC
CMB +48 (+7 BAB +15 Dex +1 Size +2 CDtCT +16 Wis +8 Str (Mythic HOP Weapon Finesse)), (+50 bull rush, dirty trick, disarm, drag, grapple, reposition, steal, sunder, trip), +74 overrun
CMD 64 (10 +7 BAB +8 Str +15 Dex +1 Size +1 Deflection +3 Dodge* +2 ABP enhancement +2 CDtCT +16 Wis), (66 vs. bull rush, dirty trick, disarm, drag, grapple, reposition, steal, sunder), 70 vs. trip, 92 vs. overrun
* -- Flowing Dodge (+1 dodge per adjacent enemy, max +16, average +3(?))
Technicals:
Шуурга/Shuurga (Storm)
Female advanced half-celestial air-infused agile warhorse druid (plains druid, storm druid) 7/flowing unchained monk (wasteland meditant, master of many styles) 7
LG Large outsider (animal, air, native)
Init +48/+28 (+51 in plains terrain), dual initiative
Senses blindsight 30 ft., darkvision 60 ft., eyes of the storm, low-light vision, scent; Perception +26 (+29 in plains terrain)
Aura gale aura
--------------------
Defense
--------------------
AC 59, touch 49, flat-footed 41 (+6 Class Defense Bonus Druid 7, +1 deflection, +15 Dex, +3 dodge, +2 ABP enhancement, +1 monk, +4 natural, -1 size, +2 CDtCT, +16 Wis)
-- Modifiers --
-- Lunge (-2 AC)
-- Flowing Dodge (+1 dodge per adjacent enemy, max +16, average +3(?))
-- Typical Active Total: AC 62/66 Armor DR: 16/adam or Huge. . (+6 armor, +1 HD bonus, +4 natural armor, +5 natural DR)
Vig 318 (7d10 Monk, +Con, double 1st, +Mythic, all x2)
Wnd 108 (Threshold 54)
Fort +33, Ref +42, Will +41; +4 vs. poison, +4 vs. fey and plant-targeted effects, +2 vs. enchantments, +2 vs. electricity effects or that deal electricity damage
Defensive Abilities air mastery, elemental body, hard to kill, vigor; Immune disease; Resist acid 10, cold 10, electricity 10, windwalker; SR 18
--------------------
Offense
--------------------
Speed 160/180 ft., fly 350 ft. (perfect)
Melee unarmed strike +49/+49/+49 (2d6+43 plus 1d6 electricity) or
. . 2 hooves +47 (1d4+41 plus 1d6 electricity)
Space 10 ft.; Reach 5 ft. (Lunge, +5 ft.)
Special Attacks breath weapon, dehydrating strike (fatigued and staggered; +2d6 vs. plant/water creatures, DC 29, 19/day), destroyer, flurry of blows (unchained), inspired spell, mythic power (9/day, surge +1d6), smite evil 1/day (+7 attack and AC, +7 damage), style strike, wild shape 2/day
Languages Druidic, Khitan, Middle Chinese, Middle Mongol, Middle Persian
SQ: Racial
air born
air mastery
blindsight (30')
breath weapon (DC 17)
darkvision (60')
low-light vision
elemental body
evasion
gaseous form
scent
smite evil
SQ: Monk
desert strider
elusive target
fast movement (unchained)
flowing dodge
fuse style
ki pool (19 points, cold iron, magic, silver)
ki powers (ki metabolism, wholeness of body)
redirection
style strike (leg sweep)
unbalancing counter
SQ: Druid
nature bond (storms domain)
nature sense
plains traveler
run like the wind
savanna ambush
stormvoice
trackless step
wild empathy +14
woodland stride
SQ: Mythic Baseline
amazing initiative
recuperation
hard to kill
SQ: Mythic Path Abilities and Attacks
beyond morality
burst through
destroyer
fleet charge (attack)
impossible speed
precision
punishing blow
dual initiative
legendary item (x2, amulet of ass-kicking)
-- legendary power (2)
-- legendary surge (1d6)
-- mythic bond
-- soul safe
-- undetectable
--------------------
Special Abilities: Attack
--------------------
Spoiler:
Combat Reflexes [Mythic] Can make unlimited number of AoOs/rd, even while flat-footed. As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Precision [Mythic] Increase bonus on secondary attacks by 5, to a maximum of your BAB.
Smite Evil (1/day) (Su) +7 to hit, +7 to damage, +7 deflection bonus to AC when used.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Unbalancing Counter (DC 29) (Ex) AoOs render struck creature flat-footed until the end of the flowing monk's next turn; Reflex at DC to negate.
Power Attack [Mythic] (-2/+6) Take a penalty to your melee attack rolls to increase melee damage. Use 1 power to eliminate attack penalties of Power attack for 1 min.
Death from Above Gain +5 bonus on attack rolls instead of standard when charging from higher ground or flying.
Siege Defender +1 trait bonus to melee damage when attacking foe from higher ground or flying.
Weapon Finesse [Mythic, HOP] If you carry a shield, the ACP does not apply to combat. You apply your bonuses from Strength, Dexterity, and Intelligence to your attack and damage rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Style Strike: Leg Sweep On kick hit, free trip attempt.
Ki Flurry (Unarmed and Monk) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unarmed Strike (L, 2d6) Extra unarmed strike damage, no off-hand damage reduction, do not need free hands to attack.
Dehydrating Strike (Fatigued, Staggered; +2d6 vs. plant/water creatures, 19/day, DC 29) (Su) Unarmed strike fatigues foes. Deals damage to plant/water creatures.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you.
Panther Style (16/round) Retaliate against opponents that take attacks of opportunity against you.
Panther Claw Retaliate as a free action instead of as a swift action.
Panther Parry (Active) Retaliatory attacks are resolved before the attack; damage applies a -2 penalty to triggering attack and damage.
Wolf Style Decrease foe's speed when you deal at least 10 points of damage with an attack of opportunity; -5'/10 pts. If foe's base speed is negated, free trip attempt after AoO is resolved.
Wolf Trip (Not Active) +2 to trip when part of an AoO. Tripped creatures fall in their space or your choice of spaces adjacent to you both.
Agile Maneuvers Use DEX instead of STR for CMB.
Deft Maneuvers You don't provoke attacks of opportunity when using dirty trick, disarm, reposition, steal, or trip combat maneuvers.
Powerful Maneuvers You don't provoke attacks of opportunity when using bull rush, drag, overrun, or sunder combat maneuvers.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+5 bonus, bypass all DR).
Greater Overrun +2 to overrun, foes cannot avoid overrun and provoke AoO if they are knocked prone.
Improved Overrun [Mythic HOP] Gain an AoO vs. any foe who attempts to overrun you, unless they have mythic improved overrun as well. Add +20 plus half your mythic tier to your CMB and CMD regarding overruns. There is no size limit to what creatures you can overrun.
Burst Through [Mythic] (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Destroyer [Mythic] (Ex) Ignore hardness when attacking objects, but not objects that are creatures.
Punishing Blow [Mythic] (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Wind Blast Breath Weapon (DC 17) (Su) 1 per 1d4 rnds, 60' cone of wind. Non-flying, balance (Acrobatics) or Str check at DC or fall prone; flying, Fly check at -4 (per severe wind) vs, DC, be blown 5' per point by which is failed. If strike large object, 1d6 per 5' object prevents from moving (per extra 5').
Gale Aura (7 rounds/day) (Su) 30'r aura does not allow 5' steps and slows enemies advancing towards you (as difficult terrain to approach).
Storm Burst (1d6+3 nonlethal, 19/day) (Sp) Standard action, ranged touch attack, 1d6+3 nonlethal to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Deadly Aim [Mythic] (-2/+6) Take a penalty to your ranged attack rolls to increase ranged damage.
Air Born (Ex) When in flight, +1 morale on attack and damage rolls with ranged attacks.
--------------------
Special Abilities: Defense
--------------------
Spoiler:
Vigor (Ex) Suffer no effect from partial effect with successful Fortitude save.
Evasion (Ex)Suffer no effect from partial effect with successful Reflex save.
Elemental Body (Ex) 25% chance to avoid poison, paralysis, sleep, or stunning effect; 25% chance to take no extra damage from sneak attack or critical hit.
Elusive Target (Imm, 2 ki) (Ex) Attempt Reflex save vs. attacker's attack roll to take half damage (L11, no damage) but full extras (bleed, poison, spell effect) if 1/2 damage. If attacker is flanking, redirect attack (same attack roll) into other flanker for damage avoided.
Spell Resistance (18-20) You have Spell Resistance.
Energy Resistance, Acid/Cold/Electricity (10) You have the specified Energy Resistance against stated attacks.
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Monk AC Bonus (+1) Monk adds Wisdom bonus to AC and CMD, additional at higher level, even against touch and flat-footed.Dodge Flowing Dodge (max +16) (Ex) +1 dodge to AC per adjacent enemy, to max.
Combat Expertise [Mythic]
Sidestep Take next 5' step when melee misses, stay in opponent's threatened area.
Redirection (7/day, DC 29, 2 rnds) (Ex) Attempt reposition or trip (8th, both) vs. threatened opponent that melee attacks him or ally; opp Reflex save at DC or Sickened for time. +2 to attempt and DC if opp. using Power Attack or charge; +4 if both.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Gaseous Form (1/day) (Su) Use gaseous form at character level.
Desert Strider (20%) (Ex) Ignore difficult terrain effects in desert. Kick up dust to gain concealment (+10%/2 lvls, stacks w/ movement/Wind Stance) until start of character's next Turn.
Healing Factor (HOP) (2 pts/rnd) Fast healing at 1/3 HD.
Ki Power: Wholeness of Body (Std, 2 ki, 1d8+7) (Su) As a standard action, use 2 ki to heal damage to self.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Hard to Kill (54) (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lightning Reflexes +2 bonus on Reflex saves.
Heroic Grace (HOP) Add Int, Wis, or Cha bonus to all saves; does not stack w/ paladin bonus.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Resist Nature's Lure (Ex) +4 bonus on saves vs. fey spell-like and supernaturals, effects vs. plants (blight, entangle, spike growth, warp wood, etc.)
Purity of Body Monk disease immunity.
. . Immunity to Disease You are immune to diseases.
--------------------
Special Abilities: Senses
--------------------
Spoiler:
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them. Based on a combination of 'smell' and atmospheric pressure changes.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Eyes of the Storm (10 ft) (Ex) Ignore concealment from inclement weather within 10'/4 lvls.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------
Special Abilities: Movement and Initiative
--------------------
Spoiler:
Reactionary +2 trait bonus to initiative.
Improved Initiative +4 bonus on initiative checks.
Amazing Initiative (1/round) (Ex) [Mythic] As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Dual Initiative (Ex) [Mythic] +20 bonus to initiative, and you act a second time each round at -20 from your normal initiative.
Fast as Thought (+10') (Knack) Increase your base land speed by 5'/3 lvls.
Run Like the Wind (1/hour) (Ex) +10' to speed, 1/hour may run or charge at double speed for 1r.
Fast Movement (Unchained, +20') When unarmored and only with light load, gain bonus to land speed.
Impossible Speed (+50 feet) (Ex) [Mythic] +30 to base movement. Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Super Speed, Greater Super Speed (HOP) Gain one additional move action per round; both move actions can be foregone to take two standard actions. Permanent expeditious retreat,phase door,, and water walk. Use whirlwind as spell-like ability at will, centered on you (you are immune), requires move action to maintain.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Fly (350 feet, Perfect) You can fly!
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Hover (60' r) Hover in place w/o Fly check; kick up 60'r dust cloud if w/in 20' of ground (snuff torches/exposed lanterns/other small nonmagical flame; limit clear vision to 10'; concealment (20% miss) at 15-20'; total concealment (50% miss, cannot use sight to locate) at 25').
Storm Breaker +2 sizes to calc if moved by wind or currents.
. . . Effective Size: Colossal (w/ Storm-Lashed).
Windwalker (Ex) Wind effect penalties are reduced by 1 step (-2 ranged/skill in Severe, -4 ranged/skill in Windstorm; see Weather / wind effects.)
--------------------
Special Abilities: Communication
--------------------
Spoiler:
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Stormvoice (Ex) Perception DC to hear voice reduced by druid level.
Horse Whisperer +2 w/ horses to Handle Animal and Ride; attempt 1 Handle Animal to command all horses in 60'r. (Class-granted animal companion or mount can attempt DC 20 Handle Animal to prevent; if success, cannot influence that animal for 1 hr.)
Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Special Abilities: Skills
--------------------
Spoiler:
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Endurance +4 to Swim vs exhaustion, Con to continue running, forced march, hold breath, starvation/thirst; Fortitude vs. hot/cold environments, resist suffocation. Sleep in L/M armor with no fatigue.
Ki Power: Ki Metabolism (Su) While 1+ ki, 1/4 food, water, sleep needs; hold breath 1 hr per pt. of CON. As move act, 1 ki to seem dead.
Persuasive Insight WIS instead of CHA to ask favors or gain influence w/ Diplomacy; in verbal duel, use WIS instead of CHA to tactics using Diplo or WIS-based skills.
Altitude Affinity Automatically acclimated to high altitude, +2 bonus to Survival at 5,000+ ft.
Storm-Lashed Vs. Rain: -1/4 visibility (not -1/2), -2 Per. Winds: +1 size category, halve Per penalties. +2 to saves vs. electricity dmg or descriptor.
Abendego Spellpiercer +2 trait bonus on concentration while spellcasting.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Plains Traveler (+3) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in plains terrain, and cannot be tracked there.
Savanna Ambush (Ex) Concealment if prone in natural surroundings, stealth checks at no penalty while prone, stand up as an immediate action during the surprise round.
--------------------
Special Abilities: Class/Other
--------------------
Spoiler:
Beyond Morality (Ex) [Mythic] Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Supernatural Spell Monster (Druid [Plains Druid, Storm Druid]) (HOP) Meet casting time and other prerequisites for Druid spells, but they do not count as spells -- function
as supernatural powers (cannot be dispelled/counterspelled, not subject to spell resistance, does not provoke AoO).
Mythic Spell Lore [Mythic] (x3) Learn mythic spells (# equal to tier +2 (Mythic Paragon), x3): 4th (cure serious wounds, dispel magic, flame strike, ice storm, true form), 3rd (cure moderate wounds, hydraulic torrent, stone shape), 2nd (barkskin, gust of wind), 1st (endure elements), spontaneous (3rd call lightning, 2nd fog cloud, 1st obscuring mist).
Distance Aptitude +1 caster level for purposes of spell's range.
Inspired Spell (Su) [Mythic] 1 power, cast any one divine spell from your class spell list you are capable of casting at +2 CL.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day: Tiny-Large animal, Small elemental.
Ki Pool (19 pts, cold iron, magic, silver, Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Fuse Style (2 styles) (Ex) Have 2 styles active at once; enter 2 as swift action.
Wildcard Style Feats (1/time, Crane Riposte) When in a style, can use one style chain's next feat if you would normally qualify for it. Currently this means Panther Parry and Wolf Trip.
Mythic Power (9 pts) You can use mythic abilities and surges.
Mythic Surge (1d6) Use 1 power to increase any d20 roll by the listed amount.
Mythic Paragon Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells.
. . Legendary Power (2/day) The legendary item's pool of power.
. . Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) Use 1 power to increase certain rolls by the listed amount.
. . Eternal Bond Item is permanently bonded to Shuurga.
. . Soul Safe If killed, your body reforms 24 hrs later w/in 30' of item. Spend 1 power to negate death effect/energy drain.
. . Undetectable If invisible, cannot be detected or scryed by any method.
