Revere, faceless monk
N Medium outsider (augmented, extraplanar, incorporeal)
- traits
- Life of Toil
- Quick Reactor
- Reactionary
- Wisdom in the Flesh
- bonus
- Additional Traits
- Skill Focus (Perception)
- prana ghost
- Alertness
- Improved Initiative
- Toughness
- level 1
- Crushing Blow
min.1
- monk 1
- Dodge
+ Mobility
min.1
- Improved Unarmed Strike
bonus
- Stunning Fist
bonus
- level 3
- Mantis Style
min.3
- monk 4
- Ki Power: mighty fist of the earth
- level 5
- Ki Diversity (Dim Mak)
min.3
- monk 5
- Ki Power: burst of adrenaline
- level 7
- Mantis Wisdom
min.6
- monk 7
- Ki Power: gaseous form
- level 9
- Mantis Torment
min.9
-
33
Perception
9 wis, 8 ranks, 3 class, 3 s.focus, 2 feat, 8 racial
-
18
Heal
9 wis, 6 ranks, 3 class
-
30
Sense Motive
9 wis, 8 ranks, 3 class, 2 feat, 8 racial
-
28
Stealth
9 wis, 8 ranks, 3 class, 8 racial
Cannot be heard
-
6
Knowledge (all)
0 int, 10×1 ranks, 3 class, 2
40 ranks.
Other class skills:
Acrobatics,
Climb,
Craft,
Diplomacy,
Escape Artist,
Intimidate,
Linguistics,
Perform,
Profession,
Ride,
Swim,
and more skills granted by the Outsider creature type.
-
10
Init
4 dex, 2 trait, 4 feat
-
110
HP
8 monk: 8 class, 4 con, 1 feat; 8 fc; -2 rolled
Immune to critical hits & precision damage, except ghost touch,
Immune to non-magical weapons,
Half Damage from magical weapons or spells, except ghost touch & force spells,
50% miss chance for corporeal spells and effects that do not cause damage.
Immune nonlethal
-
39
AC touch 39, flat-footed 34
10, 4 dex, 6 armor, 9 wis, 1 dodge, 9 deflection
+2 dodge vs AoO from moving
-
15
Fort
4 con, 6 class, 1 racial, 1 trait, 3 resistance
-
15
Ref
4 dex, 6 class, 1 racial, 1 trait, 3 resistance
-
19
Will
9 wis, 6 class, 1 racial, 3 resistance
- Immune dazing, sleep, stunning, exhaustion, fatigue
- Immune disease, paralysis, poison, or effects that require a corporeal body
-
12
CMB; 38 CMD
6 bab, – str, 4 dex, 9 wis, 9 deflection
Immune trip, grapple, etc.
Unarmed Strike 20×2 B
+16/11 vs AC 6 bab, 9 wis, 1 enh
+2 when attempting Stunning Fist.
1d10+10 9 wis, 1 enh
Counts as magic, cold-iron, and silver.
Stunning Fist 9/day
Once per round, inflict Stunned 1 round ||
Fatigued ||
Sickened 1 min ||
see Crushing Blow
Fort DC 25 negates.
Advice 17 rounds/day
- Inspire Courage Su, Audible || Visual
-
Allies get
+2 competence to attack/damage and
+2 morale vs charm/fear.
- Inspire Competence Su, Audible
- An ally (not yourself) within 30 feet gets +3 competence on a skill check.
Ki Pool 15 Ki
- For 1 ki, as a swift action before making a skill/ability check, gain +4 insight for it.
- For 2 ki, as an immediate action, an ally within 30ft may reroll an attack/saving throw.
- For 1 ki, as a swift action, increase your speed by 20ft this round.
- For 1 ki, as a swift action, gain +4 dodge to your AC this round.
- For 1 ki, as a swift action, gain +20 on acrobatics to jump this round.
- For 1 ki, as a swift action, your next Stunning Fist targets TouchAC.
- For 1 ki, as an immediate action, cast burst of adrenaline (Sp).
- For 1 ki, as an unsafe standard action, cast mighty fist of the earth (Sp).
- For 1 ki, as an unsafe standard action, cast gaseous form (Sp).
Astral Step (Su) 9/day
As a safe standard action, teleport to a space you can see max 60ft away.
Rejuvenation (Su)
A destroyed prana ghost comes back to life in 2d4 days, unless the event creating it is resolved.
Weakness
- +50% dmg from negative energy and death effects,
- +50% negative levels from negative energy effects,
- +50% Constitution damage and drain from negative energy effects.
- If you dissipate from this, it takes twice as long to use Rejuvenation.