Sajan

Sorek's page

1,456 posts. Alias of WabbitHuntr.


Full Name

Sorek

Race

HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17

Classes/Levels

Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

About Sorek

Male Elan Soulknife (Deadly Fist/WarSoul)3,Psychic Warrior(Meditant) 2, Stalker 2

Religion: CHURCH OF THE DIVINE RIGHT - Muir, Thyr

Status:

HP 85/85 | vs Evil +1AC(deflection) AC 26 | T 21 | FF 23 |not vs Evil AC 25| T 20 | FF 22 | CMD 26| F +9| R +15 Evasion| W +14 |Init +9 | Perc +15 | | PP 15/17

Out of Combat Sorek is in the Eyes of the Crane Stance:
While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.

Once Combat Begins swift action into Stance of the Silver Crane +2d6 damage (holy), prot. From evil +2res +2deflection……..
Using nerfed version= +1d6 Holy damage. And +1 deflection vs Evil

Statblock:

NG Medium Humanoid (Abberant) Perception +14
XP 52,350 8th

Init+9 (+2 Dex, +7 Wis(insight))
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DEFENSE
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AC21, touch 20, flat footed 18..(+7 Wis, +2 Dex, +1Dodge,+1NA)
with +4Inertial Armor 25/20/22
with Inertial Armor & +1Prot Evil. 26/21/23
CMD28 (10 +6BAB +1Str +2Dex +7Wis +1Dodge,+1NA)
HP85 (10+8+8+9+5+7+10, +21 Con+ 7 Toughness)
fractional saves rounded down
Fort+9 base +4(2/6), Con +3, +2Res
Ref+15 base +4(2/6), Dex +2, Wis(insight) +7,+2Res, EVASION
Will+14 base +5(1/6), Wis +7, +2Res
+1 to saves vs Evil ala Prot. from Evil via Stance of the Silver Crane

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OFFENSE
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Speed30 ft
bab+6
MeleeUnarmed Strike +14/+9(2d6+8/17-20/x2 B,P,S)[+6BAB, +7 WIS,+1enh] [Damage: 1d6 unarmed strike, +1d6 (good) Stance of the Silver Crane, +7 WIS,+1enh]
with Flurry +12/+12/+7 (2d6+8/17-20/x2 B, Good, Magic)
Ranged Psychokinetic Discharge +14 (2d6+8/17-20/x2 B, Good, Magic/20 ft max range 10 increments)
CMB+7[+6BAB +1Str]

+1 Holy Longspear AOO+7 (1d8+2/20/x3, +2d6Holy)

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STATISTICS
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Str13...+1
Dex14...+2
Con16...+3 (14+2belt)
Int10
Wis24...+7 (19+1level+2headband +2inherent)
Cha 9

Base Atk+6 ; CMB+7;CMD26
Languages Common, Celestial

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Racial Abilities
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Aberrant Nature Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans

Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action

Resilience (Su) When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends

Repletion (Su) An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

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Special Abilities
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Soulknife Warsoul Deadlyfist 3

Empowered Strikes"At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.

This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon."

Flurry of Fists Blade SkillWhen making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill.

Enhanced Strikes "The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.

This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements."

Psychokinetic Discharge "A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.

The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.

2nd lvl Blade Skill
Enhanced Range=
The soulknife’s range increment when throwing her mind blade in any form doubles.

Enhanced Mind Blade= +1 Keen
A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonusbefore assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife’s level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.
NOTE: Nerfing the enhancement bonus progression from 1/2 to 1/3 levels

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Psychic Warrior Meditant 2

Psionic Armor "A Meditant who maintains psionic focus and is unarmored and unencumbered adds his Wisdom bonus (if any) to his AC and his CMD. If the Meditant gains his Wisdom bonus to his AC or CMD from some other source, it does not stack. In addition, a Meditant gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Meditant levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the meditant is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, when he carries a medium or heavy load, or when he is not focused.

This ability replaces all armor and shield proficiencies normally gained by a psychic warrior."