. . Upgradable Spend 1/2 cost, perform 8 hr ritual to transform into improved item.
Combat Gear haunted shoes[UE]; Other Gear expedition pavilion, faithful lantern, guided shock legendary amulet of mighty fists, satchel of plentiful feed iv, 620 gp
Xөх Ороолт Мэргэн Аянга[i], Khökh Oroolt Mergen Ayanga, or 'Blue Scarf of Wise Lightning', is one of the blue scarves traditionally tied around the neck of a champion stallion or the winner of a race -- in other words, a valuable horse. The fine stitching in white on this long silk scarf includes martial prayers to gods of weather and battle, however, and contains powerful magic to guide and enhance the blows of the hooves of the horse around whose neck it is tied, as well as channel the power of the very storm.
[i]Муу Цаг Агаар Морин Хашаа, Muu Tsag Agaar Morin Khashaa, literally 'Bad Hours of Air Horse Fence' but translated better as 'Bad Weather Stable', is a seemingly crudely-made yurt put together from untanned hides, big but durable stitching, and barely-crafted stakes. Inside, however, it is a clean, warm, and relatively large space suitable for stabling eight or nine horses comfortably, or up to eighteen or twenty in a pinch. Like Num's Ger Olon Öröö, it has charms to drive away dangerous animals and spirits.
Зуу Жил Өвс, 'Zuun Jil Övs', or 'Hundred Years of Hay', appears to be a simple leather sack with several flaps to be untied and opened, large enough to carry and dispense a day's hay and feed for three or four horses. While this is true, the magic layered into the designs (carefully stitched by Num) outlining prayers to Ұмай (Umay/Eje) the goddess of fertility and other deities of nature ensures that the hay the satchel dispenses is sufficient for many horses indeed, and will last for decades at least.
Faithful lantern
It functions as a bullseye lantern that doesn’t require
oil to function. On command, the lantern floats alongside its user,
shedding its light in whichever direction the user is looking.
Once per day on command, the lantern can be designated to stand
guard for up to 8 hours. The lantern ceases to shed light and
keeps watch over a 30-foot-radius area centered on itself. The
lantern acts as the alarm spell, except it is activated only by
creatures that are Small or larger, and it cannot see invisible
creatures. If the lantern detects a creature, it notifies the user that
commanded the lantern with a mental alarm, waking the user if
necessary. Once the lantern notifies its user, it shines its light on
the intruder until commanded to stop.
haunted shoes (2/d for 3 hours ea.)
Two times per day, the wearer of these shoes can call forth 1d4
spirit servants to aid her. The spirit servants are invisible, mindless,
shapeless beings that act as servants summoned by the unseen
servant spell. The spirits return to the shoes after 3 hours have
passed. The wearer
Khökh Oroolt Mergen Ayanga, ('Blue Scarf of Wise Lightning') is a guided shock amulet of mighty fists, as well as Shuurga's legendary item, with the Eternal Bond, Soul Safe, Undetectable, and Upgradable abilities.
Muu Tsag Agaar Morin Khashaa ('Bad Weather Stable') is a milieu-appropriate version of the expedition pavilion, round instead of square (11.28' diameter on the outside, 33.85' diameter inside). Though Mongols do not traditionally do anything to protect their horses from the weather -- horses have, after all, have evolved perfectly well dealing with inclement weather -- Num and Shuurga recognize that in the worst weather preserving your horses is a wise decision, and some stabling helps in that regard.
Zuun Jil Övs ('Hundred Years of Hay') is a Type IV satchel of plentiful feed, working in more durable leather rather than mesh; it can feed 50 horses per day. Though Mongols usually left their horses to find their own grazing, on campaign when foraging is uncertain having something that feeds your horses is a wise decision.
Gender:
LG F advanced half-celestial agile mongol horse monk 8/druid 8 | VIG: 318/318 |Wnd 108/54 | AC 59* (T 49, FF 41) | DR 16/adam or Huge; DR 5/magic | CMD 64* | F +33, R +42, W +41
Overrun:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid you*, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.