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19th level character

15th level tetori flowing monk

2nd level strangler brawler

1st level roof runner rogue

1st level assassin

Ability scores (very min max lolz):

strength: 30 = 15 + 6 + 2 + 2 + 5

constitution: 12
Dexterity: 12 = 14 - 2

Intelligence: 12 = 14 - 2

Wisdom: 22 = 16 - 2 + 2 + 4 + 2

charisma: 5=7-2

race: trox

racial traits-

Normal Speed: Trox have a base speed of 30 feet.

Large: Trox are Large and take a –1 size penalty to AC, take a –4 size penalty on Stealth checks, and gain a
+1 size bonus on combat maneuver checks and to combat maneuver defense.

Darkvision 60 ft.: Trox can see in the dark up to 60 feet.

Burrow: Trox have a burrow speed of 20 feet.

Frenzy: Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial
bonus to Constitution and Strength, but a –2 penalty to AC.

Grabbing Appendages: A trox's smaller arms are useful for little more than aiding grappling. Trox gain
Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main
arms. (has 4 small arms and two large arms. so can grapple 6 creatures in total.)

Languages: Terran. A Trox with a high Intelligence score can choose from the following: Common,
Dwarven, Giant, Orc, and Undercommon.

traits -

reactionary: You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2
trait bonus on Initiative checks.

wisdom of the flesh(stealth): Your hours of meditation on inner perfection and the nature of strength
and speed allows you to focus your thoughts to achieve things your body might not normally be able to
do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill
using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for
you.
tetori monk:

Graceful Grappler: A tetori uses his monk level in place of his base attack bonus to determine CMB and
CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity
while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At
8th level, a tetori gains the grab special attack when using unarmed strikes (Pathfinder RPG Bestiary
301), and can use this ability against creatures his own size or smaller by spending 1 point from his ki
pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the
constrict special attack (Bestiary 298), inflicting his unarmed strike damage on any successful grapple
check. This ability replaces flurry of blows.

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, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target
staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level,
he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before
the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist
cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks
may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his
hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus
apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage
instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage
while grappling.

A 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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above
on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk
deals less damage than the amount given there with his unarmed attacks, while a Large monk deals
more damage; see Small or Large Monk Unarmed Damage on the table given below.

AC bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC
and his 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.

Evasion: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk
makes a successful 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. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when
calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected
and are added normally.

Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells
and effects.

Counter Grapple: At 4th level, a tetori wrestler may make an attack of opportunity against a creature
attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against
a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker
has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his
attacker has exceptional reach. This ability replaces slow fall.

Ki Pool: At 4th 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.

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.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to
be consecutive.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical
diseases.

Break Free: At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made
to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled,
paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to
attempt a new save. This ability replaces high jump.
Ki Strike (cold iron/silver/magic/lawful): As long as he has at least 1 point in his ki pool, he can make
a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the
purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron
and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also
treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed
attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and
bypassing hardness.

Wholeness of Body: At 7th level or higher, a monk can heal his own wounds as a standard action. He
can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Inescapable Grasp: At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents'
freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th
level, this ability also duplicates the effect of dimensional anchor. At 17th level, the tetori's unarmed
strike gains the ghost touch special ability, and an incorporeal creature that he strikes gains the grappled
condition (Reflex negates, DC 10 + 1/2 the wrestler's level + his Wisdom modifier). Inescapable grasp is a
swift action and lasts until the beginning of the wrestler's next turn. This ability replaces abundant step,
improved evasion, timeless body, and tongue of sun and moon.

Diamond Body: At 11th level, a monk gains immunity to poisons of all kinds.

Form Lock: At 13th level, a tetori can negate a polymorph effect by touch with a Wisdom check, adding
a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature,
for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori's ki pool,
or an immediate action if a creature the tetori is grappling attempts to use a polymorph effect. This
ability replaces diamond soul.

