Bleachling Lunatic

Ydalia Ganae's page

10 posts. Alias of Lapyd.


Full Name

Ydalia Ganae

Race

Svirfneblin

Classes/Levels

Symbiant 6 (Leg Monk, VMC Barbarian) | HP 65/65 | AC 24 TO 24 FF 17 | F +8 R +12 W +11 | CMD 31 | Init +5 | Perc +13 DV120 LLV | SR 17 DR 4/Magic | Rage 8/8 Stun 6/6 Qi 4/4

Gender

Female

Alignment

True Neutral

Deity

Atheist

Languages

Common, Gnome, Undercommon

About Ydalia Ganae

Background:

Karinne Devieur was a wealthy stylist in Paris, France. Young and heiress to a large fortune, she was still able to smartly invest and - despite all the ease of having a life without poverty - she actually made even more money than she inherited, becoming a name by herself. An argument can be made that without such an easy childhood and all the contacts from her parents she wouldn't get where she was, but at the end of the day she also had her merits. By her early thirties she was richer, married to a nice man with beauty and brains, and with potential to becoming even bigger due to her innate talent for fashion and identifying trends.

With all of it, however, she was still miserable. Stuck to a wheelchair for her entire life - she was born with a degenerative disease on her vertebrae that prevents her from having any kind of balance on her lower limbs, and very poor ability on her upper limbs - no success, wealth, and fame in the world felt satisfying. She would constantly argue with her husband about his true intentions to her, argue with her employees, shun her family... To the point that she was considered someone hateful, unfriendly, absolutely embittered. Far from the cameras, of course, where she was admired as a go-getter "besides her physical challenges".

She was always prohibited from drinking alcohol due to the strong medicines she was forced to take to treat her disease and expand her lifetime, but that night she didn't care. Let the pain and death come, she thought, as she downed bottle after bottle of whisky. She had fought with her husband and was there, alone in the mansion, just dragging herself to inebriation without a single concern for her own being - in fact, maybe even considering this was for the best... Until lights went completely off on her eyes.

... And she woke up, different. Transformed. In a small, ugly body, fighting for control against other symbiont entities which insisted in pulling her across in a multitude of tentacles and tendrils. She smelled as someone who hadn't showered for a week, feeling consumed by rage in each of her movements, and knowing that whoever, whichever that creature was, lived in poverty and a lot worse conditions, and had to truly fight her way to survive. Every inch of her body was different, disgusting, and hateful to Karinne - except, of course, one thing.

That she could move, freely. There wasn't disease; there wasn't wheelchairs, or paralyzed members. Her legs and arms were perfect, strong and nimble beyond even most humans capacity. She was happy, happy to be stuck in the hatred; and in her very core, whatever dream or allucination from the alcohol that could be, she never, never wanted to go back to her actual life...

Character Sheet:

Ydalia Ganae
Female Svirfneblin Symbiant 6 (Legendary Monk, VMC Barbarian)
Humanoid (Gnome) and Outsider (Augmented, Native)

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STR 16 (+3) = 10 + 2 (Racial) + 4 (5 AP)
DEX 18 (+4) = 10 + 0 (Racial) + 5 (7 AP) + 2 (Enhancement) + 1 (Level 4)
CON 14 (+2) = 10 + 0 (Racial) + 4 (5 AP)
INT 12 (+1) = 10 + 0 (Racial) + 2 (2 AP)
WIS 18 (+4) = 10 + 0 (Racial) + 6 (10 AP) + 2 (Enhancement)
CHA 09 (-1) = 10 + 2 (Racial) - 3 (-4 AP)

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Fortitude +8 = 0 + 2 (CON) + 2 (Racial) + 2 (Class) + 1 (Trait) + 1 (Resistance)
Reflex +12 = 0 + 4 (DEX) + 2 (Racial) + 5 (Class) + 1 (Resistance)
Will +11 = 0 + 4 (WIS) + 2 (Racial) + 2 (Dual-Minded) + 2 (Class) + 1 (Resistance)

Diamond Body Immune to poisons.
Diamond Soul +2 bonus on saving throws against spells, spell-like abilities, and abilities.
Still Mind +2 bonus on saving throws against enchantment spells and effects.

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HP 65/65 (6d10)

Initiative +5 = 4 (DEX) + 1 (Trait)

Defensive Abilities Damage Reduction 4/Magic, Diamond Body, Diamond Soul, Evasion, Fire and Sonic Vulnerability, Savage Defense +4, Spell Resistance 17, Still Mind, Uncanny Dodge

AC 24 = 10 + 1 (Size) + 2 (Dodge, Racial) + 4 (DEX) + 4 (WIS) + 1 (Monk 4) + 1 (Dodge, Feat) + 1 (Deflection)
FF 17 Touch 24
* -2 to AC vs. Improvised Weapons
* Fighting Defensively in Crane Style: -2/+5

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Speed 40 Swim 40 (Amphibious)

BAB +6
Attack 6 (BAB) + 1 (Size)

Melee unarmed strike +13 (1d6+3/19-20) or
. . bite +13 (1d4+3), claw +13/+13 (1d4+3), tendril +11/+11 (1d6+3/19-20, Reach 15ft) or
. . wushu dart +11 (1d2+3)

Ranged masterwork light crossbow +12 (1d6) or
. . wushu dart +11 (1d2+3)

CMB +9 = 6 (BAB) - 1 (Size) + 4 (DEX) (+9 with Natural Attacks)
* +2 to CMD for Grapple
CMD 31 = 10 + 6 (BAB) - 1 (Size) + 2 (Dodge, Racial) + 3 (STR) + 4 (DEX) + 4 (WIS) + 1 (Monk 4) + 1 (Dodge, Feat) + 1 (Deflection)
* -2 to CMD vs. Dirty Trick maneuvers
* +2 to CMD vs. Grapple

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Languages Common, Gnome, Undercommon

Darkvision 120
Low-Light Vision

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Adventuring Skills 4 + 1 (INT) + 2 (GM) x 6 = 42

*Acrobatics +13 (Unlocked) = 6 (Points) + 4 (DEX) + 3 (Class) - Extra +4 to jump
Appraise (INT)
Bluff (CHA)
*Climb +7 = 1 (Points) + 3 (STR) + 3 (Class)
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
*Escape Artist +8 = 1 (Points) + 4 (DEX) + 3 (Class)
Fly +7 = 1 (Points) + 4 (DEX) + 2 (Size)
Heal (WIS)
*Intimidate (CHA)
Knowledge (Arcana) (INT)
Knowledge (Dungeoneering) (INT)
Knowledge (Local) (INT)
Knowledge (Nature) (INT)
*Knowledge (Planes) +7 = 3 (Points) + 1 (INT) + 3 (Class)
Knowledge (Religion) (INT)
*Perception +13 = 6 (Points) + 4 (WIS) + 3 (Class)
Ride (DEX)
*Sense Motive +14 = 6 (Points) + 4 (WIS) + 3 (Class) + 1 (Trait)
Spellcraft (INT)
*Stealth +17 = 6 (Points) + 4 (DEX) + 4 (Size) + 3 (Class)
*Survival +13 = 6 (Points) + 4 (WIS) + 3 (Class)
*Swim +20 = 6 (Points) + 3 (STR) + 8 (Speed) + 3 (Class)
Use Magic Device (CHA)

Background Skills 2 x 6 = 12

*Craft (Weapons) 12 = 6 (Points) + 1 (INT) + 3 (Class) + 2 (Circumstance, Tools)
Handle Animal (CHA)
Knowledge (Geography) (INT)
Knowledge (History) (INT)
Knowledge (Nobility) (INT)
Linguistics (INT)
Perform (CHA)
*Profession (Woodworker) 15 = 6 (Points) + 4 (WIS) + 3 (Class) + 2 (Circumstance, Tools)
Sleight of Hand (DEX)

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Traits Aldori Caution, Life of Toil, Narrows Survivor
Drawbacks Naive

Aldori Caution You learned defensive moves from Aldori trainers. You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Narrows Survivor +1 trait bonus to initiative and Sense Motive, Sense Motive is a class skill.
Life of Toil +1 trait bonus to fortitude saves.
Naive -2 to AC vs. Improvised Weapons, -2 to CMD vs. Dirty Trick maneuvers