Unarmed Damage Progression "A Meditant is a student in the art of fighting without weapons. The Meditant gains the Improved Unarmed Strike feat as a bonus feat. In addition, the Meditant's unarmed strikes deal 1d6 damage if the Meditant is Medium, adjusted accordingly for Meditants of other sizes. At 5th level, and every five levels thereafter, the Meditant's unarmed strike damage improves based upon the chart below (adjust accordingly for Meditants that are not Medium size).

This ability replaces the martial weapon proficiencies normally gained by a psychic warrior and the bonus feat normally gained by a 1st level psychic warrior."

Warrior’s Path (Ex)At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal.

Ascetic Path

You have studied with the mystics of the ancient temples, sat silent embracing the solitude and isolation, so as to become more in tune with your body and mind, merging them into a single, dangerous warrior.

Bonus class skill: Knowledge (religion)

Powers: Defensive precognition, offensive precognition

Skills: Acrobatics, Autohypnosis, Knowledge (religion)

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Stalker 2

Ki Pool 8
At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.

Stalker Arts
As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list.

Stalker lvl1 art:
Evasion (Ex) A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.

Combat Insight (Su)
At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp. At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.

Dodge Bonus (Ex) +1
The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

Equipment:

Combat Gear my Body, Mind and Soul. & 3 daggers for utility
Magical Gear
Book of Wisdom +2
Bag of Holding(Minor)3lbs holds 50lbs
Sleeves of Many Garments
Ioun Torches Heightened to 4th lvl x2, held in quick-release pouches at waist
Travelers Any-Tool
Headband of Wisdom +2
Belt of Constitution +2
Cloak of Elvenkind, +5 stealth (not worn)
Boots of the Frog and Cat +6 Acrobatics checks to jump and +4 to all Swim checks, Boots of the Cat (falling)
+1 Holy Longspear
Cloak Resistance +2
Gloves Trapspringers +5 competence DD, +1luck vs traps
Handy Haversack
Amulet Natural Armor +1
Masterwork Thieves tools +2circumstance

Potions
Cure Light Wounds x6
holy water
water breathing
antitoxin
tanglefoot bag
oil
longstrider
cure serious
Universal Solvents x2
Night Drops x2
Endure Elements
Hide from Undead
Levitate
Entropic SHieldx2
ghoul touch
reduce person
pot green slime

Mundane Equipment Blanket, Kit Gear maintenance, Kit Grooming
Encumbrance 7lbs vs light load of 50lbs or less
Coin 172gp

x1 Kit Deluxe Dungeoneering ( A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.) =15 lbs
X2 Rope, silk (50 ft.) 10 gp 5 lbs. =10lbs
X10 String or twine (50 ft.) 1 cp 1/2 lb. UE

X1 Whistle, signal 8 sp — UE

X1 Compass 10 gp 1/2 lb. UE

x10 Piton =5 lbs

X1 Grappling hook =4 lbs

x1 Folding pole 10ft extended =10 lbs

x2 Caltrops =4 lbs

x1 shovel

x1 tent, small

Feats:

Racial Feat (Elan): Psionic Talent

Lvl 1
BF Improved Unarmed Strike (from Deadly Fist archetype replaces lvl 1 bonus feat)
BF Flurry of Fists Blade Skill (from Deadly Fist archetype)=gain additional attack, all attacks at -2
BF Psionic Talent (Soulknife class feat, changed from Wild Talent)
Feat: Psionic Body(6 Psionic feats x2 =12 bonus HP), voluntarily nerfed to be equivalent to the Toughness feat= 7 bonus hp
DM HolyWater lvl 1 Bonus Feat:Rogue Talent Trapspotter

Lvl 3
Feat: Extra Blade Skill Focused Offense(Wis to hit and dam)

Lvl 5
Feat: Additional Traits=

Second Chance.
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Practiced Initiator
Benefit: - Pick an initiating class—your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.

Lvl 6
BF:Psionic Meditation Benefit: You can take a move action to become psionically focused.

Lvl 7
Feat Fighters Blade.
Benefit: Treat your class level as four higher to determine your enhanced mind blade class feature and which blade skills you can select, to a maximum of your character level.

With this feat Soreks fists will increase from +1 to +1keen ( A keen mind blade gains its benefits no matter the assigned damage type.)

And his effective level for choosing blade skills increases to 7th

Traits:
.

