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About The Infinite FoolThe Infinite Fool is simultaneously utterly ignorant of the world and utterly wise about it. Though he believes that knowledge is the greatest thing in the universe, that things can become better than they are, he knows for certain that all knowledge must be tested, that the natural way has produced wonders, that the mind cannot live without the heart -- that society is a good thing, but that everyone needs time alone, and that survival of one or the other can at times require extremes of selfishness and sacrifice. Enlightened, he greets each life, each day, each moment with the delight of an innocent discovering everything anew, while simultaneously ancient and wise in the ways of the world -- whether those ways be joyous or treacherous. He walks the Middle Way: while he might be deemed 'colorless', in truth he is for judicious balance of all the philosophies and beliefs represented by them. His foe is not intellect over emotion, the belief of natural perfection over perfection sought, of the good of the many overruling the good of the one; his foe is extremism, any of these ideas taken to the obsessive limit, unleashed without restraint, allowed to overwhelm the others with no care for the balance within which all things best thrive. He is both Fool and Hermit; he is the Infinite Fool, with his 'dog' at his heel. Incomplete Technicals:
The Infinite Fool Male advanced half-celestial agile human (post) zen archer unchained monk (master of many styles) 8/psychic (amnesiac) 8/gestalt 8/wizard*/Champion (Advanced Player's Guide, Pathfinder RPG Bestiary, 288, Pathfinder RPG Occult Adventures 60, 104, Pathfinder Unchained 14, Ultimate Combat 59) N Medium outsider (humanoid, elf, human, native) Init +47/+27, dual initiative; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +31 -------------------- Defense -------------------- Defense 52, flat-footed 36. . (+2 deflection, +13 Dex, +3 dodge, +18 Wis, +4 miscellaneous) Armor DR: 14/adam or Huge. . (+4 armor, +1 HD bonus, +4 natural armor, +5 natural DR) Critical Defense: +47. . (+14 DR, +13 Dex, +2 deflection, +18 Wis) Vig 105 (8d10) Wnd 50 (Threshold 25) Fort +36, Ref +42, Will +47; +4 vs. poison, +2 vs. enchantments Defensive Abilities evasion, hard to kill; Immune disease; Resist acid 10, cold 10, electricity 10; SR 35 -------------------- Offense -------------------- Speed 160 ft., fly 250 ft. (good) Melee (L) ra (melee) +60/+60/+60 (2d8+52/×3) or . . unarmed strike +54/+54/+54 (2d8+47) Ranged (L) ra +30/+30/+30 (3d6+22/×3) Special Attacks flurry of blows (unchained), flurry of blows (unchained), mythic power (9/day, surge +1d6), phrenic amplifications (defensive prognostication[OA], phrenic strike), phrenic pool (22 points), powerful build, smite evil 1/day (+5 attack and AC, +8 damage), stunning fist (8/day, DC 32), style shot, style strike, zen archery Spell-Like Abilities (CL 8th; concentration +14) . . 3/day—holy aura, protection from evil . . 1/day—aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite (DC 19), holy word (DC 22), mass charm monster (DC 23), neutralize poison, remove disease, resurrection, summon monster IX (celestials only) Arcane School Spell-Like Abilities (CL 8th; concentration +14) . . 21/day—diviner's fortune (+4) Psychic Spell-Like Abilities (CL 8th; concentration +27) . . 1/day—detect thoughts (DC 16) Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +14) . . —barkskin (self only, 1 ki)[UM] Psychic (Amnesiac) Spells Known (CL 8th; concentration +27) . . 4th (7/day)—mind probe[OA] (DC 32) . . 3rd (9/day)—dispel magic . . 2nd (11/day)—hypercognition[OA] . . 1st (11/day)—comprehend languages . . 0 (at will)—arcane mark, detect magic, detect poison, light, mage hand, mending, prestidigitation, read magic . . Psychic Discipline Lore -------------------- Statistics -------------------- Str 16, Dex 36, Con 25, Int 46, Wis 47, Cha 20 Base Atk +8; CMB +73 (+75 bull rush, +75 dirty trick, +75 disarm, +75 drag, +75 grapple, +97 overrun, +75 reposition, +75 steal, +75 sunder, +75 trip); CMD 80 (82 vs. bull rush, 82 vs. dirty trick, 82 vs. disarm, 82 vs. drag, 82 vs. grapple, 102 vs. overrun, 82 vs. reposition, 82 vs. steal, 82 vs. sunder, 82 vs. trip) Feats - Custom Feat -, - Custom Feat -, - Custom Mythic Feat -[M], - Custom Mythic Feat -[M], Agile Maneuvers, Combat Expertise[M], Combat Reflexes[M], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Cut From The Air, Deadly Aim[M], Deflect Arrows, Deft Maneuvers, Dodge, Dual Path[M], Eagle Eyes[M], Eagle-eyed[UW], Eschew Intuition, Eschew Logic, Eschew Materials, Extra Path Ability[M], Extra Path Ability[M], Extra Path Ability[M], Far Shot[M], Greater Overrun, Healing Factor, Heroic Grace, Improved Familiar, Improved Precise Shot, Intuitive Spell[OA], Logical Spell[OA], Martial Focus, Mythic Paragon[M], Panther Claw[UC], Panther Style[UC], Perfect