Quivering Palm: Starting at 15th level, a monk can set up vibrations within the body of another
creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once
per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits
cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the
blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later
time, as long as the attempt is made within a number of days equal to his monk level. To make such an
attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude
saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is
successful, the target is no longer in danger from that particular quivering palm attack, but it may still be
affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one
time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Strangler Brawler -

Brawlers Cunning (Ex): If the brawler's Intelligence score is lower than 13, it counts as 13 for the
purpose of meeting the prerequisites of combat feats.

Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a
grapple check to damage or pin an opponent. The strangler is always considered flanking her target for
the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.

This ability replaces unarmed strike and brawler’s flurry.

Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't
possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use
this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).

The brawler can use this ability again before the duration expires to replace the previous combat feat
with another choice.

If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while
using this ability count toward that feat's daily limit.

Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk
levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and
magic items that have different effects based on whether the character has levels in those classes (such
as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to
fighters and monks based on class level, such as Stunning Fist.

Practiced Strangler (Ex): At 2nd level, when a strangler has the grappled condition, she does not take a
–4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled
strangler still threatens an area and is still able to make attacks of opportunity while grappling or
grappled; when pinned, she is not denied her Dexterity bonus and does not take a –4 penalty to Armor
Class.

This ability replaces AC bonus.

Roof Runner Rogue -

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This
extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a
sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach
such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Roof Running (Ex): At 1st level, a roof runner becomes entirely adept at moving across the tops of
buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner
can move at full speed while traveling across the tops of buildings or similar structures, and takes no
penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about
on a roof.

This ability replaces trapfinding.

Assassin -

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases
by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from
another source, the bonuses on damage stack.

Poison Use: Assassins are trained in the use of poison and cannot accidentally poison themselves when
applying poison to a blade (see Poison).

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee
weapon that successfully deals damage, the sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death
attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack
might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If
the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's
Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the
victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the
victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed
the 3 rounds of study, he must make the death attack within the next 3 rounds.

Feats - 7 bonus feats, 10 normal feats. feat from race is redundant

Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat
maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2
bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the
bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a
move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your
opponent), but you are not required to make two checks. You only need to succeed at one of these
checks to maintain the grapple.

Stunning Pin: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist
attempt against that opponent.

Pinning Knockout: While you have an opponent pinned, when you succeed at a grapple combat
maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-
handed weapon, double your damage result. Any creature that is immune to critical hits is immune to
the effects of this feat.

Chokehold: While you have an opponent up to one size category larger than you grappled, you can
attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned
your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also
maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells
that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin
suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits
is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke
attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or
nonlethal damage, at your choice.

Rapid Grappler: Whenever you use Greater Grapple to successfully maintain a grapple as a move
action, you can then spend a swift action to make a grapple combat maneuver check at a –5 penalty.

Vital Strike: When you use the attack action, you can make one attack at your highest base attack
bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the
results together before adding bonuses from Strength, weapon abilities (such as flaming), precision
based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a
critical hit, but are added to the total.

Improved Vital Strike: When you use the attack action, you can make one attack at your highest base
attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and
add the results together before adding bonuses from Strength, weapon special abilities (such as
flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not
multiplied on a critical hit, but are added to the total.

Pinning Rend: While you have an opponent pinned, when you succeed at a grapple combat maneuver
check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that
opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature
that is immune to critical hits is immune to the effects of this feat.
Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak
attack dice cannot exceed half your character level (rounded up).

Grabbing Style: When you use this style, you do not take a –4 penalty on combat maneuver checks to
grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning
an opponent.

Grabbing Drag: When you are using Grabbing Style, if you use the move grapple action, you can move
both yourself and a single target that you’re grappling your full speed instead of half your speed. After
you have done so, you can use a move action to move yourself and the target of your grapple half your
speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you
are grappling two or more targets.

Grabbing Master: When you are grabbing two opponents while using Grabbing Style, you can use your
grapple to move or damage one or both opponents you are grappling, instead of just one.

Final Embrace: You gain the constrict and grab special attacks. Your constrict attack deals damage equal
to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict
opponents up to your size.