Wisdom in the Flesh- Wis to Disable Device

Trapfinder
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Second Chance.
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Practiced Initiator
Benefit: - Pick an initiating class—your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.

FCB:

Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Sorek's favored class is Stalker
2 lvl Stalker = 2 bonus pp

Skills:

Skills 32 pts
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Skills with ranks and Class skills

Acrobatics*(Dex)____+10{+5rank,+2Dex, +3 Class}
Autohypnosis*(Wis)____+14{+4rank,+7Wis, +3 Class}
Appraise(Int)____+0{+0rank,+0Int}
Bluff(Cha)____+0{+0rank,+0Cha}
Climb*(Str)____+5{+1rank,+1Str, +3 Class}
Craft (Int)____+0{+0rank,+0Int}
Disable Device____+24{+6rank,+7Wis, +1trait, +3class, +2circumstance, +5competence}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+6{+1rank,+2Dex+3Class}
Intimidate(Cha)____+{+0rank,+0Cha}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Martial) (Int)____+6{+3rank,+0Int,+3 Class}
Knowledge (Nature)(Int)____+0{+0rank,+0Int)
Knowledge (Psionics) (Int)____+6{+3rank,+0Int,+3 Class}
Knowledge (Religion) (Int)____+0{+0rank,+0Int}
Perception(Wis)____+15{+5rank,+7Wis, +3Class}
Profession(Wis)____+0{+0rank,+0Wis}
Ride*(Dex)____+0{+0rank,+2Dex}
Sense Motive(Wis)____+11{+1rank,+7Wis, +3 Class}
Spellcraft(Int)____+0{+0rank,+0Int}
Stealth* (Dex)____+6{+1rank,+2Dex,+3Class }
Survival(Wis)____+8{+1rank,+7Wis non-class}
Swim*(Str)____+9{+1rank,+1Str, +3 Class, +4Boots}

Remaining Skills

Diplomacy(Cha)____+0{+0rank,+-1Cha}
Fly*(Dex)____+0{+0rank,+2Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis]
Heal(Wis)____+0{+0rank,+0Wis}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Linguistics(Int)____+0{+0rank,+0Int}
Perform(Cha)____+0{+0rank,+0Cha}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Psionics:

PP
5 Psionic Talent x2 = 2+3
2 Psy War Lvl 2
6 Wis Bonus
2 FCB
2 Sleeping Goddess manuevers known bonus

TOTAL 16/17 Sorek starts every day using 1PP for Elan Repletion
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Psychic Warrior ML 2
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Powers Known 2+ 1 PathPower Talents Known2+2 bonus
0 My Light.
0 Detect Psionics (bonus Talent for knowing Precognition Offensive).
0 Float.
0 Far Hand (bonus Talent for knowing Inertial Armor.

1rst Precognition, Offensive = Path Power freely manifest by expending Psi Focus.
1rst Inertial Armor.
1rstPrecognition, Defensive

.

Maneuvers
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WarSoul Details
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known:5 readied:3 stances:1 IL5
Disciplines
(BB)Broken Blade
(SG)Sleeping Goddess
(TD) Thrashing Dragon
(RH)Riven Hourglass
(VM)Veiled Moon

Maneuvers
Disc level S/B/C name

SG 1rst B, Flash of Insight, READIED:
Flash of Insight
Discipline: Sleeping Goddess (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30'
Target: One or two allies
Duration: Instantaneous
DESCRIPTION

You turn a sudden burst of inspiration into strength for your allies, sharing your power to give them an edge in battle and help them shrug off their wounds. You can activate this boost after making a successful attack or combat maneuver check. One ally within 30 feet gains another saving throw against a non-instantaneous effect that allows a saving throw affecting them. This saving throw has the same DC as the original save. If your ally succeeds, the effect ends. The ally does not suffer any additional effects for failing the save (such as a poison’s damage). You cannot grant an ally more than one additional save against a given effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, your ally gains a +1 insight bonus on their saving throw.
• If you expend your psionic focus while initiating this boost, this boost instead affects up to two allies within 30 feet.

