Ogre

Wrecker Ralph's page

18 posts. Alias of Gobo Horde.


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The characters name is Ghan. I am just repurposed this alias until I can create the real one.

Alright I will go with Plains as my first Favored Terrain and Hills as my second.
As for the town, just give me the name of some small, made up little spit of land that I can say I have come from and never go back to. He now lives out in the plains in a cave (that has some magic saturating in it)

I will try and figure out more of where you want us to first start at and start getting a bit of an intro together, you know, why I am even in the area at all...

Hps: 8 + 3d8 + 20 ⇒ 8 + (2, 1, 1) + 20 = 32 O.O!


Alright, if I still have the time, then I have mostly finished up the bare minimum for Ghan.
Also note; his name is Ghan the Fist, not Wrecker Ralph.
Here is a few "aspects" of him;
Tetori Monk: He grapples, holds his foes down and generally tries to knock out his opponents rather then kill them.
Warden Ranger: I debated on giving him this now or later, but I decided to give it to him now. It doesn't actually add much to his combat effectiveness, about +4 initiative, +1 BAB and +2 skills/lvl (for an entire class O.o) but it really enhances his wilderness survival aspect :)
Human: Ghan is a human with the Giant Ancestry trait, he also has a permanent Enlarge Person making him a really big, trollish looking guy. it all also adds together to give him a pretty decent CMB that should help with grappling tremendously.
Stunning Pin: Grab someone. Pin them to the ground. Proceed to knock them senseless >:)

As for his final feat, I'm not sure yet what to make it, I am thinking of either Power Attack to enhance his image of being a strong striker, or Skill Focus: Survival to emphasize his wilderness nature. Or something else entirely.

I have a few quick questions to help with further development;
1: I have 2 favored terrains. What would be some good favored terrains to chose? I basically want to live near where I start.
2: What is the general area called? Can you name a town somewhere in the area that I could come from?

Current progress:

Ghan the Fist:
Ghan the Fist
Human Tetori Monk/Warden Ranger 4
TN Large Humanoid (Human) Initiative +2 Senses, Perception +0
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Defenses
--------------------
AC 12 Touch 12, Flat Footed 12 (+0 Dex, +0 Armor, -1 size, +3 Wis)
hp 54/54 (4d8+20)
Fort 8 Ref 4 Will 6 (+2 vs enchantment spells and effects)
Other Defenses
Deflect Arrows, Endurance

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Offenses
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Speed 40ft
Melee Unarmed Strike +9 (2d6+5/x2)
Ranged
Modifiers +4/+0 BAB, +5/+5 Str

----------------------
Spells
----------------------
Spells Per Day
1: (1/1)
CL: 1

Current Magical Effects
Enlarge Person

----------------------
Statistics
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Str 20, Dex 11, Con 16, Int 13, Wis 14, Cha 13
BAB +4 CMB +12 CMD +21
(+2/+2 Grappling)

Feats Endurance (bonus), Imp Grapple (bonus), Imp Unarmed Strike (bonus), Stunning Fist (bonus), Stunning Pin (bonus), Deflect Arrows, Mantis Strike, +1
Favored Terran Mountain (+4), Forest (+2)
Traits Bred For War, River Lander
Racial Traits Bonus Feat, Giant Ancestry

Skills (7 per level)
Climb +9 (1 Rank, +3 CS, +5 Str)
Escape Artist +7 (4 Ranks, +3 CS, +0 Dex)
Handle Animal +8 (4 Ranks, +3 CS, +1 Cha)
Heal +8 (4 Ranks, +3 CS, +1 Int)
Intimidate +8 (4 Ranks, +3 CS, +1 Cha)
K: Geography +5 (1 Rank, +3 CS, +1 Int)
K: Local +5 (1 Rank, +3 CS, +1 Int)
K: Nature +5 (1 Rank, +3 CS, +1 Int)
Perception +9 (4 Ranks, +3 CS, +2 Wis)
Survival +9 (4 Ranks, +3 CS, +2 Wis)
Survival (Track) +11 (4 Ranks, +3 CS, +2 Track, +2 Wis)
+2/+4 while within Forest or Mountain terrain to the following skills; K: Geography, Perception, Stealth, and Survival.

Languages Common, Giant
Gear

(Enarge Person: 450gp for hiring someone to cast a 5th lvl spell, 10gp for casting a 1st lvl spell, 2,500gp for material component) 2,960gp
0gp

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TRACKED RESOURCES
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Ki Pool (4/4)
Stunning Fist (5/5)

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Special Abilities
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AC Bonus add your Wis mod +1 to your AC.
Bred for War +1 CMB and +1 Intimidate.
Counter-Grapple You can make an AoO against a creature that attempts to grapple you unless it has the Greater Grapple feat.
Deflect Arrows you can negate 1 ranged attack per round. You must be aware of the attack and not flat-footed. You cannot use this against unusually large attacks, natural attacks or rays.
Endurance +4 to most environmental and non-lethal effects.
Evasion You take no damage from effects on a successful Ref save.
Fast Movement Gain a +10 Enhancement bonus to your move speed.
Favored Terran +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks while within Forest terrain. This bonus increases to +4 while within Mountain terrain. You leave no trail and cannot be tracked through these terrains.
Graceful Grappler You use your level in place of your CMB and CMD when grappling. You suffer no penalties on attack rolls and can take AoOs. You retain your Dex bonus when grappling.
Giant Ancestry +1 to CMB and CMD, -2 to Stealth.
Imp Grapple +2 CMB and CMD for grapples and you do not provoke AoOs when you grapple.
Imp Unarmed Strike You can deal lethal or non-lethal damage with your unarmed strikes and you do not provoke an AoO for doing so. Your unarmed strikes always deal full Str damage on a hit and you can use any part of your body to make them, and they count as manufactured weapons. Your unarmed strikes deal 2d6 damage.
Ki Pool Your Unarmed Strikes count as magical. Spend 1 Ki as a swift action to increase your move speed by 20 for 1 round or grant yourself a +4 Dodge Bonus to AC for 1 round.
Live in Comfort You can take 10 on any Survival skill within Forest or Mountain terrains, even if distracted. You can take 20 even if there is a chance of failure.
Mantis Strike +1 Stunning Fist attempt per day, +2 to Stunning Fist DC.
Maneuver Training Use your Level in place of your BAB for your CMB.
Permanent Enlarge Person CL 9, +2 Str, -2 Dex, -1 To Hit, -1 AC.
River Lander +1 Fort.
Still Mind +2 vs enchantment spells and effects.
Stunning Fist 1/round, as part of an attack action, you can force your target to make an additional DC 16 Fort save or be either stunned for 1 round or fatigued. A miss wastes this attempt.
Stunning Pin Whenever you successfully pin an opponent you can make a Stunning Fist attempt against him as a swift action.
Track +2 to Survival checks to track.
Terrain Bond all allies within line of sight and that can hear you gain a +2 bonus on initiative, Perception, Stealth, and Survival skill checks, and leave no trail while within Forest or Mountain Terrains.
Wild Empathy You can improve the attitude of an animal by rolling 1d20 plus your Cha mod over a period of 1 minute. You can also affect Magical Beasts with an Int of 1 or 2 by taking a -4 penalty.

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Encumbrance 0lb
Light 266lb, Medium 532lb, Heavy 800lb
----------------------

Ghan is a kindly soul. He always had a smile on his face and enjoyed playing with the other kids as he grew up. His family wasn't rich, in fact they were just a couple of farmers on the edge of one of the town in the Stolen Lands (Name pending) but, Ghan was big. Really big. He often towered over the other children and this, along with his asymmetrical and pudgy face made most of the adults suspect a bit of giants blood in him from somewhere, or a lot of giants blood, depending on who you asked.
This all would have been fine if it was not for Ghans enormous strength, for he had a strength and fortitude to match his great size and while Ghan was always kind, he was not always careful. One day, in a moment of careless play, he tackled one of the other kids and accidentally killed him. That was the first, and last straw. The villagers drove him out of the village with pitchforks and calling him monster.

Alone, Ghan wandered the badlands for a while until he stumbled on a small cave, in which he took shelter. This became his new home as he would roam out into the nearby prairies in search of food and furs. However there was something unnatural about this cave and in time Ghan grew larger and larger until he was over 10 feet tall. This increased height did nothing to diminish his dis-proportioned features and seemed to exaggerate his giant ancestry.

Ghan is a very large and wild looking individual. His dark brown hair is often shaggy and untrimmed, his pale skin is almost as tough as leather from all his time under the hot sun and rain. he also wears furs of different animals to cover his frame. His dark brown eyes are a little dim, he is intelligent, but not overtly so. He is very large, strong and sturdy, but not particularly nimble. He always has a smile on his face and he seems genuinely pleased to see people, new and old.

Ghan is a kind and gentle soul, he dislikes using his large frame to "bully" weaker people into doing things his way and he generally avoids using his strength in a confrontation. In a case where there is no choice (or he gets attacked for instance) then he will aim to subdue his foe, pinning him to the ground rather then outright killing him.
This isn't always possible however, and if he has no choice then he can turn killer in a heartbeat and then one of those large fists comes crashing down and it is over...
Ghan is extremely used to life out in the prairies and under the hot sun, and indeed he can get by easily and comfortably, even providing for others around him if the need arises. He can also guide others through the wilds, enabling them to traverse more easily all the while avoiding pitfalls.


Claptrap here.
Well here is about as far as I got, he is a human Tetori Monk with a bit of giants blood in him, he will be gestalted with either a Warden Ranger to emphasize his outdoorsy nature or rogue to round him out, and for strangler funsies.
He mainly fights with his hands, and by grappling, doing non-lethal damage.
He also has an permenant enlarge person. Hes your Big Friendly Giant :)

However thats about as far as I got before I ran out of time, so if you have to move on ahead without me, go ahead :(

[Rant=the Warden] I like the Favored Terrain ability of the Ranger. Its not the most powerful part of its kit but I love its flavor, and the Warden is the only archetype that focuses on it. But what does it give up? Everything else of value -__- Favored Enemy? Gone. Combat feats? Gone. Companion and capstone? Gone...
Sure you get your favored terrains faster and you can share it with your allies, but man do you give up a lot of your actual combat strength to do so :(
[/rant]


Ya, sorry that I am not ready to go yet :P
BTW, I like what you did there Ace so feel free to keep me along and take any liberties you need and I will jump right in wherever you left me off, I should be ready in a day at most.
Glad to see this taking off!


Woa woa woa! I missed the port over! Not good!
Well now I will have to focus extensivly on getting Ralph finished up :)

You do realize there Pirate that if you picked me up (and I should only weigh a few hundered pounds) and I did a bellyflop dive bomb, it would crack the earth?


So I hqve gotten my guy further along and closer to being finished and I have a rare problem. I have too many feats! Currently I have around 4-5 feat slots filled but unneeded (for example, I have both stunning and dazing Assault). You guys got any good ideas on what I could take?


Well, I for one would be thrilled to be intertwined in your backstories and apart of your adventurers :)
Since I have pretty much settled on being Acediamonds younger brother (if you are fine with it of course!), I could see plenty of opportunities for Ralph to be tagging along and being apart of the adventurers.
Mostly I have been focusing on trying to get crunch done so I havent really looked at backgrounds and backstories yet (I havent had my guy up and running nearly as long as you yet ^-^).

Speaking of which, I have 2 NPC ideas that I would be incorporating into my background and possibly yours if you are interested.

The first is Archemagi Fezzwick, the mage responsible for creating the Giant Rod and all the specialized mundane gear that Ralph would need (a cup would need to be made of adamantine and have TWO castings of hardening from a 20th level caster just to have a chance of surviving and even then I think I could break it...). As such he would be a good friend of the two brothers to be willing to work so closely with them to create such specialized equipment.

The second one is an adamantine golem (with lots of templates most likely) that has it out for Ralph. You dont go around breaking all the things that Ralph does and not attract the ire of somebody important! I figure that this golem would have been sent to destroy Ralph by the god of machines/items/artifacts or something. The thing about him is his indestructibility and the fact that it would probably be the only construct that could come back for round 2 with ralph :P I picture him as a reoccurring villain that we can beat into the ground numerous times and still have to deal with him later XD
Are you willing to work with me in creating him?


I just realized, Jumping is based off of Dex, not Str like it used to be in 3.5.... WTF?
I dont care how dextrous you are, if you got 5 str you cant jump very high!


At last! The Artifact known as The Giant Rod is complete!
Behold!

Giant Rod
Large +5 Furiously Courageous, Construct Bane Piston Maul
Made of Impervious Adamantine

212,245gp, 14 ego
__2d8__20/x2__70lb__B__+4 Damage when Sundering
Hardness 38(46), Hps 127(167)
Fort 13 Ref 13 Will 13
Immune to rusting and warping, +10 CMD against sunder, +4 against ongoing conditions, +5 moral bonus against fear, increase all other moral bonuses by 2, +2 enhancement bonus while raging and +2 enhancement bonus against constructs, +5(7) Enhancement bonus to jump checks, +2d6 damage against Constructs.


Large Piston Maul: 140
+8 Enchantment: 128,000
Impervious: 3,000
Adamantine: 3,000
Hollow Pommel: 5

Intelligent Item: 500
Alignment: N
Senses: Empathy
60ft senses
Mage Hand At Will: 1,000 +1 ego
Mending At Will: 1,000 +1 ego
Make Whole 1/day: 2,400 +1 ego
Special Purpose: +2 ego (Destroy things, especially Constructs. Not Fricken break!)
Rapid Repair At Will: 90,000 +2 ego
Base Item Value: +8 ego
Permanencied Resistance: +2,500
Hardening: +1,200 (CL 20)
Total: 212,245gp, 14 ego

The Giant Rod is just that, an eight foot pole, seven inches in diameter and made of the hardest substance in the known world, Adamantine. Forged specifically for Ralph, for no other weapon would do. Created by the combined efforts of Jacob Radigan and the Archemagi Fezzwick, they forged the Giant Rod on an entirely different planet, one as close to the sun as possible, as that was the only way to get heat hot enough to work the Starmetal. First Fezzwick created 9 exact duplicates then he proceeded to teleport each one into the original, one after another. The result was quite possibly the hardest substance known to man as each one fused with the other on a molecular level. Lastly Jacob infused a bit of himself into the Rod, a simple whisper. Protect Ralph.

Over time that whisper grew into a semblance of sentience and started developing powers of its own. First it became aware of its surroundings and capable of whispering to Ralph. Next came an addiction, it started craving the rush of power from the thunderstones and would seek to constantly keep itself powered by them, levitating and inserting the stones of its own accord, stealing them from the surroundings if it had to. Later it came to enjoy the resounding crash and the feeling of metal giving way to its superior construction and came to quite enjoy the destruction of other constructs, and indeed any objects around it, and dedicated itself to their destruction.
Lately Ralph has gotten stronger and even the mighty resiliency of the Giant Rod is being tested and overcome with cracks and fractures appearing wherever Ralph held it. Frustrated by this and fearful of becoming destroyed itself at the hands of its master, the Giant Rod has diverted all its focus on finding ways to survive its masters touch. Finally it managed to at least succeed in slowing down its destruction by a form of molecular regeneration but it has yet to actually become immune to the terrible energies emanating from Ralph.

Quite literally a large metal bar, the Giant Rod has 2 compartments, 1 in each end, one is little more than a divot and holds a single thunderstone, powering the artifact with a concussive force and amplifying its damage. The second is a small chamber used to hold a reserve of 5 thunderstones.

What do you guys think ^-^
BTW, once the price gets reduced by 25% from having Jacob craft it, it will fall below the 200,000gp limit for a single item :)


Intelligent Items wrote:
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

Ya, intelligent items become constructs so it would work with rapid repair, but not any other items like I had first hoped. Still, judicious use of the hardening spell should cover everything else!


Thanks for the critique! I'll answer your questions :)

The AC issue is one that I am seriously mulling over in my head :( Broken armor reduces its AC by half, so even real good armor provides significantly less benefit. Now I haven't included any armor boosting items yet but even after I include them my AC will be abysmal. I am thinking I will have to take a +8 bracers of armor and drop reckless abandon to make it viable... any ideas you could throw me?

As for fluff wise, I haven't really figured that one out yet but I imagine it would include prostigious help from big bro ,')

Reading tomes is an non-issue, I still have 10 int so can read common just fine (unless I need read magic to be able to read it? Then I can take it as an oracle orison)

I have no idea how I am going to deal with hard to reach enemies, I don't have any ranged capabilities yet and the only thing I can think of is to build another +5 hardened impervious weapon that I can throw and take the two-handed hurler feat or add it to my existing weapon. The problem with that is that it is already brutally expensive and I am thinking that I really should add rapid repair at will to it (+90,000) because even with its 36 hardness I will still be doing damage to it when I pick it up :p

I included the penalty for broken weapons/armor in the stats, right after power attack and armor respectively. Looks like I did miss the attack penalty :p Good catch! I'll add it in.