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Feats

1 - Dodge (Level), Farrealm Symbiant (Symbiant), Two-Weapon Fighting (Monk Bonus), Unarmed Combatant (Monk Bonus), Power Attack (EitR), Deadly Aim (EitR), Weapon Finesse (EitR), Agile Maneuvers (EitR), Combat Expertise (EitR)
2 - Weapon Focus (Natural Weapons) (Level), Stunning Fist (Monk Bonus), Crane Style (Monk Style)
3 - VMC Barbarian 3, Dangerous Tendrils (Symbiant)
4 - Multiattack (Level)
5 - Ability Focus (Barrage) (Level), Signature Skill (Acrobatics) (Monk Bonus)
6 - Feral Combat Training (Level), Crane Wing (Monk Style)

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Track

Alter Self, Entangle, Instant Weapon, Shield, Spider Climb, Web, Web Bolt, Web Shelter - 3/3
Blindness/Deafness - 1/1
Blur 1/1
Disguise Self 1/1
Nondetection (Constant)
Rage 8/8
Stunning Fist 6/6
Qi 4/4

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AC Bonus When unarmored and unencumbered, the legendary monk adds their Wisdom bonus (if any) to their AC and their CMD. In addition, a legendary monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four legendary monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the legendary monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Aquatic Combatant (Ex) (0 Qi) The legendary monk gains the aquatic combatant qi technique (0 qi points): Aquatic Combatant (Su): The legendary monk gains a swim speed equal to their base land speed. At 4th level, the legendary monk can breathe underwater. At 6th level, the legendary monk can stand atop water or other liquid substances as though they were solid ground.

Barrage (Ex) (10 feet, DC 22) All symbiants have the ability to separate themselves temporarily from their host to lash out at nearby enemies. As a full-round action, a symbiant can deal damage with a natural attack or unarmed strike to each of its enemies within 5 feet of it. The symbiant chooses which type of attack to use on each creature, so it can use bite against 2 enemies, or bite one and use a tendril on another, for example. Enemies in the symbiant’s barrage receive a Reflex save (DC 10 + the symbiant’s base attack + its Strength or Dexterity modifier) to negate the damage and ignore any effects. A creature that rolls a natural 1 on its save takes extra damage as if the symbiant had confirmed a critical hit with the attack. At 6th level, the symbiant’s barrage can be used out to 10 feet, but enemies 10 feet away receive a +2 bonus on the saving throw. At 11th level, the symbiant adds +2 to the saving throw DC of its barrage. At 16th level, the symbiant adds another +2 (+4 total) to the saving throw DC of its barrage.

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Combat Qi (Ex) (+1 Temporary HP) At 5th level, whenever a legendary monk rolls initiative, they gain 1 temporary qi point in addition to their normal qi pool. Temporary qi points are spent first and last for 1 minute or until spent. Once a legendary monk has gained temporary qi from this class feature, they cannot do so again for 5 minutes. At 9th level and every four levels thereafter, this ability grants an additional temporary qi point upon rolling initiative.