SG 1rst C,Body of Delusion, READIED:
Body of Delusion
Discipline: Sleeping Goddess (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal or 60'
Target: You or one ally
Duration: Instantaneous
DESCRIPTION

The most basic tenet of the Sleeping Goddess discipline is that a strong enough belief, channeled through the lens of psionic power, can do anything. With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, you gain a +1 bonus on your Autohypnosis check.
• If you spend 3 power points, you take no damage from the attack on a successful Autohypnosis check, rather than half.
• If you spend 5 power points, you are completely unaffected by the attack on a successful Autohypnosis check, taking no damage and ignoring any additional effects of the attack.
• If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself.

SG 1rst B,Call the Souls BLade:

Discipline: Sleeping Goddess (Boost); Level: 1 
Initiation Action: 1 swift action 
Range: Personal 
Target: You 
Duration: 1 round/level (see text) 
DESCRIPTION
If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a weapon special ability equivalent to a +1 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics). 
.

RH 1rst B,Minute Hand,:
Minute Hand
Discipline: Riven Hourglass (Boost); Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.

Fading Strike, READIED:
Fading Strike
Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action
Range: Personal
Target: Up to the disciple’s movement speed
Duration: Instant
DESCRIPTION
The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.

Solar Lance:

Solar Lance
Discipline: Solar Wind (Strike); Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant
DESCRIPTION
The disciple focuses his energies into his weapon and lets loose a powerful shot in a gusting wind. The initiator makes a ranged attack against his foe and if successful, the attack inflicts an additional 2d6 points of damage. The force of the wind that accompanies this blow is enough to potentially bull rush an opponent, allowing the initiator to make a free bull rush attempt as part of this attack, using his initiation modifier to calculate his CMB for the attempt with a +2 circumstance bonus. This is a supernatural ability.

Stances

Pugilist Stance:
Pugilist Stance

Discipline: Broken Blade (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

WarSoul Recovery Method[/b:

War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. While recovering maneuvers, the war soul's mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

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Stalker Details
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known:7 readied:4 stances:2 Initiator Level:6
Disciplines
Broken Blade
Riven Hourglass
Silver Crane*
Solar Wind
Thrashing Dragon
Veiled Moon

Maneuvers
Disc level S/B/C name

RH 1rst C, Clock Watcher:
Clockwatcher
Discipline: Riven Hourglass (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

SC 1rst S, Enduring Crane Strike, READIED:
Enduring Crane Strike

Discipline: Silver Crane (Strike) [good]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Target creature(s)
Duration: Instance

DESCRIPTION

Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.

TD 1rst S , Swift Claws READIED:
Swift Claws

Discipline: Thrashing Dragon (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

BB 1rst S, Shards of Iron:
Shards of Iron Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

VM 1rst S, Disturbing Blow:
Disturbing Blow

Discipline: Veiled Moon (Strike) [mind-affecting]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Special

DESCRIPTION

By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.

BB 1rst S, Flurry Strike, READIED:
Flurry Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

SC 3rd B, Silver Crane's Blessing, READIED:
Silver Crane's Blessing

Discipline: Silver Crane (Boost) [good]; Level: 3
Prerequisite(s): One Silver Crane Maneuver
Initiation Action: 1 swift action
Range: Personal or 30-ft
Target: You or ally
Duration: Instant

DESCRIPTION

By invoking the powers of his celestial patrons upon successfully smiting an enemy of the heavens, the holy power of the Silver Crane disciple's patron flows through him to restore the health of the vessel or the ally of the vessel. Upon a successful attack, the character may initiate this boost to heal himself or an ally within 30-ft of 2d6 points of damage plus his initiation modifier.

Stances:

Eyes of the Silver Crane 1rst:
Eyes of the Crane

Discipline: Silver Crane (Stance) [good]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Using the perception of the disciple's heavenly training to assist him, the Silver Crane practitioner may see many things which would remain hidden from the eyes of the impure. While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.


Stance of the Silver Crane 3rd:
Stance of the Silver Crane

Discipline: Silver Crane (Stance) [good]; Level: 3
Prerequisite(s): One Silver Crane Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The martial disciple with knowledge of this stance learns to channel the potency of their celestial patrons to combat evil with great efficiency. In the midst of battle ghostly images of wings or blazing wrathful halos can often be seen near Silver Crane disciples. While in this stance, any weapon that the martial disciple wields is treated as if it had the holy special weapon property. Additionally, the character is considered under the influence of a protection from evil spell with a caster level equal to his initiator level.

