Owlbear

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Dont buy this pdf

2/5

It blows the art work sucks mostly archtypes ,the feats are ok , not worth your time, the gunslinger class needs a better to be fleshed out more, but this book doesn't do it, dont listen to the reviews giving it 5 stars, those reviwers are probably only into archtypes and game mechanics(which suck badly in this book) move on find another pdf.


Race

Wounds (0) HP (92) Saves (16/15/17, +2 vs enchantment) AC (28/22/25) CMD (35) Init (+3)

Classes/Levels

Smite (2/2) LoH 1d6 (6/6) Investiture (6/6) Ki (9/9)

Strength 20
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 22
Charisma 20

About Gaelden the Lost

Melee
* To Hit: +8 (BaB) + 5 (Str) + 2 (Enchantment) +1/+0 (Guidance) = +16/+15/+10
* Damage: 1d10 (Base) + 10/7 (Str) + 2 (Enchantment) + 1 (LG) + 1 (Trait) + 1 (Race) = 1d10+15 / 1d10+7
* Divine Favor: +3 Hit +3 Damage

Ranged
* 100ft Range: +8 (BaB) + 2 (Int) + 1 (Enchantment) = +11
* Damage: 1d6 (Base) + 2 (Int) + 1 (Enchantment) = 1d6+3
* Bleed 2

Defenses
* HP: 40 (monk) + 20 (Paladin) + 16 (CotE) + 16 (Con) = 92
* AC: 10 (base) + 2 (natural armor) + 4 (mage armor) + 3 (Dex) + 2 (Monk) + 1 (Deflection) + 6 (Wis) = 28/22/25
* Fort: +4 (Monk) + 3 (Paladin) + 1 (CotE) + 1 (Resistance) + 2 (Con) + 5 (Cha) = +16
* Ref: +4 (Monk) + 1 (Paladin) + 1 (CotE) + 1 (Resistance) + 3 (Dex) + 5 (Cha) = +15
* Will: +1 (Monk) + 3 (Paladin) + 1 (CotE) + 1 (Resistance) + 6 (Wis) + 5 (Cha) = +17
* Still Mind: +2 bonus on saving throws against enchantment spells and effects.
* CMD: 10 (Base) +8 (BaB) +5 (Str) +3 (Dex) +6 (Wis) +2 (Monk) + 1 (Deflection) = 35

Race, Traits, Stats:

Changeling
* Ability Score Modifiers: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
* Darkvision: Changelings see perfectly in the dark up to 60 feet.
* Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
* Hag Magic: Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list (Mage Armor) that does not have a material component costing more than 1 gp. They can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the changeling’s character level). This racial trait replaces natural armor.
* Climbing Claws: Changelings with this racial trait possess nails which are better served as an aid to climbing than as a weapon and gain a climb speed of 10 feet. This racial trait replaces claws.

Traits
* Heavy Hitter: +1 Unarmed Damage
* Fate's Favored: +1 luck bonuses

Stats
* Str: 17 + 1 (lvl 4) + 2 (Enchantment) = 20
* Dex: 15 + 1 (lvl 8) = 16
* Con: 16 -2 (Race) = 14
* Int: 14
* Wis: 18 + 2 (Race) + 2 (Enchantment) = 22
* Cha: 16 + 2 (Race) + 2 (Enchantment) = 20

Feats, Skills, Equipment:

Feats
* Lvl 1: Improved Unarmed Strike, Stunning Fist, Investiture, Dragon Style
* Lvl 2: Invested Power: Divine Favor
* Lvl 3: VMC Wood Wizard: Ioun Wyrd Familiar
* Lvl 5: Dragon Ferocity, Precise Shot
* Lvl 7: VMC Wood Wizard
- Flexible Enhancement (A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level.)
- Splintered Spear (As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier)

Skills +16 (Int) + 4 (Paladin) + 16 (Monk) + 10 w/ FCB (CotE) = 46
* With Guidance from familiar
* Swim 1 SP (+9)
* Acrobatics 5 SP (+12)
* Knowledge Planes (+15)
* Knowledge Religion (+15)
* Diplomacy (+17)
* Intimidate (+17)
* Perception (+18)

Equipment 35k
* Monk's Robes (13k)
* Belt of Str +2 (4k)
* Headband of Cha +2 (4k)
* Liquid Glass handwraps +2 (8800)
* Ring of Protection +2 (2k)
* Amulet of Natural Armor +1 (2k)
* Cloak of Resistance +1 (1k)
* 200 gold

Invested Regent Unchained Monk (4):

AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

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

Fast Movement
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power (Su) Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

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

Investiture (Su)
An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected.

A character with this feature and the ki pool class feature tracks investiture points and ki points separately.

Vested Power: Divine Favor

Divine Hunter Paladin (2):

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Champion of the Enlightened (2):

Detect Chaos (Sp)
This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil.

Martial Artist (Ex)
The class levels of a champion of the enlightened stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.

Smite Chaos (Su)
At 1st level, a champion of the enlightened gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of the enlightened deals to targets of his smite. A champion of the enlightened cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect.

At 8th level, a champion of the enlightened gains an additional use of his smite evil ability.

Ki Pool (Su)
At 2nd level, a champion of the enlightened gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of the enlightened may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.

Pursuit of Knowledge (Ex)
At 2nd level, a champion of the enlightened adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained.

Emissary Ioun Wyrd: