Rayhan Xobhadi

The Invincible Lord Rook's page

54 posts. Alias of thunderbeard.


Full Name

Lord Marion Rook, Baron of Garrowglade

Race

Half-Elf Iroran Mummy

Classes/Levels

Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

Gender

M

Age

153

Alignment

LN

Deity

Irori

Location

Personal Demiplane

Languages

Too many to fit here

Occupation

Favored Servant of Irori

Strength 6
Dexterity 14
Intelligence 36
Wisdom 38
Charisma 34

About The Invincible Lord Rook

Inquisitor 20/Oracle 5
Oracle 15/Fighter 2/UMonk 6/Ninja 2

Oracle: Ancient Lorekeeper, Warsighted (Lore Mystery, Lame Curse)
Fighter: Free Hand Fighter

Constant Effects:
Vision: Arcane Sight, Aura Sight, See Invisibility (Permanency)
Communication: Tongues, Telepathic Bond + cohort and 8 highest-level followers (Permanency), Detect Thoughts (Signature Skill), Bonded Mind
Defense: Foresight (Timeglass), Freedom of Movement (Ring)
Home: Greater Demiplane, Teleport Trap, Private Sanctum (Permanency)

Role: Tank, skills/utility, comic relief

Titles: Favored Servant of Irori, Imperial Spymaster Emeritus, Baron of Garrowglade, Knight of the Second Crusade

Organizational Affiliations: Riftwardens (Outer Planes), Order of Heralds (Mendev), Monastery of the Seven Forms (Taldor), Sovereign Court (PFS), Lastwall Crusaders

Languages: Common, Undercommon, Aklo, Draconic, Giant, Necril, Sylvan, Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Protean, Terran, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani, Elven, Ancient Osiriani, Azlanti, Thassilonian, Jistka, Cyclops

* * *

Description:
The last time Lord Rook spent time in public, he was a crippled man of well over a hundred years, barely able to walk under his own strength, carried around on an animated throne he paid a great deal to have enchanted. A survivor of many wars and assassins, he walks when he must, limping, on a wooden leg, and his left hand has been replaced by an ornately-carved clawed prosthetic of solid Mithral.
But that was a century ago. Lord Rook no longer exists on the Material Plane. When he visits, via plane-shifted astral projection, he is much like his younger self—old, proud, and crippled—though he wears a coat of solid lead, and walks with unusual strength for a man of his centuries. But few beyond a few select family members and foreign rulers have ever met him in this form. When Lord Rook interacts with the world, it is as one of his sons, grandsons, or great-grandsons—and he has many, of various age and repute, and it is a closely-held secret that several of the “black sheep” of the Rook family are none other than its mummified patriarch in a flawless, transmuted disguise.

In the Outer Planes, he is many things—but, like the god he serves, he appears plainly, as a crippled old man in simple robes and muted jewelry. On his missions through the Maelstrom, he flies and teleports with extreme grace, an old man comically out of place until his fists and feet connect with an enemy’s weakest points.

While the thin layer of lead he wears under his clothing (and the metal mask he wears under his magical disguises) makes him appear as something of a metal doll to a True Seeing spell, his true form is something strange and unsightly—an old man, but one ritually mummified and embalmed through an ancient and secret Iroran monastic practice. Of course, with dozens of layers of protection against any sort of detection, there are very few who know this, his greatest secret.

Personality:
Lord Rook is endlessly didactic, an inquisitor of Irori who has devoted his life to upholding truth. In his early years, he learned and studied as he traveled; in his century as Taldan nobility he taught and corrected, amassing one of the Inner Sea’s greatest historical libraries, and doing what he could to restore the tattered histories of the old Empire, teaching his fellows of their ancestors’ forgotten folly and heroism.
There are two sorts of people who have invited Lord Rook (or, in this century, one of his “difficult grandchildren”) to a dinner party. The first sort tend to swear eternal vengeance on House Rook by the time the old man leaves, unable to process the endless observations, corrections, and witty insults he offers; the second sort do everything they can to invite him back, unable to stop laughing at his poignant observations and the horrified faces of their more traditional dinner guests. While the Rook family has maintained good relations with Princess Eutropia, Codwin I, and many of Golarion’s venture-captains, most of Avistan’s other leaders fall into the first category, and so the quiet family and its libraries tend to slip by unnoticed by world affairs.

Aside from never losing a duel of wits and insults, and never missing an opportunity to teach, Lord Rook’s other defining personality trait is paranoia. Though loath to use invisibility or deceptions, he regularly layers waves of reality on top of himself, squirreled away in his personal demiplane and interacting with the world through projections while dozens of trinkets and spells keep him safe. After fighting in countless wars, he’s dedicated much of his life to avoiding them, using precise diplomacy and poise to turn rival families against each other when they’d otherwise threaten to attack his own. He’s caught far more arrows and poisoned darts than he’s been hit with, disarmed a hundred swords for each one that took off a piece of his body. Of course, this has grown less pronounced of late, as he has spent much time away from the world of men while also moving beyond the need for a mortal body with mortal weaknesses—his paranoia now is mostly focused on protecting his identity and secrets, as he weaves together half a dozen redundant layers of proof against divination spells targeting his person.

Story (the first century:
Born to one of Taldor’s ancient noble families, Marion Rook was the second son of a second son, an elf-blooded bastard destined to inherit none of the wealth or land of a family spread too thin to support yet another nobleman. Along with a few cousins and squires, he was sent off at a young age to join the Lastwall Crusaders, and—some time later—to fight and die in glorious battle when the Worldwound opened. But this failed to produce the desired effect, and so the young knight was enlisted in a variety of unusual mercenary companies, journeying from Garund to Vudra as he learned to fight with any weapons available. While he was not especially strong or tough, the young Marion was a quick learner, skilled at patience and self-perception, and possessed a remarkable ability to dodge, block, or shrug off nearly any attack. Eventually, his talents brought him to religion—and on the Island of Jalmeray, Marion joined a company of holy warriors of Irori, the god of self-perfection and pursuit of knowledge.
That was a rather long time ago. As the Empire continued to crumble, House Rook found itself surrounded by enemies, and one by one, the young Sir Marion’s family were killed off in duels, plagues, assassinations and wars, until the holy warrior received a letter asking him to return home immediately before his estates were forfeit. Reluctant to go, he found himself convinced by an older, wiser priest—something was rotten in the State of Taldor, and though the fighting and religious practices he had learned would be strange at home, his native land needed all the valiant truth-seekers and champions of law and order it could get. And so at the age of thirty-five he returned, as the new Lord Rook, to his family home and lands in ruin.

Over the next decades, the oft-nicknamed Lord “Inkwell” Rook became known for his steadfast refusal to become involved in wars or feuds, using persuasion, forgery and spycraft to always remain on the side of the royal family. Still, his wealth and power earned him frequent enemies, and Lord Rook acquired a reputation for foiling and humiliating would-be assassins in creative ways. After building up his estates, and raising a respectable family, he briefly “retired” from a life of nobility, serving as Imperial Spymaster to Grand Prince Stavian II.

For forty years, his children managed the Barony of Garrowglade and the Rook family estates (though now his grandchildren and great-grandchildren serve that role). Too old to hunt and ride like he used to, but slow to age thanks to his elf blood, the century-plus Lord Rook was commonly rumored to be immune to death as he gradually faded from the public eye.

Story (the second century:
But finally, half a century ago, Lord Rook finally passed on. Frustrated with the direction of the royal court in Stavian II’s late years (and Stavian III’s early ones), and with little to do other than sleep and read, he sought a final solution. Rarely, ancient monks of Irori had been known to mummify themselves, using a diet of poisonous nuts and teas to preserve their bodies as they watched over temples in undeath. With the help of his adopted son Janus, one of Golarion’s greatest alchemists, Lord Rook sought and perfected just such a chemical mixture, modifying the process with greater levels of magic and prayer so that he would retain his personality and vigor in the life beyond. And sure enough, the elderly inquisitor succeeded in turning himself into a sort of mummified creature (though, as a non-evil Iroran mummy, lacking the fear aura and mummy rot curse of a typical mummy).
But the petty squabbles of nobility and politics held little interest for a man who now had all of eternity to meditate and read, and so Lord Rook forged a few details of his own death and set off to wander the outer planes. With expensive magical scrolls, he created a secret dimension where his body would be safe, and sent his spirit to traveling, hearing the teachings and wishes of his god more clearly as he did so. In undeath, he trained harder and longer than he ever had before, becoming a true master of magic and combat. In his travels through the Maelstrom, he fought creatures of chaos and monsters of madness when they opposed him. In the Dimension of Dreams, he battled Night Hags, and once, with the blessing and warning of his god, singlehandedly turned back an invasion of Leng.