Superstition gets +2 at the start and +1 every 4 levels, 7 total. Human favored class bonus gets +1 every 4 levels for another +5 and the couragious enchant adds 2 more, so it should be +14 :p
I also am going to get the headband of havoc, increasing one rage power by 4, but I am not sure which one yet.
As for number of feats and rage powers, I am still mucking around with that, so those are not final. Same with skills.

As for circumventing the oracles curse, it is no different then taking the lame curse an being a barbarian for the fast movement. As for my curse, I still take -2 to hit and reduce my armor by half so it is still affecting me negativly even at level 25. I am also making use of the broken condition to make battlefield scavenger effective but I still am affected by the curse.

2 things regarding items, I haven't priced any of them out except for my weapon, the Giant Rod, so all the pricing numbers are off as they were there from a previous character. I also have to factor in crafting prices from big bro still :)
Secondly, not all of those items are ones that I am taking (the darkskull for instance). Ones that are directly below their headers are ones that I am taking (like the juggernauts paldrons) and ones with a gap (like the saddle and the darkskull) are holdovers that I still need to get rid of.

Thanks for the input!


So my character is A LOT more done so if you want to look him up you will get a better idea of what he can do :)

Despite having mediocre int and wis AND looking like that, he has this simple and honest charm about him that makes people drop their guard around him. Kind of a really big, innocent and childish demeanor that let's him get away with a lot more then he otherwise would :)

So here is a list of effects regarding my character.
Deadly Strength: You may not chose to deal nonlethal damage. Attacks you make with weapons that cause nonlethal damage, including unarmed strikes, must be made to deal lethal damage instead. If you touch a creature or object, willing or not, you must also make an unarmed attack roll against them.
In game terms this has the following effects.
Your footprints crack the ground and sink deep. You take a -10 stealth penalty while walking and reduces the DC to track you by 10. There may also be other repercussions like breaking floors and pissing off the locals.
Whenever I touch someone I must make an unarmed strike against them. This only applies when I touch them, not when they touch me so a bird landing on my shoulder would be fine but if I tried to hold it, it would not. This applies to mounts as well.
Whenever I touch an object I must make an unarmed strike against it.This does not apply against cloth (so I can wear clothes: P). As such I will need to make judicious use of adamintine items and can have them crafted for 1,500gp per lb (weightless items cost 750gp per lb). Yet even that might not be enough :)
Any held or worn items gain the broken condition and any held items have their hardness reduced by 15 (wreaker curse).
The GM reserves the right to use this Flaw to cause havoc or setbacks :D

How do those sound? Good so far?


Well Ralph can only cast 2nd level spells, just enough to be able to use wands so I got no problems even playing as if I had none as its not a big loss for me.
Btw my character is not done crunch wise, lots of changes and choices to be made.

The Deadly flaw is homebrew 3.5 material but it fits my idea for my character real well (hense why I am askng about it)

I am thinking that a section of the demiplane would be great for Ralph, a slice of his own, full of bunnies and squirrels :D


I would be up for being your brother or something AceDiamond :) I think it could even make a great fit, we both have some inate spellcasting (you have a lot), nether of us is eceptonally bright (you have 14 base, I have 10), I could see you wanting to look after your big younger brother, especially one so accident prone as me (your family ties, my wrecker curse/deadly strength), in all probability I would need help from you in some areas and would probably look up to you, besides, we both got that Radigan Charisma!

Think it could work/like the idea?

Ah yes, this is the new alias, I ended up going with the Ralph Wreaker idea, as I liked that a lot ^-^
It is currently a mish-mash of Crash, Mr. Ziggles and what changes I have done to it :P
Still working on it ^-^


Ah, I didn't mean that I am out, it is just that the GM said no to the asterion, so no playing him.
I am still in this, I just got to re-look at my options :)


Well, it looks like Tauros is out :(
I am going to have to go back and re-look at Crash or go back to the drawing board completely :)


I have brew potion for what its worth.
Glad to hear some questions were answered in the faq :) I'll have to take a look.
I hear ya about people dropping and its sad, I'd still like for the campaign to go through:)
Good luck Cosmic Dream Lord!