Final Embrace Horror: A creature that takes damage from your constrict attack is also shaken until the
start of your next turn.

Final Embrace Master: Double the number of damage dice for your constrict special attack.

Mythic Abilities -

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to
attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you
still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit
points when below 0 hit points. In addition, you don't die until your total number of negative hit points is
equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing
deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an
amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.).
This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your
mythic power, you can never have more than this amount.

Surge +1d6 (Su): You can call upon your mythic power to overcome difficult challenges. You can expend
one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result.
Using this ability is an immediate action taken after the result of the original roll is revealed. This can
change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier,
1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In
addition, as a free action on your turn, you can expend one use of mythic power to take an additional
standard action during that turn. This additional standard action can't be used to cast a spell. You can't
gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you
aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a
number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain
the use of any class features that are limited to a certain number of uses per day (such as barbarian rage,
bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities.
This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of
times per day.

Mythic Feats -

Improved Unarmed Strike(Mythic): You can add half your tier to your damage with unarmed strikes.
As a swift action, you can expend one use of mythic power to overcome the hardness of objects with
your unarmed strikes. This effect last for a number of rounds equal to your tier. If an object's hardness is
greater than 15, you don't ignore any of its hardness.

Titan Strike: Your unarmed strike deals damage as if you were one size category larger. You also gain a
+1 bonus for each size category that your target is larger than you on the following: bull rush, drag,
grapple, overrun, sunder, and trip combat maneuver checks and the DC of your Stunning Fist.

Trickster Mythic Abilities -

Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your
speed. At any point during this movement, you can make a single melee or ranged attack at your highest
attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this
round. Damage from this attack bypasses all damage reduction.

Path Dabbling (Su) (Meat Shield): Select one path ability from another mythic path. You must meet
any other requirements that path ability has, including a minimum tier restriction.

Meat Shield (Ex): You can use a creature you're grappling to protect you from harm. If you're grappling
a creature and are attacked with a melee or ranged attack, as an immediate action you can attempt a
grapple combat maneuver check against your grappled opponent. If you succeed, the incoming attack
targets your grappled opponent instead of you. If you fail, the grappled opponent breaks free from the
grapple and the incoming attack targets you as normal.
Transfer Magic (Su): Your mythic nature allows you to take magic from others as easily as you could
take their gold. By expending one use of mythic power as a standard action, you can make a melee touch
attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level
effect on the target transfers to you (determine randomly if the target has multiple effects with the same
level), ending the effect for the target and continuing it on you with the remaining duration as if you
were the original target. You may end the effect on yourself as a standard action; this doesn't cause it to
revert to the original target. If the transferred magic can't affect you (for example, if it doesn't affect
creatures of your type), it ends immediately as if dispelled. You can't use this ability to transfer
continuous bonuses from magic items, such as an armor bonus from bracers of armor.

Beyond Morality (Su): You have no alignment. You can become a member of any class, even one with
an alignment requirement, and can never lose your membership because of a change in alignment. If
you violate the code of ethics of any of your classes, you might still lose access to certain features of such
classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class
restricts you from casting spells with an alignment descriptor, you can cast such spells without
restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're
treated as the most favorable alignment when determining the spell's effect on you. Any effects that
alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.

equipment and permanent magic effects - total (681,000gp) 6000gp left over

Permanency - Enlarge person(2500gp): This spell causes instant growth of a humanoid creature,
doubling its height and multiplying its weight by 8. This increase changes the creature's size category to
the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a
minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.
This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size
and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it
fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a
creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by
this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are
not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a
projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile
weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.


Enlarge person can be made permanent with a permanency spell.

Belt - sash of flowing water(25,000gp): If this belt's wearer has at least one hand free (holding
nothing), he can attempt to deflect a successful melee attack with an immediate action. To do so, he rolls
an unarmed strike against the opponent, including any applicable modifiers such as a favored enemy
bonus or the penalty for Power Attack. If his attack roll is greater than the opponent's attack roll, the
attack is negated without effect. The unarmed strike itself causes no damage and does not count as a
successful attack against the opponent. The opponent does not need to be within the wearer's reach to
use this ability. Whether the attack succeeds or not, the wearer takes a –4 penalty on attack rolls until
the end of his next turn.

Body - Monk's Robes(13,000gp): When worn, this simple brown robe confers great ability in
unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk
of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one
additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage
of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions
just like the monk's AC bonus.

Chest - Shirt of Immolation(8,000gp): Whenever the wearer is grappling (whether on the offense or
defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to
anyone grappling the wearer. The flames do not harm the wearer and last one round (though it
continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10
rounds per day. These rounds do not need to be consecutive.

Eyes - Eyes of the dragon(110,000gp): These tigereye gems fit over and then meld into the eyes,
transforming the wearer's eyes into something slitted and draconic. These eyes grant the wearer
darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and
twice as well in normal light.

Hands - Form-Fixing Gauntlets(8000gp): These leather gauntlets grant the wearer a +2 morale bonus
on unarmed strikes, natural attacks, and combat maneuver checks versus creatures with the change
shape special ability or similar abilities that allow it to change shape at will. While the wearer has such a
creature grappled or pinned, it cannot use any shape-changing spells or abilities unless it succeeds at a
concentration check; the DC of this check is 4 + the DC of casting the spell while grappled. If the wearer
has such a creature pinned, a successful grapple check allows him to force the target into a specific
shape it can take naturally (without the use of a spell). this involuntary transformation only forces the
creature into a shape it is normally capable of and does not cost the creature an action.

Headband - Headband of Aerial Agility And Wisdom +6(81,000 gp): This headband is decorated
with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful
versions grant the power of flight. The wearer of a headband of aerial agility +2 treats his caster level as
if it were one level higher when casting spells or creating extracts that grant flight. A headband of aerial
agility +4 gains the same benefits and, on command, grants the wearer the ability to fly (as the fly spell)
three times per day. A headband of aerial agility +6 functions like a +4 version, but the headband grants
the ability to use fly at will.

All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence,
Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the
headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the
headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence,
usually granting ranks in Fly, Acrobatics, or Knowledge (planes).

Neck - Amulet of natural armor +5(50,000gp): This amulet, usually containing some type of
magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales
—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1
to +5, depending on the kind of amulet.

Shoulders - Cloak of Resistance + 5(25,000gp): Flecks of silver or steel are often sown amid the
fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance
bonus on all saving throws (Fortitude, Reflex, and Will).

Wrist - Bracers of Armor +7(49,000gp): These items appear to be wrist or arm guards, sometimes
etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround
the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as
though he were wearing armor. Both bracers of armor must be worn for the magic to be effective.

Alternatively, bracers of armor can be enchanted with armor special abilities. Special abilities usually
count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers
of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents)
higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability.
Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers
of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another
source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special
abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases
functioning.

Ring 1 - Ring of Freedom of Movement(40,000gp): This gold ring allows the wearer to act as if
continually under the effect of a freedom of movement spell.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell,
even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and
web. All combat maneuver checks made to grapple the target automatically fail. The subject
automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a
grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing
weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces,
provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell
does not, however, grant water breathing.

Ring 2 - Ring of invisibility(20,000gp): By activating this simple silver ring, the wearer can benefit
from invisibility, as the spell.

manual of gainful exercise + 5(137,500gp): This thick tome contains exercise descriptions and diet
suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5
(depending on the type of manual) to her Strength score. Once the book is read, the magic disappears
from the pages and it becomes a normal book.

Tome of Understanding +4(110,000gp): This thick book contains tips for improving instinct and
perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which
takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5
(depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from
the pages and it becomes a normal book.

fAQs:

i have constrict and grab from two sources, final embrace feat and tetori. tetori requires me to use ki
points to use the ability but final embrace does not. so if i dont need to use the grab ability on someone
larger than myself then i will use the free options. (tetori can spend 2 ki points to grab creatures larger
than his size).

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