And, occasionally, the great wandering hero of truth and knowledge has returned home. During the Fourth Mendevian Crusade, he rode to the Worldwound in disguise alongside his grandsons, helping to restore justice to the crusade’s inquisitor orders. In secret places beneath Ancient Thassilon, he battled servants of the Runelords, foiling machinations now known to no other thinking creature. And in his home nation, he served as one of the founding members of the Sovereign Court, encouraging members of the Pathfinder Society to respect peaceful leadership—and to hold such leadership responsible to a higher standard. While he has some interest in much of the world, Lord Rook has been at peace of late, spending most of his time meditating as he waits for warning of new threats to the world or planescape.

Cohort: Doctor Janus of Oenopion:
(Alchemist 20/Something 3)

A young alchemist’s apprentice born in Nex, Janus was rescued by Lord Rook at a young age from bandits who had killed his master. When the latter returned to Taldor, he brought the boy with him, buying him books to continue his studies and employing him as a general family doctor and expert in alchemical imports. As something of an adopted son, Janus often traveled with Lord Rook, learning a great deal of alchemical wisdom from his vast family libraries and preparing the extracts and balms that allowed the elderly lord to act with as much health as a far younger man.
Doctor Janus has since become one of Golarion’s greatest alchemists, and certainly the most famous to leave Nex for Avistan. He manages much of House Rook’s shipping interests, overseeing the import of exotic foods and herbs from as far away as Tian Xia, and also plays personal physician to many of Taldor’s wealthiest citizens. In many ways, he also serves as Lord Rook’s personal hand in matters of state and economy. And, like his adopted father, he is rumored to be immortal—though nearly a century old, Janus appears barely middle-aged, thanks to his secret perfection of a recipe for sun orchid elixir and a few expensive, smuggled petals.

Lord Rook also has a very large number of followers (effective leadership score 43, for 1,300 level 1, 130 level 2, 65 level 3, 33 level 4, 17 level 5, 9 level 6, 5 level 7, 3 level 8, 2 level 9, 1 level 10). While many of these are direct friends, agents, and contacts, the vast majority are his grandchildren and their servants/employees, spread out across Golarion, and who know only two well how convincingly their grandfather used to ask for favors.

Lands and Holdings:
Family Motto: "Patience is Our Sword"
Coat of Arms: Raven perched atop a tower, on a blue field. A quill pen and sword are crossed atop the escutcheon, which is in turn supported by two white lions.

Garrowglade is a relatively modest estate, with several a hundred hides of land, located near the foothills of the World's Edge Mountains, in a calm area just far enough South of the Porthmos Fork to be insulated from river pirates. While generally a sleepy backwater, the local fortification sits on a safer, if slower, trade route from Casmaron to Oppara, and much of the Rook family's historical income has come from small but consistently beneficial spice trade. A nearby village of a few thousand lies technically within the Barony's jurisdiction, though it remains practically independent. Over the last few decades, Garrowglade has expanded somewhat, as House Rook’s many scions win glory and wealth in mercenary or merchant ventures, leading to the construction of several family-owned river ports stretching impressively from the mountains to the capital, as well as a small monastery complex for meditation and arms training.

Castle Rook was built as a countryside fortification, though in his lifetime Lord Inkwell expanded the grounds and modernized the comforts of the estate quite a bit, adding extensive libraries and housing for several exotic snakes, birds and flowers. In addition to providing shelter and stores, it also oversees the family lands, serves as a meeting hall for traveling dignitaries, hosts the occasional monk or priest, and serves as a town hall for important meetings in the nearby village of Garrowglade. A large number of the bedrooms and lodgings are generally left vacant, reserved for guests or family reunions.