Combo Strikes (DC 17) At 3rd level, a legendary monk can unleash a more powerful blow through the power of accrued momentum. A combo strike can be substituted for any attack made with the legendary monk’s full base attack bonus while using the flurry of blows class features. Combo strikes require a certain number of successful unarmed attacks, combat maneuvers, or near misses with unarmed strikes being made before it can be used, as listed below (A 3rd level character who has made 1 successful hit can use a one hit combo strike, while a 7th level character who has made three successful hits can use a one hit, two hit, or three hit combo strike with their fourth attack, provided they can make a fourth attack during that round’s flurry of blows). The amount of hits a legendary monk has landed reset at the beginning of each flurry of blows they do. Missing an attack does not reduce the number of hits a legendary monk has made (A legendary monk who has made two successful attacks and misses their third can still use a one hit or two hit combo strike with their 4th attack). Attacks can be made against multiple creatures and still contribute to the amount of hits a legendary monk has successfully made, each attack targeting a different creature. A combo strike that deals damage to multiple targets simultaneously only increases the combo count by 1. The saving throw for all combo strikes is 10 + 1/2 the legendary monk’s level + their Wisdom modifier:
. . One Hit
Distracting Strike (Ex) Creatures damaged by this attack take a penalty to attack rolls they make equal to the legendary monk’s Wisdom modifier for 1 round. At 10th level, this penalty lasts for 2 rounds.
Dual Strike (Ex) The legendary monk can select two different creatures within their reach when making this attack, rolling their attack against both. If both attacks are successful, they deal additional damage equal to the legendary monk’s Wisdom modifier. At 8th level, this additional damage is increased to two times their Wisdom modifier.
Maximum Impact (Ex) If this attack is successful, all of the variable numeric effects of your weapon damage roll are maximized. This excludes additional damage dice from sources such as a flaming enhancement or class features like sneak attack. At 10th level, it also deals an additional 50% damage (which is also maximized).
Piercing Swing (Ex) This attack targets a creature’s touch armor class. At 10th level, if this attack was successful, the next attack the legendary monk makes before the end of their next round also targets a creature’s touch armor class.
Unbalancing Blow (Ex) Creatures damaged by this attack take a -2 to their armor class and Reflex saving throws for a number of rounds equal to the legendary monk’s Wisdom modifier. At 8th level, this penalty increases to -3.
. . Two Hits
Armor Cracker (Ex) If this attack is successful, the target has any damage reduction, energy resistance, or hardness it possesses reduced by an amount equal to the legendary monk’s Wisdom modifier (minimum 1) for 5 rounds. At 12th level, this reduction is now equal to two times the legendary monk’s Wisdom modifier.
Bolstering Blow (Ex) If this attack is successful, the legendary monk gains temporary hit points equal to 1/2 their class level + their Wisdom modifier (these temporary hit points do not stack with each other).
Foot Stomp (Ex) If this attack is successful, and the legendary monk ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the legendary monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the legendary monk. Alternatively, it can attempt a combat maneuver check (against the legendary monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leg Sweep (Ex) If this attack is successful, the target must make a successful Reflex saving throw or fall prone.
Shielding Swing (Ex) If this attack is successful, the legendary monk gains concealment against the creature they damaged with this combo strike until the end of that creature’s next round. At 12th level, they instead gain total concealment.

Crane Style Your unarmed fighting techniques blend poise with graceful defense. You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease. When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Dangerous Tendrils Your tendrils deal 1d6 bludgeoning damage on a hit and threaten a critical hit on a natural 19 or 20.

Darkvision (120 feet) You can see in the dark (black and white only).

Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.

Diamond Body (Ex) (0 Qi) Prerequisites: 6th level. The legendary monk is immune to all poisons and can remove poison affecting an adjacent creature as a swift action as though using neutralize poison.

Diamond Soul (Ex) (0 Qi) The legendary monk gains a +2 bonus on saving throws against spells, spell-like abilities, and abilities. At 8th level and again at 16th level, this bonus increases by 1.

Evasion At 2nd level, a legendary monk can avoid damage from many area-effect attacks. If a legendary monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a legendary monk is wearing light armor or no armor. A helpless legendary monk does not gain the benefit of evasion.

Farrealm Symbiant (DC 18) You gain +2 Strength, +2 Charisma in place of your other racial traits, and you can cast spells from the following list up to 3 times per day as spell-like abilities. Your caster level with these spells is equal to your character level. Any related saving throw relies on your Constitution modifier. 1st—entangle, shield, web bolt; 2nd—alter self, instant weapon, spider climb, web, web shelter.

Fast Movement (+20ft) At 3rd level, a legendary monk gains an enhancement bonus to their land speed, as shown on Table: Legendary Monk. A legendary monk in armor or carrying a medium or heavy load loses this extra speed.

Feral Combat Training You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature. Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite. Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.

Flurrious Mobility (Ex) At 6th level, whenever a legendary monk uses their flurry of blows class feature, they can move up to half of their speed afterwards as a free action. Any creature damaged by their flurry of blows cannot make an attack of opportunity against the legendary monk for this movement.