Recovery Method:

Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.
Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful

Appearance:
At 5'8, 150lbs Sorek has the build of an itinerant beggar that no one would give a second glance, not that of a highly capable warrior. He has deeply tanned skin from long hours of mountaintop meditation with dark hair(currently shaved) with kind brown eyes. He wears simple functional clothing allowing for ease of movement. He travels light. His only obvious possessions other than clothing are a small bag worn as a backpack and a beltpouch

Background:
Sorek came to consciousness in the wilderness for the first time as a young man with no possessions other than his clothes. He did not even have a name to call himself. He began wandering for several days always heading west for that seemed like as good a direction as any. His lack of food and water was not a problem for him as he had no need of such things. He found that with a moment of concentration his body’s needs were taken care of (Elan Repletion). Sorek did not question this as this is all he knew. After 2 weeks of wandering he came upon a small group of men who were hiding by a road. Natural curiosity should have made him reveal himself to these men as the words of the Common Tongue were boiling up through his subconscious. But something held his tongue and he remained hidden and watched.

A wagon with a single man and pulled by two mules appeared on the road coming towards the hidden men. A deep sense of unease welled from with him as he began to sense what was about to happen as the hidden men began to unsheathe weapons. Without warning 3 of the men began charging the wagon and the 4th began firing arrows at the man on the wagon. Sorek was unarmed and through his 2 weeks of travel knew that he was not a strong man. What was he to do against armed men who were clearly out to kill but that did not cause him to hesitate. He knew this was WRONG and he had to act. As he began sprinting towards the bowman his whole body shimmered momentarily with energy welling from his mind/soul (Deadly fist’s Empowered Strikes). This felt Right. A flying kick took the archer unawares and knocked him out of the fight.

Sorek continued his charge towards the rest of the men surrounding the wagon and noticed that the wagon driver a man appearing to be in his 60’s seemed quite calm for the situation and had remained seated on the wagon. The bandits did not perceive this man as a threat and turned their attention to Sorek who had now adopted a fighting stance the likes of which they had never seen. While in this Stance (Pugilist Stance, Broken Blade lvl 1) Sorek felt his body fill with more destructive power and he unleashed it upon the Bandits. Sorek felt his body guided and propelled to land devastating strikes guided by the power of his Will (Focused Offense Blade Skill). But as devastating as Soreks unarmed strikes were he had not yet learned to Focus his will in a defensive manner and was soon over-matched.

The last thing Sorek saw as his vision turned black was the wagon driver hop down from the wagon and when he landed a wave of energy roiled along the ground knocking the assailants off their feet (Stomp)

Sorek awoke in the Jade Winds Monastery where learned the Psionic Arts as a Psychic Warrior Meditant Archetype and furthered his training in the Path of War. The Monastery was devoted to searching for talented orphans and training them in various Psionic Arts (depending where there talents lie) and the Path of War including the Riven Hourglass and Silver Crane disciplines.

Sisters of the Golden Erinyes are the natural enemies of this temple and once trained adepts are set loose in the region to be a force for good. Of course this is after the location of the Jade Winds Monastery has been wiped from their minds.

-------------------
A sheen of sweat covered Sorek as he knelt in front of the Masters. The test had been grueling, but he had been well prepared.

"You are ready. .. Take what we have taught you and go with our blessing. You have been given a gift, an opportunity to be a force for Good in the world. . Use it wisely. "

Sorek bowed in respect and thanks to these men and women who had taught him about the Psionic Arts, the Path of War and so much more.

Master Quon approached and handed him a bag. ." Here are some things to help with your start into the world " as he handed Sorek the bag He took his other hand and placed it on Sorek's chest. Sorek felt a rush as all of the sweat, and weariness from the Test was washed away. All of the other Masters had gathered about him in a circle.

Now it was Old Master Liel who stood in front of Sorek. With a comforting smile she placed her hands onto his head and said Don't worry this will not hurt A flash went through his mind erasing the Location and Surroundings of the Jade Wind Monastery and then the Temple and the Masters began to fade away.....

