Monk

Valda's page

318 posts. Alias of Brainiac.


Classes/Levels

Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 128/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 3/3 | Hero Point: 1/3

About Valda

Appearance

Female human exemplar 8
N Medium Humanoid (Human)

Senses: Perception +13 (+10 proficiency, +3 Wis)

DEFENSE
AC 26 (+4 armor, +10 proficiency, +1 Dex, +1 item)
HP 128
Resist cold 4

Fort +16 (+12 proficiency. +4 Con)
Ref +11 (+10 proficiency, +1 Dex)
Will +16 (+14 proficiency, +2 Wis); resolve

OFFENSE

Melee +1 striking ghost touch greatsword +17 (2d12+8+2 S/P)
Ranged longbow +11 (1d8+2 P, deadly d10, volley 30 ft., 100 ft.)

Spd 30 ft.
Class DC 24

Focus Spells (3 Points):

Athletic Rush: Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.

Lay On Hands: Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 24* Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 4d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

Protector's Sacrifice

STATISTICS
Str 19 (+4)
Dex 12 (+1)
Con 18 (+4)
Int 10 (+0)
Wis 14 (+2)
Cha 12 (+1)

CLASS FEATURES

Divine Spark:
Within your soul is a tiny spark of divine power that belongs not to a deity but something all your own. You can manifest this divine power through special items known as ikons. Ikons are items intrinsically linked to you—sacred vessels crystallized from your divinity that are capable of legendary feats in your hands. There are three types of ikons: body ikons are a mark on your flesh that shows you as more than mortal, worn ikons are sacred clothing or other raiment, and weapon ikons let you carve your story onto the world.

Choose three ikons, one of each type, from the list on pages 22–24. Your body takes on the qualities of your chosen body ikon, and you gain non-magical, level-0 items of your choice that satisfy the requirements for your chosen worn ikon and weapon ikon. Providence ensures you come across these items; you might be traveling along a path to find a spear in a tree that only you can dislodge, or you might awaken holding a gleaming sash you saw in your dreams. More information on ikons can be found on page 22.

By focusing your divine spark into one of your ikons, you empower that ikon to accomplish deeds beyond what it could in mortal hands. As long as your divine spark resides in an ikon, you gain that ikon’s immanence effect. You can call your spark forth and place it into an ikon by using the Shift Immanence action.

SHIFT IMMANENCE [one-action]
DIVINE EXEMPLAR
Frequency once per round

You shift the focus of your divinity, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon’s immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered.

Special: In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative. While your spark dwells within an ikon, you are also able to channel your divinity through the ikon in a powerful transcendence ability—though the force of this act will temporarily cast your divine spark out of the ikon.

SPARK TRANSCENDENCE
DIVINE EXEMPLAR
Frequency once per round
Requirements The ikon must currently house your divine spark. You can unleash an ikon’s transcendence ability only if you are holding it (if it’s a weapon ikon) or wearing it (if it’s a worn ikon).

You channel the full might of your divine spark through your ikon to briefly surpass mortal limitations and enact a miraculous deed. This is a special activity that takes a variable number of actions, as listed in the ikon’s stat block. Some ikons are activated as a free action or reaction instead of as an activity. Immediately after the effects of the transcendence resolve, your divine spark is forcefully ejected from that ikon into another ikon of your choice.

Ikons:
EYE-CATCHING SPOT (BODY IKON)
EMOTION IKON MENTAL VISUAL

A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike.

Immanence: Your beauty becomes supernaturally enhanced, distracting foes and imposing a –1 circumstance penalty to melee attack rolls against you.

Transcend—Captivating Charm [two-actions] (emotion, mental, visual)

You focus your attention on a creature within 30 feet, overwhelming their senses. They must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against their allies.

GLEAMING BLADE (WEAPON IKON)
IKON
Usage: any weapon in the sword or knife group

This sword glitters with such sharpness it seems to cut the very air in front of it, the faster it can be drawn.

Immanence: Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes.

Transcend—Flowing Spirit Strike [two-actions] (spirit) Make two Strikes with your weapon ikon, each using your current multiple attack penalty. Both Strikes must have the same target. If the Strikes are made with a weapon that doesn’t have the agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.

VICTOR’S WREATH (WORN IKON)
IKON
Usage: worn headwear or worn sash

This symbol of victory—whether a laurel worn around the head or a medal that hangs from your neck—reminds you and your allies that victory is the only acceptable outcome.

Immanence (aura, emotion, mental) You inspire your allies to greater glory. You and all allies within 15 feet gain a +1 status bonus to attack rolls.

Transcend—One Moment till Glory [one-action] (emotion, mental, spirit)

You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura immediately makes a new saving throw with a +2 status bonus against one ongoing negative effect or condition they are currently affected by, even if that effect would not
normally allow a new saving throw.

Humble Strikes: Even the most unassuming weapons can accomplish heroic deeds in your hands. When you are wielding a simple weapon, increase the damage die size of that weapon by one step.

Root Epithet:
When your divine spark bonded with your soul, it became dyed in your personality and qualities. As your deeds give shape to this nascent divinity, you come to bear an epithet—a word or phrase that reflects your story and that others come to call you by. Your epithets each affect one of your ikons, granting it additional capacities.

At 3rd level, you gain a root epithet, which describes the core of your personality and affects the qualities of your body ikon. If you are already trained in the granted skill, you become trained in a different skill of your choice, as normal. Choose one epithet from the list below:

Radiant: Heroes live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence of your body ikon, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Spirit Strikes: Your power can’t be contained, escaping in sparks and embers through your weapons as you wreak violence. You deal 2 additional spirit damage with weapons and unarmed attacks in which you are an expert.

Unassailable Soul: A firm knowledge of (or foolish pride in) yourself and your ability girds your mind against doubt and intrusion. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Dominion Epithet: Peerless Under Heaven: For as long as there have been gods, they have made war, and you aim to stand atop the pile when the fighting’s over. When you critically succeed on a Strike, divine skill at arms guides your weapon, granting you the critical specialization effect for the weapon group. If you already had access to the critical specialization effect for this weapon, your weapon gains the additional critical specialization effect of the grievous rune.

After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a Will save against your class DC or be frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.

HERITAGE

Wintertouched Human: The power of winter flows through you. This heritage is most common among the Jadwiga of Irrisen, due to their descent from Baba Yaga, and certain Erutaki touched by the spirits. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

BACKGROUND

Megafauna Hunter: Life is only as meaningful as its risks, and the risks you're willing to take are big indeed. Like Wipa's half- sister Panuaku, Mammoth Lord Merthig, and Eiwa's great-grandnephew Pakano, you revel in the thrill of the hunt, especially when it involves mortal combat with megafauna, dinosaurs, and other oversized beasts. Though you're still early in your hunting career, your talent shows great promise, and you have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.

FEATS

Ancestry Feats:

1st: General Training (Armor Training): You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.

1st: General Training (Toughness): You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

3rd: Fleet

Ancestry Paragon 3rd: Natural Skill: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

5th: +1

7th: +1

Archetype Feats:

Blessed One Dedication: Gain lay on hands.

Blessed Sacrifice: Gain protector's sacrifice

Mercy (One Action): Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.

+1

Class Feats:

1st: Shield Block

2nd: Domain Initiate: Might

4th: Only the Worthy: You can designate your ikons as movable by only your own hand, leaving them fixed in place as surely as if they were lodged in stone. Whenever you Release either your worn or weapon ikon, you can spend an action to command it to remain motionless. While motionless, the ikon can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the ikon with a DC equal to your class DC. You can Release your ikon over an adjacent prone enemy to hold them down with the ikon’s motionlessness—while so Released, you can’t use the ikon, but the enemy must succeed at the Athletics check to Stand or to move. The ikon automatically flies back to your hand when the effect is broken or if you spend an Interact action to hold out a hand and draw it back.

6th: Reactive Strike

8th: Battle Hymn To The Lost [two-actions]
Concentrate Divine Exemplar
Frequency once per hour
Prerequisites of verse unbroken or peerless under heaven

Your movements in combat are an artistic dirge to those spirits who could not fight to see another day. You make a Strike. Regardless of whether the Strike succeeds, spirits of warriors who died gloriously in battle surge out to attack with you. They appear in a 30-foot cone if you make a melee Strike or in a 10-foot emanation around your target if you made a ranged Strike. Each enemy in the area takes 2d10 damage with a basic Reflex save against your class DC; you choose whether the damage is bludgeoning, piercing, or slashing. At 12th level and every 4 levels thereafter, the damage increases by 1d10.

As they join the battle, the spirits call your fallen allies back to the fight. Any of your allies in the area who are dying regain Hit Points equal to the damage you rolled. This is a divine, healing, vitality effect.

Skill Feats:

Background: Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Bonus: All of the Animal: You know how to make the best and most efficient use of a hunted animal's carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you're using all of the animal, others can't use the carcass's meat for any other purpose, including their own use of All of the Animal.

Bonus: Tame Animal

2nd: Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

4th: Powerful Leap: You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.

6th: Assurance (Athletics)

8th: +1

SKILLS

Acrobatics (E) +13
Athletics (M) +18
Diplomacy +11
Hunting Lore +10
Nature +13* (+14 to Command oxen)
Religion +14 (E)
Stealth +11
Survival +12

LANGUAGES
Common, Hallit

EQUIPMENT
+1 size-changing breastplate, +1 striking ghost touch greatsword, longbow, broken tusk pendant, 13.69 gp