Flurry of Blows (+6/+6) At 1st level, a legendary monk can make a flurry of blows as a unique full-attack action. When making a flurry of blows, the legendary monk can make one additional attack at their highest base attack bonus. When using this ability, the legendary monk can make these attacks with any combination of their unarmed strikes and weapons that have the legendary monk special weapon quality. Unlike a normal full attack, a legendary monk cannot make any attacks which would be made at a reduced base attack bonus (a 6th level legendary monk could make two attacks at +6, but not a third at +1), including those granted by feats such as Improved Two-Weapon Fighting. At 8th level and again at 16th level, a legendary monk can make an additional attack at their highest base attack bonus whenever they make a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. A legendary monk cannot benefit from other abilities or effects which would grant additional attacks while using flurry of blows except haste effects, the Two-Weapon Fighting feat, or the additional strike qi technique.

Immunity to Poison You are immune to poisons.

Innocuous Spawn (Ex) (DC 15, 2 spawns) At 5th level, as a standard action, a symbiant can create a non-sentient clone of itself that it can apply to or remove from another creature or object as a move action, granting the target the fire and sonic vulnerability racial trait and up to 4 race points’ worth of symbiant racial traits possessed by the symbiant. The spawn dies after 24 hours unless it is reabsorbed by the symbiant. If a spawn dies or its host is killed or destroyed, the symbiant suffers 1 point of Constitution damage and cannot use innocuous spawn for 1 week. Creatures targeted by an innocuous spawn receive a Will save (DC 10 + half the symbiant’s level + its Constitution modifier) to resist bonding with it, but the effect is typically harmless. The symbiant can have a number of spawns active at a time equal to its Constitution modifier (minimum 1). The spawn does not count as a symbiant itself.

Lasher (Ex) Requires the tendril symbiant racial trait. Your tendril attacks can be made against targets up to 15 feet away. When using barrage, creatures against which you use tendrils gain no bonus to their save for being 10 feet away.

Legendary Monk Arts At 2nd level and every two levels thereafter, a legendary monk can select one legendary monk art. These powers allow the legendary monk to perform amazing feats of mystical power and acrobatic prowess, some of which allow them to do so by expending points from their qi pool. Once a legendary monk art is selected, it cannot be changed. Some legendary monk arts require the legendary monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a legendary monk cannot select an individual legendary monk art more than once. Legendary monk arts which have a qi point cost are qi techniques.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Multiattack This creature is particularly skilled at making attacks with its natural weapons. The creature’s secondary attacks with natural weapons take only a –2 penalty.

Path of Mastery, Path of the Mountain (DR 4/Magic) A legendary monk must decide how they wish to proceed with their training, focusing on certain aspects of their discipline. A legendary monk must select one of the following paths, gaining its benefit as well as a poor saving throw from it. Legendary monks who use pure power and might to accomplish their goals, adherents of this path are those who value strength above all else, gaining the following ability: Mountain’s Might - The legendary monk gains damage reduction (magic) equal to their Strength modifier + ¼ their class level. This damage reduction cannot exceed their class level. At 12th level, this instead becomes damage reduction (adamantine and magic).

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Qi (Su) (4/4) Legendary monks can tap into an internal reserve of energy called qi, granting them superhuman abilities. In game terms, qi is a fluctuating measure of a legendary monk’s ability to perform amazing actions in combat. At the start of each day, a legendary monk gains a number of qi points equal to their Wisdom modifier (minimum 1). Their qi goes up or down throughout the day, but usually cannot go higher than their Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A legendary monk spends qi to accomplish qi techniques (see below) and regains qi in the following ways (each of these methods can only restore a single point of qi per round per method). Qi points are treated as though they are grit, panache, or luck for the purpose of sharing a resource pool with those abilities.
Combat Maneuver Whenever the legendary monk successfully uses a combat maneuver against a hostile creature, they regain 1 qi point. Using a maneuver on a helpless creature or on a creature that has fewer Hit Dice than half the legendary monk’s character level does not restore qi.
Killing Blow Whenever the legendary monk reduces a hostile creature to 0 or fewer hit points with an unarmed strike, they regain 1 qi point. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature to 0 or fewer hit points that has fewer Hit Dice than half the legendary monk’s character level to 0 or fewer hit points does not restore qi.

Qi Techniques (DC 17) A legendary monk can spend the listed number of qi points to activate the following effects. Qi techniques which require 0 qi points are active as long as the legendary monk has 1 or more qi points. The saving throw for all qi techniques is 10 + 1/2 the legendary monk’s level + their Wisdom modifier, and their caster level is equal to their legendary monk level:
. . 0 qi point(s)
Athletics (Ex) The legendary monk can treat any Acrobatics skill check made to jump as if they had a running start. At 10th level, they also reduce the DC of Acrobatics skill checks made to jump by 1/2 (although they still cannot move farther than their speed allows).
Bladed Knuckle (Ex) The legendary monk’s unarmed strikes can do either bludgeoning and piercing or bludgeoning and slashing damage. In addition, the legendary monk’s unarmed strikes critical range increases to 19-20. At 8th level, this instead increases to 18-20 and the legendary monk’s unarmed strikes deal bludgeoning, slashing, and piercing damage.
Qi Strike (Su) The legendary monk’s unarmed strikes are treated as magic for the purpose of overcoming damage reduction. At 5th level, their unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, the legendary monk can select 1 component of their alignment (this defaults to lawful if the legendary monk does not have a non-neutral alignment to select), their unarmed attacks are also treated as that for the purpose of overcoming damage reduction. At 15th level, their unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Near Miss (Ex) Once per round when the legendary monk misses a melee attack made with an unarmed strike against a creature due to not meeting their target’s armor class but still exceeds its touch armor class, they can deal damage equal to their Strength or Dexterity modifier (legendary monk’s choice) to that creature. The attack is still treated as a miss for the purpose of effects that would apply on a successful hit. The legendary monk can spend 1 qi to use this qi technique an additional time per round.
. . 1 qi point(s)
Restoring Life As a free action, the legendary monk gains an amount of hit points equal to their class level + their Wisdom modifier.
. . 2 qi point(s)
Additional Strike When making a flurry of blows attack, a legendary monk can make one additional unarmed strike at their highest attack bonus as a swift action. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.

Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Fatigued at the end of the rage.

Savage Defense (Ex) (+4 Shield) If you do not deal savagery damage on your turn, you can use a free action to add the average roll (in parentheses) to your Armor Class as a shield bonus until the start of your next turn. You can use savage defense at the beginning or end of your turn.

Savagery (Ex) (1d8/+4) When a symbiant lashes out, it can focus its strength into one attack, potentially dealing more damage to its target. Once per turn, when it hits with a natural attack or unarmed strike, the symbiant can deal 1d6 extra damage as a free action. If using barrage, the symbiant can choose one creature that fails its saving throw to take this extra damage. Savagery damage is multiplied on a critical hit.

Signature Skill (Acrobatics) Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot. Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.
Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Skill Unlock (Ex) At 5th level, a legendary monk gains the Signature Skill (Acrobatics) feat; this does not count against the normal limit of being able to select that feat a single time.

Spell Resistance (17) You have Spell Resistance.

Still Mind (Ex) At 4th level, a legendary monk gains a +2 bonus on saving throws against enchantment spells and effects.

Stunning Fist (Stun 1 round, Mute and Blind 1 minute) At 2nd level, the legendary monk gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. At 4th level, and every four levels thereafter, the legendary monk gains the ability to apply a new condition to the target of their Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the legendary monk can choose to make the target mute and blind for 1 minute. At 8th level, they can make the target staggered for 1d3+1 rounds. At 12th level, they can make the target nauseated for 1d3+1 rounds. At 16th level, they can paralyze the target for 1d3+1 rounds. At 20th level, they can permanently petrify the target. The legendary monk must choose which condition will apply before the attack roll is made.

Stunning Fist (DC 17) You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Style Feat (Ex) At 2nd level and every four levels afterwards, the legendary monk gains a bonus style feat or a combat feat which has a style feat as a prerequisite. The legendary monk must meet the prerequisites for these feats. The legendary monk can spend 1 qi point to start their stance (or stances at 11th level) as a free action.

Svirfneblin Magic (DC 11) Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness (DC 12 + Charisma modifier), blur, disguise self; caster level equals the svirfneblin’s class levels.

Symbiant Feats At 1st level, the symbiant gains a symbiant feat of its choice as a bonus feat. It gains an additional symbiant feat at 3rd, 9th, 15th, and 20th level.

Symbiant Techniques Beginning at 2nd level, a symbiant and its host can learn specialized techniques used to perform new attacks or improve existing abilities. The symbiant chooses 1 symbiant technique at 2nd level, and additional techniques at 6th level and every 4 levels thereafter, to a maximum of 5 techniques at 18th level.

Symbiant Template Applies the template against a base creature and replace RP with optional abilities.
Dual-Minded Symbiants gain a +2 bonus on all Will saving throws.
Bite Symbiants gain a bite attack which deals 1d4 piercing damage on a hit. This is a primary attack, or a secondary attack (made at a –5 penalty) if the symbiant is also wielding manufactured weapons.
Fire and Sonic Vulnerability All symbiants have vulnerability to fire and sonic damage, taking 50% more damage from those types. They also suffer a –4 penalty on all saves against non-damaging fire, light, and sonic effects.
Symbiant Strength Symbiants will sometimes override a host’s natural attributes with their own. This grants the symbiant +2 Strength, +2 Intelligence, –2 Wisdom. This alters and replaces the host’s ability score modifiers.
Claws The symbiant gains 2 claw attacks which each deal 1d4 slashing damage on a hit. These are primary attacks, or secondary attacks (made at a –5 penalty) if the symbiant is also wielding a manufactured weapon. If this grants the symbiant three or more natural attacks, it qualifies for the Multiattack feat.
Tendril x 2 The symbiant can make a melee attack out to 10 feet with a long, sticky tendril. This is a secondary attack (made at a –5 penalty). A creature hit by this attack cannot move more than 10 feet away from the symbiant and takes a –2 penalty to AC as long as the tendril is attached (this penalty does not stack if multiple tendrils are attached). The tendril can be removed by the target or an adjacent ally by making an opposed Strength check against the symbiant as a standard action or by dealing 2 points of damage to the tendril (AC 11, damage does not reduce the symbiant’s hit points). The symbiant cannot move more than 10 feet away from a creature stuck to its tendril, but it can release its tendril from the target as a free action. A symbiant can only have one creature attached to its tendril at a time. This trait can be taken up to two times. The second time it is taken, the symbiant gains the ability to pull a creature attached to its tendril 5 feet toward it as a swift action.
Life Sense The symbiant does not need to make Perception checks to pinpoint the location of living, breathing creatures within 30 feet of it. Those creatures still benefit from cover and concealment if it cannot see them.

Two Weapon Fighting (Ex) Legendary monks gain the Two-Weapon Fighting feat, even if they do not meet the prerequisites for it.

Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts. Counts as Improved Unarmed Strike and Improved Grapple.

Unarmed Strike (1d6) At 1st level, a legendary monk gains Improved Unarmed Strike as a bonus feat. A legendary monk’s attacks can be with fists, elbows, knees, and feet. This means that a legendary monk can make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a legendary monk striking unarmed. A legendary monk can apply their full Strength bonus on damage rolls for all their unarmed strikes. A legendary monk’s unarmed strikes deal lethal damage, although they can choose to deal nonlethal damage with no penalty on their attack roll. they can make this choice while grappling as well. A legendary monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage dealt by a legendary monk’s unarmed strike is determined by the unarmed damage column on Table: Legendary monk Unchained. The damage listed is for Medium legendary monks.

Uncanny Dodge (Ex) Starting at 4th level, a symbiant can react to danger before its senses would normally allow it to do so. The symbiant cannot be caught flat-footed, nor does it lose its Dex bonus to AC if the attacker is invisible. The symbiant still loses its Dexterity bonus to AC if immobilized. A symbiant with this ability can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against it. If a symbiant already has uncanny dodge from a different class, it automatically gains improved uncanny dodge (see below) instead.

Weapon and Armor Proficiency A symbiant is proficient with all simple weapons, as well as light armor, but not with shields.

Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon. You gain a +1 bonus on all attack rolls you make using weapons from the selected group.

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Gear crossbow bolts (100), mwk light crossbow, wushu dart[UC] (10), amulet of mighty fists +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, traveler's any-tool[UE], bandolier[UE], belt pouch, blanket[APG], masterwork backpack[APG], soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 237 gp, 5 sp

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Symbiant Class
Symbiant Template
Symbiant Feats
Farrealm Symbiant
Dangerous Tendrils
Symbiant Techniques
Legendary Monk
Legendary Monk Arts