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19th level character

15th level healing hand tetori monk

4th level brawler fighter


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 -

Fools for friends: Whenever you take the aid another action to help an ally, or whenever an ally aids
you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was
being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1-trait bonus on
all saving throws against charm and compulsion effects.

Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus
instead of the normal +2.

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.

Ancient Healing Hand: At 7th level, a monk of the healing hand can heal another creature’s wounds
with a touch. As a full-round action, the monk can spend 2 Ki points to heal a number of hit points equal
to the monk’s level. He needs at least one hand free to use this ability and cannot heal himself. If the
action is interrupted, the subject heals no hit points, and the Ki points are lost.
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.

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.

Ki Sacrifice: At 11th level, a monk of the healing hand can use his entire Ki pool to bring a person back
to life. It takes 1 hour to perform this ritual. At the end of the ritual, the monk sacrifices all of his Ki in
order to cast raise dead (as the spell) with a caster level equal to his monk level. The ritual uses all of the
Ki in the monk’s Ki pool; the monk must have at least 6 points of Ki in his Ki pool to use this ability. At
15th level, the monk may sacrifice his Ki to cast resurrection. The monk must have at least 8 points of Ki
in his Ki pool to use this ability. These rituals do not require material components. When this ability is
used, the monk’s Ki pool is not replenished until 24 hours have passed.

Brawler Fighter:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all
armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at
every level). These bonus feats must be selected from those listed as combat feats, sometimes
also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can
choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the
fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was
used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change
one feat at any given level and must choose whether or not to swap the feat at the time he
gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus
increases by +1 for every four levels beyond 2nd.
Close Control: At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the
battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks.
The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition
maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th
level).

Close Combatant: At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage
rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels
beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

Close Weapon Group: bayonet , brass knuckles , cestus , dan bong , emei piercer , fighting fan
[APG] [APG] [UC] [UC] [UC]

, gauntlet, heavy shield, iron brush , light shield, madu , mere club , punching dagger, sap, scizore
[UC] [UC] [UC] [UC]

, spiked armor, spiked gauntlet, spiked shield, tekko-kagi , tonfa , unarmed strike, wooden stake ,
[UC] [UC] [UC] [APG]

and wushu dart .[UC]

Feats - 10 bonus feats, 10 normal feats. feat from race is redundant (3 from fighter, 5 from monk bonus
feats + stunning fist and improved unarmed strike)

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.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid
another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s
attack roll with this attack.

Stand Still: When a foe provokes an attack of opportunity due to moving through your adjacent
squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy
cannot move for the rest of his turn. An enemy can still take the rest of his action but cannot move. This
feat also applies to any creature that attempts to move from a square that is adjacent to you if such
movement provokes an attack of opportunity.
Stunning Fist: 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.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Missile Shield: You must be using a light, heavy, or tower shield to use this feat. Once per round when
you would normally be hit with an attack from a ranged weapon (not including spell effects, natural
attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the
Deflect Arrows feat. You must be aware of the attack and not flat-footed.

Unhindering Shield: You still gain a buckler’s bonus to AC even if you use your shield hand for
some other purpose. When you wield a buckler, your shield hand is considered free for the
purposes of casting spells, wielding weapons, and using any other abilities that require you to
have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or
the Weapon Finesse feat. A monk with this feat is not considered to be using a shield for the
purposes of his AC bonus, fast movement, or flurry of blows.

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.
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 -

Dual Path (Guardian): Select a mythic path other than the path you selected at your moment of
ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge,
guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that
path ability from either path's list or the list of universal path abilities.

Combat Reflexes (Mythic): You can make any number of additional attacks of opportunity per round.
As a swift action, you can expend one use of mythic power to, until the start of your next turn, make
attacks of opportunity against foes you've already made attacks of opportunity against this round if they
provoke attacks of opportunity from you by moving.

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.

Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a
melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this
attack. The creature making the attack must make two attack rolls and take the lower result. Once the
attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The
damage from this attack bypasses all damage reduction.

Path Dabbling (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.

Imprinting Hand (Su): By touching a foe, you can gain knowledge about it, including its weaknesses. To
use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee
touch attack to make contact, then use this ability is a free action. As long as the target remains within 1
mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses
or vulnerabilities (including a mythic flaw), you immediately know this information. You can maintain this
connection with only one creature at a time; if you use this ability on another creature, your connection
with the previous creature is lost.

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.

equipment and permanent magic effects - total (685,000gp) 0 gp 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.
Eyes – Lenses of Greater Arcane Sight (97,000gp): this puts the wearer under a continuous
greater arcane sight spell when worn over the eyes. This spell makes your eyes glow blue and
allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect
magic spell, but arcane sight does not require concentration and discerns aura location and power
more quickly.
You know the location and power of all magical auras within your sight. An aura’s power
depends on a spell’s functioning level or an item’s caster level, as noted in the description of the
detect magic spell. This spell functions like arcane sight, except that you automatically know
which spells or magical effects are active upon any individual or object you see.
As with detect magic, you can use this spell to identify the properties of magic items, but not
artifacts.

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 - (Custom)Shirt of Sharks (14,000gp): this shirt puts the wearer under the effects of a
continuous strong jaws spell. Laying a hand upon an allied creature’s jaw, claws, tentacles, or other
natural weapons, you enhance the power of that creature’s natural attacks. Each natural attack that
creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is
already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks
instead. This spell does not actually change the creature’s size; all of its statistics except the amount of
damage dealt by its natural attacks remain unchanged.

Shield – Mithril Buckler +5 (Benevolent, Impervious) (38,000gp): When the wearer of a


benevolent item uses the aid another action to give an ally a bonus to AC against an opponent's next
attack, he also adds the benevolent item's enhancement bonus to the ally's AC.

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 don’t 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).

dice progression for character: 2d8 base, monk robes: 2d10, large size: 4d8, enlarge to huge: 6d8, strong
jaws spell effect increase effective size by 2: 12d8

character can maintain a grapple on two of the characters he is grappling at a time. So if he is grappling 6
enemies, he can standard maintain, move maintain (greater grapple) and swift maintain (rapid grappler,
albeit at -5) and maintain a grapple on each of the 6 enemies.

When this character uses the aid another ability he will add +5 rather than +2 on everything but AC. If
used to add to ally’s AC, he will add +10 to their AC. With the bodyguard feat he can add +10 to any
adjacent ally’s AC that is attacked by an enemy within my characters threatened area by spending one of
his infinite Attacks of Opportunity.

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