Demiplane:
-Greater Demiplane (22.5k + 1.125k + 3.825k)

* * *

Race (Half-Elf Iroran Mummy):
Half-Elf traits (minus Elven immunities, low-light vision, 7 RP) plus
Undead (16 RP)
Skeletal Damage Reduction (2 RP, similar to mummy ability)
Fixed Bonus Feat: Improved Initiative (2 RP, as mummies do)
Sneaky (5 RP, as mummies do)
Natural Armor +4 (8 RP, as mummies do)
(As a Shabti would be, born into a higher age category, but does not age further)

Defenses:
HP 525 (15d8+10d10+300 Cha+5 Mythic)
DR 5/- (mummy + boneless)

AC 57+, Touch 47, FF 42 (Armor +5, Natural +5, Deflection +5, Cha +12, Wis +14, Dodge +1, Monk +2, Insight +2, Luck +1)
Base CMD 61 (Str -2, Dex +2, BAB +20, Deflection +5, Wis +14, Dodge +1, Insight +1, Monk +2, Dusty Rose resonance +2, Boneless +5)

Maneuver CMD vs:
Disarm 75 (Dueling +2, Improved +2, Free Hand +1, Luck +9)
Trip 72 (Improved +2, Luck +9)
Reposition 70 (Luck +9)
Grapple 63 (Improved +2)

Fort +34/Stalwart (+13 Base, +12 Cha, +5 Resistance, +1 Luck, +1 Competence, +2 Insight)
Ref +34/Evasion (+13 Base, +12 Cha, +5 Resistance, +1 Luck, +1 Competence, +2 Insight)
Will +39/Stalwart (+16 Base, +14 Wis, +5 Resistance, +1 Luck, +1 Competence, +2 Insight)

Modifiers (Hit/Dmg|AC):
Haste (+1/0|+1)
Combat Expertise (-6/0|+6)
Combat Expertise, 3 Stamina (0/0|+6)

Offenses:
Initiative +34 (Cha +12, Wis +14, Improved +4, Dueling +4)
(nearby allies gain +14 Initiative)

Speed 45’ (Base 30’, Lame -10’, Fast Movement +25' with Favored bonus)
Flying 60’ (Average), Burrow 10'

(BAB +20, Wis +14, Enhancement +5, Luck +1, Competence +1, Brawling +2, Focus +1)
+5 Unarmed Strike, +44/+44/+39/+38/+29 to hit (2d8+21) (Intimidate if nonlethal)

Modifiers (Hit/Dmg|AC):
Kirin Strike (0/+13|0)
Haste (+1/0|+1)
Power Attack (-6/+12|0)
Betraying Blow (0/+variable|0)
Sneak Attack (+6/+4+1d6|0), 1 no-save Str or Dex damage, can hit through concealment
Combat Expertise (-6/0|+6)
Combat Expertise, 3 Stamina (0/0|+6)
Judgment, Destruction: (0/+7|0)
Judgment, Justice: (+5/0|0)
Judgment, Protection: (0/0|+5)
Greater Bane (20 rounds/day): (+2/+2+4d6|0)
Fortuitous: Make double AoO, -5 to second hit
Limning: Faerie Fire to any invisible/blurred enemies hit

Maneuver CMB:
(+2 sometimes for Coordinated Maneuvers)
Weapon-Aided Base +55 (Dusty Rose resonance extra +2, Focus +1, Luck +9)
No Weapon Base +26 (BAB +20, Dex +2, Dusty Rose resonance extra +2, Luck +1, Competence +1)
Disarm +60 (Dueling +2, Improved +2, Free Hand +1)
Trip +57 (Improved +2) (can roll twice with Tandem Trip)
Reposition +59 (Ninjutsu +2, Improved +2), swift 1/day
Grapple +36 (Gloves +4, Improved +2, Brawling +2, Gauntlets +2)

Exploit Weakness (critical hits overcome DR, regeneration); energy attacks vs weakness deal 1 extra point per die
True Judgement (DC 34 Fort or die, 1/enemy, invoked once/1d4 rounds)
Stunning Fist (DC 30, 12/day)

(Guided, Dueling, Brawling, Psionic Dueling)