When disciples of the Jade Winds Monastery are teleported back into the world the choice of location is based on where the Masters think the greatest need is providing that they believe the disciples skill set is up to the challenge. Rappan Athuk has begun to concern them and as a result Sorek is being sent into the area.

After 5 years of training Sorek is no longer a blank slate. His education is complete but he has never had any experience outside of the temple. He is nervous and excited to begin his path outside of the temple but the nervousness is tempered by his training and the deep reserves of Will (Wisdom) that he was created with.

Think of David Carradine from the TV Series Kung Fu. Sorek is a stranger in a strange land. His only experience in this world is 2 weeks wandering in the wilderness before he was taken into the Monastery. But he is not naive and is able to take the long view of things but is always guided by his strong moral compass. He has a deep abhorrence of slavery but is intelligent enough to realize that he cannot just go through every town killing the masters and freeing the slaves.

As he gains experience in the world Sorek's tactics will tend to be exemplified by the Lords of the Wheel Spring Sect with whom he has trained. "Spring is responsible for promoting growth in places that have been gripped by despair and suffering, and claims good-aligned Lords as its soldiers. Spring’s servants normally solve the immediate problem first, murdering gang lords, corrupt politicians, diabolic cults, and other sources of evil, and then back up the removal of evil by bolstering the area’s hope. It is not uncommon to find Spring soldiers (covertly, of course) bolstering local economies by introducing fresh money, volunteering at hospitals, providing magical items or services at cost, or training militia"

Role:

Sorek is a mobile stealthy unarmed warrior. He uses a mixture of psionic abilities unarmed strikes and Path of War maneuvers. He uses his Path of War maneuvers to provide in combat tactical healing to his allies. And uses his speed to travel around the battlefield helping allies wherever needed. At 11th lvl he will become a switch hitter able to seamlessly mix in ranged attacks with his melee.

Planned Progression and desired feats:

4th Soulknife lvl 2, bladeskill =Enhanced Range

5th Stalker lvl 2, feat=additional traits feat, +2 Initiator levels, +1 more trait

6th Psychic Fist 1, feat= Psionic Meditation

7th Deadly Fist

8th Stalker lvl 3, Stalker Art= Ranged Combat

11th Awakened Blade, feat= Improved Psychokinetic Discharge (switch hitting)

feats? Impact Critical Shot(PBS, bab+9), Critical Focus

Advanced Study

Magic Item Wish List:

amulet mighty fists ghost touch,holy /swarmbane clasp/nat armor+1
belt, +2con and +2dex
+4wis headband
Greater Commanders Helm with Seize the Moment for Aggrammar
Pale Green Cracked Prism – 4000 gp; +1 competence bonus to attacks or saves.

Go to Path of War.

Soulknife..

Go to Deadly Fist Archetype..

Go to WarSoul.

Go to Meditant..

Go to Stalker..

Go to Awakened Blade..

Go to Psionic Talents..

Go to Psionic Talent Feat..

Go to Fractional Base Bonuses..

dice:

[dice=init]1d20+8[/dice]

[dice=perception for first door we come across]1d20+15[/dice]
[dice=perception for first door we come across]1d20+15[/dice]
Detect for Magic and Evil, TRAPSPOTTING

after examining the door, Sorek will notify the group if any strong Evil or Magic is detected so we can properly prepare, Otherwise he will open the door and proceed down the hallway/cavern/etc til the next door/obstacle/creature is encountered

and if traps/locks detected (for multiple attempts if necessary)

[dice=disable device]1d20+24[/dice]
[dice=disable device]1d20+24[/dice]
[dice=disable device]1d20+24[/dice]
[dice=disable device]1d20+24[/dice]
[dice=disable device]1d20+24[/dice]

disclaimer: please consider this post to be null and void if it separates the group or if Mojo and/or Myrick are not available to complete the actions described in the post

B,Magic,Good 17-20/x2
[dice=attack#1]1d20+12[/dice]
[dice=damage#1]1d6+8[/dice]
[dice=good damage vs evil]1d6[/dice]

[dice=attack#2]1d20+12[/dice]
[dice=damage#2]1d6+8[/dice]
[dice=good damage vs evil]1d6[/dice]