Honestly I am having a real hard time working on my character. There seems to be very little time restraint/crunch creating a lack of modivation/urgency to finish the guy and there are some questions that need to be answered for him to progress to a finished stage (big one, can I play my asterion at all or not :P).
I am still definitely here and still very looking forward to having this get going :)
1/day or 1/week dont matter much to me, as long as I know what everyone else is expecting (especially the dm). Expect me to be one of the more constant posters if possible, as I am on most days.
Never done Roll20 before, and I can often post from my tablet (things slow as ff) but I can usually access a computer at least once a day. Slight learning curve I imagine, but I should be good for it :)

BTW this is Crash's alternate ego, the Asterion :)
He is essentially the paragon of bulls, asterions and minators, almost like their god in flesh (hence lvl 25, though he is not divine or has any divine abilities really). He will also invest heavily in the demiplane project once I get to that point :)

About Remulus St. Clayr

Remulus "The Nightmare" St. Clayr
Male Shadowlord Monk 8/Inquisitor 1/Shadowdancer 1| Ninja 10
LN; Age: Unknown; 6'0''

Ability Scores:

Str: 10(+0)
Dex: 26(+8)
Con: 10(+0)
Int: 10(+0)
Wis: 24(+7)
Cha: 10(+0)

[SPOILER="Saves"]
Fort: +7
Ref: +15
Will: +14
(+2 vs. Enchantment)

HP: 160
BAB: +6/+1
Init: +10
Speed: 40ft
Languages: Elven, Common

AC: 35 (10 + 4(Armor) + 8(Dex) + 4(Shield) + 7(Wis) + 2(monk)
Touch: 32
SR: 21

CMB: +16
CMD: 34

Description:

Backstory:

Combat:

+2 Agile Unarmed Strike
+16/+11 or +17/+17/+12/+12 Flurry, 2d6 + 8 Dex + 2 + 10d6 nonlethal sneak + 10 nonlethal sneak + 10 nonlethal sneak x2

Feats:

Weapon Finesse
Sap Adept
Sap Master
Combat reflexes
Touch of Serenity
Greater Trip
Knockout artist
Extra Rogue Talent
Improved Trip*
Agile maneuvers*

Traits:

Reactionary: +2 Init

Special Abilities:

Ninja Tricks:

Pressure Points - Strength or Dex damage on sneak attack, healable with heal check.

Combat Feat x2

Vanishing Trick - Swift action invisibility

Crippling Strike - +2 Str Damage on sneak attack

Ghost Step - Swift action walk through at least 50 feet of wall until end of turn

Invisible Blade - Vanishing Trick is Greater Invis

See the Unseen - See invis

Class Features
Flowing Qinggong Monk of the Lotus:

Touch of Serenity 9/day - DC 21 Will save or subject cannot attack or cast spells for 2 rounds, Cannot use more than once per round

Redirection 9/day - Immediate action make a trip and reposition maneuver against a target you threaten that attacks you or an ally. Target is sickened for 3 rounds if successful, DC 21 will save to halve duration. The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

Unbalancing Counter - At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).

Flowing Dodge - At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).

Elusive Target - At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.

Evasion - No effect on successful reflex save.

Flurry of Blows

Still mind - +2 vs. enchantment

Ki Pool (16) - By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round.

Slow fall - falls treated as 40 ft. shorter than they are

High Jump - At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Restoration Ki Power - 2 ki points

Ninja
Uncanny Dodge & Improved Uncanny Dodge - Can't be caught flat-footed

No Trace (+3) - At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Light Steps - As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Race
Shadowlord
+2 to any 2 stats
SR 11 + Char Level
Darkvision 60 ft.
Bonus feat at first level.
Must make Will save or be destroyed if resurrection is attempted

Equipment:

Greater Magic Fang Permanent - 7500
Agile Amulet of Mighty Fists - 2500
Belt of Incredible Dexterity - 18000
Headband of mental blah - 20000
Shadow Bracers - 16,000
Boots of striding and springing - 2700

Skills:

Trained:
Stealth - 43

Acrobatics - 26

Bluff - 20

Diplomacy - 20

Perception - 20

Sense Motive - 20

Disable Device - 21

Sleight of hand - 21

Escape Artist - 21