Judgments (7 battles/day):
Destruction (Sacred damage bonus +7/+9 slayer)
Healing (Fast healing 7/9 slayer)
Justice (Sacred attack bonus +5/+7 slayer, additional +5 to confirm)
Piercing (Concentration, Spell Penetration +7/+9 slayer)
Protection (Sacred AC bonus +5/+7 slayer, additional +5 vs confirm)
Purity (Sacred save bonus +5/+7 slayer, additional +5 vs curses/diseases/poisons)
Resiliency (DR 5/chaotic or 7 slayer)
Resistance (resist 14 one energy type or 18 slayer)
Smiting (weapon counts as lawful/adamantine vs DR)

Ability Scores and Legendary Gifts:
Str 8
Dex 14
Con -
Int 20
Wis 20
Cha 18 (before +2 racial)

Post-Aging:

Str 2
Dex 8
Con -
Int 23
Wis 23
Cha 23

Post-Leveling:

Str 2
Dex 8
Con -
Int 25
Wis 27
Cha 23

Legendary Mind/2 (3 gifts total)
Physical prowess +6/+4/+2
Inherent +5 to all mentals (15 gifts total)
Legendary Weapon extra +4 (4 gifts)
Legendary Armor extra +2 (1 gift)

(Weapon: Guided, Limning, Psionic Dueling, Dueling, Fortuitous)
Guided: Uses Wis instead of Str
Fortuitous: 1/round, make additional AoO against same foe at -5
Limning: Outline in Faerie Fire any enemy under magical concealment

Str 6
Dex 14
Con -
Int 36
Wis 38
Cha 34

Spells:
Spells/Day:
(All CL 23, +0/+2/+4 to overcome SR based on allies' positioning, optional +2 CL/DC from ring)

Inqusitor 1: 9/9
Inqusitor 2: 9/9
Inqusitor 3: 7/8 (Nondetection pre-cast)
Inqusitor 4: 8/8
Inqusitor 5: 8/8

Oracle 1: 8/9 (Ant Haul pre-cast)
Oracle 2: 8/9 (Undetectable Alignment pre-cast)
Oracle 3: 9/9
Oracle 4: 9/9
Oracle 5: 8/8
Oracle 6: 7/8 (Planar Adaptation, Mass pre-cast)
Oracle 7: 8/8
Oracle 8: 7/8 (Nine Lives pre-cast)
Oracle 9: 6/7 (Mind Blank pre-cast)

Spells Known:
*All spells provide self-healing

Inquisitor 0: 6
-Brand
-Sift
-Resistance
-Virtue
-Detect Poison
-Acid Splash

Inquisitor 1: 6
-Ant Haul
-Forbid Action
-Hide from Undead
-Horn of Pursuit
-Peacebond
-Comprehend Languages
-Detect Good/Evil/Law/Chaos (At-will SLA)

Inquisitor 2: 6 + 1 favored
-Darkness
-Silence
-Hold Person
-Enshroud Thoughts
-Forced Scrutiny
-Invisibility
-Raven’s Flight

Inquisitor 3: 6 + 3 favored
-Mythic Severance
-Dimensional Anchor
-Speak with Dead
-Deeper Darkness
-Invisibility Purge
-Litany of Warding
-Halt Undead
-Nondetection
-Daylight

Inquisitor 4: 6 + 2 favored
-Order’s Wrath
-Make Whole, Greater
-Invisibility, Greater
-Inflict Critical Wounds
-Haste
-Detect Scrying
-Find Quarry
-Sending

Inquisitor 5: 5 + 4 favored
-Banishment
-Break Enchantment
-Spawn Ward
-Spell Immunity, Communal
-Ghostbane Dirge, Mass
-True Seeing
-Telepathic Bond
-Lend Judgment, Greater
-Commune

Inquisitor 6: 5
-Dictum
-Heroes’ Feast
-Dispel Magic, Greater
-Harm
-Legend Lore

Oracle 0: 9
-Enhanced Diplomacy
-Read Magic
-Guidance
-Light
-Detect Magic
-Create Water
-Purify Food and Drink
-Stabilize
-Spark

Oracle 1: 5 + 2 bonus
-Protection from Chaos
-Obscuring Mist
-Liberating Command
-Divine Favor
-Detect Undead
-Arcane Mark (archetype bonus)
-Cure Light Wounds (alignment bonus)

Oracle 2: 5 + 2 bonus
-Whispering Lore
-Undetectable Alignment
-Remove Paralysis
-Grace
-Gentle Repose
-Feather Fall (archetype bonus)
-Cure Moderate Wounds (alignment bonus)