[dice=attack#3]1d20+7[/dice]
[dice=damage#2]1d6+8[/dice]
[dice=good damage vs evil]1d6[/dice]

1 AOO/rd
[dice=+1 Holy Longspear AOO]1d20+8[/dice]
[dice=damage]1d10+2[/dice]
[dice=Holy]2d6[/dice]

Ranged Psychokinetic Discharge +14 (2d6+8/17-20/x2 B,Magic,Good/20 ft max range 10 increments)
[dice= ranged attack#1] 1d20 + 14[/dice]
[dice=damage#2]1d6+8[/dice]
[dice=good damage vs evil]1d6[/dice]

standard action:

Psychokinetic Discharge: Psychokinetic Discharge "A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.

Enhanced Range Blade Skill

The soulknife’s range increment when throwing her mind blade in any form doubles.

move action:re-empower his fists

Party Loot:

gp 500+201+127+3+27+200
sp 1+238+30+207+248
cp 1000+621
Ogress Mirror 1100gp
Big Snakeskin 1000gp
silk gown (30 gp),
crimson wizard’s robe embroidered with stars and astrological symbols (20 gp).
large ball of twine,
a bottle of holy water,
sketched map from Zelkor’s Ferry to the Mouth of Doom’s entrance
Silver goblet 100 gp
3x250 gp rubies from sarcophagi
gem 10 gp, 100gp, 250gp, 500gp
velvet cushion 1gp
+1 longsword-Lars
Golden skull with gems in eye sockets 1000 gp
10 gp embroidered bag
3 CLW potions (Lars, Aggrammar, Sorek)
+1 light mace- Aggrammar

since Myrick joined
Gp 54+200+20+200
SP 100+15
holy symbol
vial holy water
ornate mirror in gold frame 100gp
gems: 100gp
ivory figurine 1000gp

since returning to the mouth with our current group
healing gods holy symbol 300gp

The items in the nest include: an iron kettle, a small earthenware statue of the healer-god (1 gp), seven forks, one spoon, one utensil that seems to be a mix of fork and spoon (a spork), 272 cp, 307 sp, 256 gp, a sapphire gem (100 gp), a jeweled coronet (400 gp), six daggers, and a scrap of gold-embroidered cloth (200 gp).

+1 dagger (Mojo)
+1 spork detect poison once per day (Mojo)

3 remove disease (Aggy)
1 clw (Aggy)

Orminiod’s Essays on Medicine (100 gp)
Kariloodian’s Second Treatise on Anatomy (100 gp)
Modr’s Incomprehensiblium (5 gp)
Yraric’s Surgical Guidelines (50 gp)
Jamalli’s Robusto (coated in contact poison: see below)
Thryn’s Book of Medicines (50 gp)
Kormon’s Catalogue of Internal Organs (25 gp)
Redrallion’s Investigations Into Natural Philosophy (100 gp)

Pegasus statue 2,000gp

12,104 cp in a non-trapped box,
a silver plate (50 gp),
a bag of 245 sp,
box of spices (200 gp).

(1) an earthenware jar containing five golden rings each with the inscription “To my one and only,” worth 50 gp each; (2) a silver-headed light mace (100 gp), (3) a leather bag containing 500 gp, (4) an earring with an obsidian sphere dangling from it, inscribed with the words “Rappan Athuk,” (5) three red scrolls (remove disease) tied together with a parchment note that reads, “Jossel, if you plan on continuing your activities with the young ladies of the various villages where you are assigned, the High Priest suggests that you might need these.”

The treasure chest is already broken open. It contains 20,360 cp; 10,349 sp; 2,000 gp; 4 gems (100 gp each), and a golden wand encrusted with pearls (2,000 gp).