Strike, Point Blank Master[APG], Power Attack[M], Powerful Maneuvers, Powerful Stature, Precise Shot, Quick To Act, Stunning Fist, Supernatural Spell Monster, Unarmed Combatant, Vicious Stomp[UC], Weapon Finesse[M], Weapon Focus, Weapon Specialization, Wolf Style[UW] Traits caretaker, child of the streets, desperate resolve, friend to animals, reactionary Skills Acrobatics +24 (+76 to jump), Appraise +20, Bluff +12, Craft (bows) +29, Craft (woodworking) +29, Diplomacy +12, Disable Device +17, Disguise +7, Escape Artist +20, Fly +28, Handle Animal +11, Heal +26, Intimidate +12, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (engineering) +27, Knowledge (geography) +25, Knowledge (history) +29, Knowledge (local) +25, Knowledge (nature) +27, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +27, Linguistics +25, Perception +31, Perform (act) +12, Perform (comedy) +12, Perform (dance) +14, Perform (oratory) +12, Perform (percussion instruments) +12, Perform (sing) +16, Perform (string instruments) +12, Perform (wind instruments) +12, Profession (librarian) +25, Ride +19, Sense Motive +29, Sleight of Hand +21, Spellcraft +25, Stealth +24, Survival +20, Swim +10, Use Magic Device +7; Racial Modifiers +2 Perception Languages Lip-reading SQ always a chance[MA], amazing initiative, amnesia spell slots, amnesia spell slots, automatic writing (linguistics), beyond morality[MA], bonus feat, brow chakra, burst through[MA], chakras, crown chakra, distant barrage[MA], dowsing (survival), faith healing (heal), fast movement (unchained), finesse weapon attack attribute, fleet charge[MA], forewarned, fuse style, gatefinder (perception), gatekeeper (knowledge [planes]), heart chakra, hypnotism (diplomacy), illuminating answers (maximum 18), impossible speed[MA], ki archery, ki arrows, ki pool (22 points, cold iron, magic, silver), ki powers (abundant step, qinggong power, wholeness of body), legendary item[MA], legendary item[MA], limitless range[MA], manifestation points, ability scores, mnemonic cache (45 pages/65 minutes), mythic spellcasting[MA], navel chakra, phrenology (knowledge [arcana]), precision[MA], prognostication (sense motive), psi-tech discovery (kinetic enhancement [+18]), psychometry (appraise), read aura (perception), read tides (survival), recuperation, repressed memories, root chakra, sacral chakra, specialized school (divination), spell recollection, style shots (leg shot, leg sweep), superior automatic writing, throat chakra, unstoppable shot[MA] Other Gear ra, ra (melee), 17,440 gp -------------------- Special Abilities -------------------- Abundant Step (Su) As a move action, use 2 ki to dimension door (self only). Agile Maneuvers Use DEX instead of STR for CMB Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Amnesia Spell Slots (3rd-Level spells, 1/day) Recall a spell from the psychic list. Amnesia Spell Slots (4th-Level spells) Recall a spell from the psychic list. Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future. Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate. Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment. Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elem Brow Chakra Gain true seeing while this chakra is active. Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target. Chakras Awaken energy within yourself for increasing benefits. Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min. Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving. Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus. Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1. Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease. Crown Chakra When rolling a 20, roll twice and take higher when active. Cut from the Air AoO: Stop ranged attacks against you or an adjacent target Darkvision (60 feet) You can see in the dark (black and white only). Defensive Prognostication (Su) 1/2 pool: gain +2/+4 defl bonus AC for 1/round per level of cast div. spell. Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Deft Maneuvers You don't provoke attacks of opportunity when tripping. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+5 bonus, ignore cover/conceal & bypass all DR). Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Diviner's Fortune +4 (21/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round. Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location. Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative Eagle Eyes [Mythic] Negate -10 distance penalty to Perception, or as a swift action use 1 power to negate all for 1 rd. Eagle-Eyed Distance penalizes your Perception checks less than normal. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Eschew Intuition You have no need to speak to cast spells. Eschew Logic You have no need to wiggle your fingers to cast spells. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage. Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach. Far Shot [Mythic] Use 1 power to ignore range increment penalties until the end of your turn. Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+5 bonus, bypass all DR). Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons. Fly (250 feet, Good) You can fly! Forewarned 4 (Su) Can always act in surprise rounds. Fuse Style (3 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own. Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it. Greater Overrun Foes you overrun provoke AoO if they are knocked prone. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Healing Factor You have a mutant healing factor. Heart Chakra Heal with a touch and remove some conditions when this chakra is awakened. Heroic Grace You are destined for greatness, and are thus unlikely to be petrified by a wandering monster. Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories. Illuminating Answers (18/day) (Su) Regain 1 pool when you use a spell or ability that gets answers to questions. Immunity to Disease You are immune to diseases. Impossible Speed (+50 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Intuitive Spell You can avoid the need for thought components by trusting your instincts.Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Pool (22/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Kinetic Enhancement (+18) Bonus on combat maneuvers and checks to break or lift objects. Leg Shot On successful hit, free trip attempt. Leg Sweep On kick hit, free trip attempt. Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft. Logical Spell You can eschew emotional components by exercising logic. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manifestation Points, Ability Scores ([none], 45/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons. Mnemonic Cache (45 pages/65 minutes) (Su) Memorize information and later recall it perfectly, or attempt to seuester written mag. trap. Navel Chakra Gain a breath attack when this chakra is awakened. Panther Claw Retaliate as a free action instead of as a swift action Panther Style (18/round) Retaliate against opponents that take attacks of opportunity against you Perfect Strike (2d20, 8/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Phrenic Pool (22/day) (Su) Pool of points you can use to modify psychic spells as they're cast. Phrenic Strike (Su) If has 1 phrenic pool, atmpt unarmed strike isntead of touch atk to cast touch spell. Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes. Poison Resistance +4 (Ex) You have the listed resistance to poison. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Powerful Build Can function as one size larger where advantageous. Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing. Powerful Stature You count as one size category when beneficial. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination. Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places. Quick to Act Gain an insight bonus to initiative checks equal to half your BAB. Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places. Read Tides (Survival, 1/day) Predict encounter along current heading, and use dowsing to locate nearby islands. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Repressed Memories Your past is blank slate, your memories gone. Root Chakra Gain DR/— when this chakra is awakened. Sacral Chakra Gain flight speed when this chakra is awakened. See in Darkness See perfectly in darkness of any kind, including magical darkness. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Smite Evil (1/day) (Su) +5 to hit, +8 to damage, +5 deflection bonus to AC when used. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list. Spell Resistance (35) You have Spell Resistance. Stunning Fist (8/day, DC 32) You can stun an opponent with an unarmed attack. Style Shot (1/round) (Ex) During flurry of blows, one or more shots has an extra effect. Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect. Superior Automatic Writing +26 (Ex) Your use of automatic writing is enhanced. Supernatural Spell Monster (Psychic [Amnesiac]) (Su) You’re not really a spellcaster, but you might be mistaken for one. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Throat Chakra Creature within 30 feet is staggered for 1 round. Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts. Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot. Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you Weapon Focus (Bows) You gain a +1 bonus on all attack rolls you make using weapons from the selected group. Wholeness of Body (1d8+8 hp) (Su) As a standard action, use 2 ki to heal damage to self. Wolf Style Decrease a foe’s speed when you deal at least 10 points of damage with an attack of opportunity. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. -------------------- Advanced: +1 Celestial: +2 Agile: +1 Blue (Red and Green) Gender:
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