Oracle 3: 4 + 2 bonus
-Share Glory
-Stone Shape
-Sands of Time
-Remove Blindness/Deafness
-Resist Energy, Communal
-Glitterdust (archetype bonus)
-Cure Serious Wounds (alignment bonus)

Oracle 4: 4 + 2 bonus
-Restoration
-Rest Eternal
-Protection from Energy, Communal
-Blessing of Fervor
-Shrink Item (archetype bonus)
-Cure Critical Wounds (alignment bonus)

Oracle 5: 4 + 2 bonus
-Spell Resistance
-Astral Projection, Lesser
-Plane Shift
-Fickle Winds
-Confusion (archetype bonus)
-Cure Light Wounds, Mass (alignment bonus)

Oracle 6: 3 + 2 bonus
-Wind Walk
-Planar Adaptation, Mass
-Animate Objects
-Wall of Force (archetype bonus)
-Cure Moderate Wounds, Mass (alignment bonus)

Oracle 7: 3 + 2 bonus
-Scrying, Greater
-Resurrection
-Create Demiplane, Lesser
-Borrowed Time (archetype bonus)
-Cure Serious Wounds, Mass (alignment bonus)

Oracle 8: 3 + 2 bonus
-Spell Immunity, Greater
-Nine Lives
-Euphoric Tranquility
-Teleport, Greater (archetype bonus)
-Cure Critical Wounds, Mass (alignment bonus)

Oracle 9: 3 + 2 bonus
-Miracle
-Etherealness
-Gate
-Mind Blank (archetype bonus)
-Wish (1/day SLA)

Feats and Traits:
Agile Maneuvers (Tax Bonus)
Combat Expertise (Tax Bonus)
Power Attack (Tax Bonus)
Leadership (Campaign Bonus)
Improved Initiative (Mummy Bonus)
Skill Focus: Sense Motive (Half-Elf Bonus)
Noble Scion (1)
Artful Dodge (3)
Deceitful (5)
Deft Maneuvers (7)
Kirin Strike (9)
Kirin Path (11)
Enhanced Ki Throw (13)
Feinting Flurry (15)
Enforcer (17)
Signature Skill (Sense Motive) (19)
Ki Throw (21)
Improved Feinting Flurry (23)
Additional Rogue Talent: Ninja Trick: Forgotten Trick (25)
Improved Unarmed Strike (Monk)
Stunning Fist (Monk)
Deflect Arrows (Monk 1)
Combat Reflexes (Monk 2)
Improved Grapple (Monk 6)
Combat Stamina (Fighter)
Weapon Focus (Unarmed) (Fighter 1)
Kirin Style (Fighter 2)
Bonded Mind (Inquisitor 3)
Allied Spellcaster (Inquisitor 6)
Coordinated Maneuvers (Inquisitor 9)
Betraying Blow (Inquisitor 12)
Coordinated Charge (Inquisitor 15)
Tandem Trip (Inquisitor 18)
Alertness (Item Bonus)

(With Warsighted: Shatter Defenses, Greater Trip, Greater Reposition, etc.;)

Traits:
Magical Lineage (Inquisitor, Oracle)
Knowledge in the Flesh (Stealth)
Something that gives Knowledge (nobility) as a class skill

Skills:
*Denotes Class Skill
483 points (Inquisitor 120, Oracle 12, Int 325, NInja 16, Favored 10)