Star room w/ghouls
2,301 gp, 4,204 sp,
2,910 cp,
two masterwork steel shields (one heavy and one light),
masterwork heavy mace
masterwork short sword
masterwork morningstar
silver dagger
composite short bow (+1 Str)
18 arrows +1 Myrick, Lars
dagger +1 keen Myrick
throwing axe +1 keen Myrick
warhammer +2 Lars
potions CLWx2 Lom, Myrick
potion remove disease Father

Ogres Room:
Nothing detects as magic. Besides the 300 CP is a ring and a map. In the next room is the den of the ogres. It consists of a 5 piles of skins including a bearskin (300 gp). Buried in the soiled furs the PCs find (with a DC 10 Perception check) a masterwork silver-edged two-handed sword, several half-eaten rat corpses, a keg of wine, a bottle of brandy (which Ambro thinks is magic because it makes him go to sleep), and a vial which does detect as magic(Potion of FLying)
Map to Stoneheart Mountains

watch order:

D=darkvision
LL=low light vision

1rst watch= Lom LL, Myrick

2nd watch= Sorek, Mojo D

3rd watch= Aggy D, Lars

Lvl 7 change log:

Level 7 changes

HP=+14 (10rolled+3Con +1Toughness)
Skills=+4
Knowledge Martial +2
Knowledge Psionics +2

BAB +1
Will+1

3rd level of
Soulknife..

Deadly Fist Archetype..

WarSoul.

Enhanced Mind Blade
A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonusbefore assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife’s level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.
NOTE: Nerfing the enhancement bonus progression after 3rd lvl from 1/2 to 1/4 levels

Feat FIghters Blade.
Benefit: Treat your class level as four higher to determine your enhanced mind blade class feature and which blade skills you can select, to a maximum of your character level.

With this feat Soreks fists will increase from +1 to +1keen ( A keen mind blade gains its benefits no matter the assigned damage type.)

And his effective level for choosing blade skills increases to 7th

Warsoul Manuevers
IL +1 =5th
+1 manuever known 2nd lvl:
Fading Strike
Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action
Range: Personal
Target: Up to the disciple’s movement speed
Duration: Instant
DESCRIPTION
The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.

Lvl 6 change log:

Changes to make Sorek the party Trap-bot
Replace:
feat: Psionic FIst (+1 dam) with Rogue Talent TrapSpotter
trait: +2CL trait with Wisdom in the Flesh (wis to DD)
skill: 4 ranks in knowledge skill to 4 ranks DD

Level 6 changes
HP=+11 (7+3Con +1Toughness)
Skills=+4
Acrobatics +1
Knowledge Martial +2
Knowledge Psionics +1

BAB +1
Fort +1

2nd lvl of Psychic Warrior (Meditant archetype)=
Bonus Feat: Psionic Meditation
+1 power known: Precognition, Defensive
+1PP

Lvl 5 change log:

HP=9 (5+3Con+1Toughness)
FCB= +1PP
Skills= +6
+1 perception
+2Acrobatics
+2Autohypnosis
+1Climb

Feat: Additional Traits
Second Chance.
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Practiced Initiator
Benefit: - Pick an initiating class—your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.

Stalker
Combat Insight (Su)
At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp. At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.

Dodge Bonus (Ex)
The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

Maneuvers: +1known, +1Stance
Silver Crane's Blessing
Discipline: Silver Crane (Boost) [good];Level: 3
Prerequisite(s): One Silver Crane Maneuver
Initiation Action: 1 swift action
Range: Personal or 30-ft
Target: You or ally
Duration: Instant
DESCRIPTION
By invoking the powers of his celestial patrons upon successfully smiting an enemy of the heavens, the holy power of the Silver Crane disciple's patron flows through him to restore the health of the vessel or the ally of the vessel. Upon a successful attack, the character may initiate this boost to heal himself or an ally within 30-ft of 2d6 points of damage plus his initiation modifier.

Stance of the Silver Crane
Discipline: Silver Crane (Stance) [good]; Level: 3
Prerequisite(s): One Silver Crane Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
DESCRIPTION
The martial disciple with knowledge of this stance learns to channel the potency of their celestial patrons to combat evil with great efficiency. In the midst of battle ghostly images of wings or blazing wrathful halos can often be seen near Silver Crane disciples. While in this stance, any weapon that the martial disciple wields is treated as if it had the holyspecial weapon property. Additionally, the character is considered under the influence of a protection from evilspell with a caster level equal to his initiator level.
NOTE: Nerfing damage down to +1d6 Good until another character receives a Holy Weapon. And reducing Resistance and Deflection bonus to +1 until 2 characters receive +2 Cloaks

Gear
Had Lom craft a +2Wis Headband and a +2Con Belt