*Acrobatics +27/+32 vs falls (20 points, Dex +2, Luck +1, Competence +1, +0/+5 vs falls)
Autohypnosis +16 (1 point, Wis +13, Luck +1, Competence +1)
*Appraise +22 (40 with Trance) (5 points, Int +12, Luck +1, Competence +1)
*Artistry (literature) +22 (5 points, Int +12, Luck +1, Competence +1)
*Bluff +52/+59 to feint (25 points, Cha +12, Deceitful +4, Bracelet +5, Ninjutsu +0/+2, Dueling +0/+2, can swift feint 1/day, Luck +1, Feinting Fans +0/+2, Free Hand +0/+1)
*Climb +12 (9 points, Str -2, Luck +1, Competence +1)
*Craft
*Diplomacy +48 (25 points, Cha +12, Enhanced Diplomacy +2, Bracelet +5, Luck +1)
*Disable Device
*Disguise +56 (25 points, Cha +12, Hat of Disguise +10, Deceitful +4, Luck +1, Competence +1)
*Escape Artist +16 (5 points, Dex +2, Luck +1, Boneless +5)
Fly +19 (10 points, Dex +2, Luck +1, Wings +5, Competence +1)
*Handle Animal +22 (5 points, Cha +12, Luck +1, Competence +1)
*Heal +18 (2 points, Wis +14, Luck +1, Competence +1)
*Intimidate +53 (25 points, Cha +12, Stern Gaze +10, Helm +5, Luck +1)
*Knowledge (arcana) 50/64 to identify (70 with Trance) (15 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (dungeoneering) 45/59 to identify (65 with Trance) (10 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (engineering) 40 (60 with Trance) (5 points, Int +13, always takes 20, Luck +1, Competence +1)
*Knowledge (geography) 40 (60 with Trance) (5 points, Int +13, always takes 20, Luck +1, Competence +1)
*Knowledge (history) 60 (80 with Trance) (25 points, Int +13, always takes 20, Luck +1, Competence +1)
*Knowledge (local) 50/64 to identify (70 with Trance) (15 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (nature) 45/59 to identify (65 with Trance) (10 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (nobility) 60 (80 with Trance) (25 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (planes) 50/64 to identify (69 with Trance) (15 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (psionics) 40/54 to identify (60 with Trance) (5 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Knowledge (religion) 60/74 to identify (79 with Trance) (25 points, Int +13, Wis +14 to identify, always takes 20, Luck +1, Competence +1)
*Linguistics +27 (+46 with Trance) (15 points, Int +10, Luck +1, Competence +1)
*Perception +54 (25 points, Wis +14, Racial +2, Lenses +5, Luck +1, Alertness +4)
*Perform (oratory) +27 (10 points, Cha +12, Luck +1, Competence +1)
*Profession (merchant) +21 (5 points, Wis +14, Luck +1, Competence +1)
*Ride +17 (10 points, Dex +2, Luck +1, Competence +1)
*Sense Motive +68 (25 points, Wis +14, Skill Focus +6, Stern Gaze +10, Bracelet +5, Luck +1, Alertness +4)
*Spellcraft +33 (53 with Trance) (15 points, Int +13, Luck +1, Competence +1)
*Stealth +67 (25 points, Wis +14, Racial +4, Luck +1, Shadow +15, Cloak +5)
*Survival +44/+63 to track (25 points, Wis +14, Track +0/+10, Lenses +0/+4, Cloak +0/+5, Luck +1, Competence +1)
*Swim +8 (5 points, Str -2, Luck +1, Competence +1)
*Use Magic Device +37 (20 points, Cha +12, Luck +1, Competence +1)

Class Abilities:
Oracle’s Curse:
Lame (-10 base speed, in exchange for a bunch of bonuses that don’t matter to an undead monk)

Revelations:
Focused Trance (+20 to one Int skill, 12/day, takes 1d6 rounds)
Sidestep Secret (use Cha for AC, Reflex)
Martial Flexibility (13/day, lasts 1 minute) (one combat feat as free or immediate, three as swift or move)

Tactics Inquisition:
Inquisitor’s Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).

Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks.

Elven Arcana:
+10 to all Knowledge checks related to elves
Gain sorcerer/wizard spells as bonus spells (at +1)

Martial Arts Strike: Flying Kick (25’)
Monk: AC +1 (+2 with robe), Move 20’ (25’ with favored)
Evasion
Ki Pool 30 (Monk 3, Ninja 1, Wis +14, Cha +12)
Still Mind (+2 vs enchant)

Ninja Trick:
Pressure Points

Monster Lore +Wis to identify
Stern Gaze +10 to Intimidate/Sense
Cunning Initiative +Wis to Init
Solo Tactics

Discern Lies (20 rounds/day, immediate action)

Ki Powers:
-Empty Body (Su, Monk 4, 3 ki, turn ethereal for 1 minute)
-Quick Draw (Ex, Monk 6, 1 ki, free action to gain feat for 1 round)

Mythic stuff:
Guardian 1
Path Abilities: Supreme Tracker
Feats: Dual Path
Surges: Inspired Spell, Absorb Blow

Equipment:
Universal/Slotless/Unusual Items: (592.575k total)

Metamagic Rods (360.5k total):
-Metamagic Rod, Quicken (Lesser, Standard, Greater) (280.5k)
-Metamagic Rod, Silent (Standard) (11k)
-Metamagic Rod, Persistent (Lesser, Standard) (41.5k)
-Metamagic Rod, Piercing (Lesser, Greater) (27.5k)

Permanencies (83.325k; all CL 25 except those related to demiplane):
-Arcane Sight (7.5k + 1.375k + 1.875k)
-Aura Sight (7.5k + 1.375k + 1.875k)
-Tongues (7.5k + 1.375k + 1.25k)
-See Invisibility (5k + 1.25k + 1.25k)
-Telepathic Bond (12.5k + 1.625k + 3.125k) (nine creatures)
-Teleport Trap (7k + 1.125k + 2.275k + 1.3k of silver)
-Private Sanctum (12.5k + 1.625k + 1.125k)

Ioun Stones (72.15k):
-Wayfinder (0.75k) + Dusty Rose (+2 CMB/CMD) (5k, +1 insight to AC)
-Pale Green Prism (30k, implanted) (+1 competence to attacks, skills, saves)
-Dark Blue Rhomboid (10k, implanted) (Alertness)
-Orange Prism (30k, implanted) (+1 Caster Level)
-Pearly White Spindle, cracked (3.4k, implanted, 1/hour fast healing)

Artifacts:
-Sands of Time (Timeglass + 3/day activate as a standard action to gain 1 round of Time Stop effect)

Slotless (76.6k):
-Stone of Good Luck (20k)
-4x Immovable Rod (5k each)
-2x Efficient Quiver (1.8k each)
-Portable Hole (20k)
-Lyre of Building (13k)

Worn Items: (491.25k total)

Head (24.75k total):
-Hat of Disguise, Greater (12k)
-Maiden’s Helm (3.5k) (Command 3/day, +5 Intimidate)
-Jingasa of the Fortunate Soldier (5k)

Headband (23.1k total):
-Headband of Ninjutsu (15k)
-Headband of Ki Focus (5.4k) (can’t be ki blocked)

Cloak (149k total):
-Wings of Flying (54k)
-Cloak of Displacement (50k)
-Cloak of the Hunt (12k, mythic)

Body (13k total):
-Monk’s Robe (13k)

Chest (2k):
-Corset of Delicate Moves (2k) (1/day extra swift action)

Eyes (3.5k):
-Lenses of Detection (3.5k)

Feet (36.4k):
-2x Boots of Speed (12k)
-Slippers of Spider Climbing (4.8k)

Wrists (14.5k):
-Bracelet of Bargaining (14.5k) (+5 Bluff/Diplo/Sense, Will DC 16 to sense deceit on handshake)

Belt (37.5k):
-Belt of Meridian? (1k)
-Mirroring Belt? (36k, mythic)

Rings (78k):
-2x Ring of Counterspells (4k)
-Ring of Freedom of Movement (40k)
-Ring of Transcendent Spells (30k) (+2 to CL vs SR/spell DC)

Hands (73k):
-Stonefist Gloves (10k, mythic)
-Hand Wraps of Blinding Ki (10k)
-Glove of Storing (10k)
-Gloves of Spell Snaring (9k, mythic)
-Inescapable Gloves (9k, mythic, +4 grapple)
-Gauntlets of the Skilled Maneuver (4k, +2 grapple)

Neck (10k):
-Golden Holy Symbol (10k, mythic, all divine spells heal their level)

Weapon/Armor/Flavor: (134.25k total)

“Weapon" (66k total):
-Psionic Dueling, Brawling, Fortuitous, Guided (+4 for 32k)
-Dueling Weapon (14k)
-"Sword of Subtlety" (20k)

“Armor” (58.75k total):
-Delving (10k)
-Shadow, Greater (33.75k)
-Resonating, Brawling (+2 for 4k)
-"Boneless Leather" clothing (11k)

Flavor (7.5k):
-Mithral Hook Hand (3k)
-Medium Animated Chair (4.5k)

10.425k remain, used to purchase a large number of Spell Storing/Dispelling/Dispelling Burst shuriken