享楽的実践主義

Easy Go! Easy Come!!

王冠は堕ちた AP:War for the Crown 1/6 myPC Xzyee 1レベル

f:id:Seth:20200801225042p:plain

myPC Xyzee House Janne Exodus From the Darklands city of Zirnakaynin

 どうも、セスです。

 今回はキャンペーン用myPCの1レベル時のキャラクターデータ保管です。

GM kangetsuさん

https://trpgsession.click/session-detail.php?s=159228626711kangetsu

用PC PF 王冠戦争コミュニティー

https://trpgsession.click/community-detail.php?i=commu159258896130

PC設定

 およそ2千年前、The Darklands city of Zirnakaynin
からの離脱したHouse Janneの末枝。
 UnderDarkの長い脱出行の末、Taldor帝国の南、
the World’s Edge Mountains
にあるThe Monastery of the Seven Forms
へ難民として受け入られ移住する。
 それからほぼ二千年後、最初の移住Drowから三世代目にして、やっと光当たる地表への
適応を終えたPC Xyzee達、若きDrow次世代は、地表での生存をかけ、Talder帝国内での
地位確立=貴族への道を目指すのであった。
 さて、その野望の果てにあるものは?

 

  PC Xyzee[PL Seth]の小部屋[小百合]

https://trpgsession.click/thread-detail.php?c=commu159258896130&t=thre159422380753

 Paizo社公式「王冠は堕ちた(AP:War for the Crown)」url

https://paizo.com/products/btpy9zk7?Pathfinder-Adventure-Path-127-Crownfall

 War for the Crown Players’ Guide 日本語抄訳版

https://w.atwiki.jp/prdj/pages/2803.html

 元版

https://paizo.com/products/btpya08v

PC種族 Drow

https://aonprd.com/RacesDisplay.aspx?ItemName=Drow

 

 最新キャラクターシート

trpgsession.click

PC作成時GM裁定
Q 以下のGM裁定をお願い申し上げます。
 Monk of the Seven Formsの
 Endurance (Ex): At 3rd level, a monk of the seven forms gains Endurance as a bonus feat. This ability replaces maneuver training.
 で要求されている maneuver training.がUCモンクにありません。
 代替えとして、UCモンクにある、
 Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
 を maneuver training.相当して良いでしょうか?
A
Endurance: 「maneuver training」の「Still Mind」への書き換えはOKとします。ただ、通常Still Mind の獲得は4LVになりますので、Endurance の取得も3LVでなく4LVで発生することにします。
 また、ずいぶん先の話ですが「Sirocco Fury」の15LV能力ですが、それまでに「Ki Powers」の「Abundant Step」と「Quivering Palm」を取得(且つ、これらは取得しても利用不可)を要することとします。
「Quivering Palm」は16LVにならないと取得できないため、「Sirocco Fury」の15LV能力も実際には16LVになってから使えることとします。
 

 

PC Data
*********************
Player Name:Seth
Create Date:2020/06/20 Sat.
UpDate:

PC Name Xyzee House Janne Exodus From the Darklands city of Zirnakaynin
Lawful Nurtural Female Drow Monk 1 Seven Forms
Languages:Common(+1INT mod.) Elven Undercommon

Size:Medium
Height:6’ 7” Weight:125 lb
Eyes:Red
Hair:White Wavy
Skin:Pale

High fantasy = 20 Points Buy
Strength 13(+1)=13
Dexterity16(+3)=14+2Drow
Constitution10(+0)=12-2Dorw
Intelligence12(+1)=12
Wisdom14(+2)=14
Charisma15(+2)=13+2Drow

Perception +9 = +2[WIS]+1[Monk1:1SkillPoint]+3 [class skill]+ 2 [drow:Keen Senses] +1[Lost Legacy (Story Feat)]
low-light vision[Drow:Surface Infiltrator]

Initiative modifier:+ 3 = + 3[dexterity]
Speed: 30 feet =30+0[Monk4leve Fast Movement]

STR13
Light load:50 lb. or less
Medium load:51-100 lb.
Heavy load:101-150 lb.
Lift over head:150 lb.
Lift off ground:300 lb.
Push or drag:750 lb.

HP: 10 = 10+0CON mod.(MAX10)


AC:
*********************

No Magic&Magic Items
AC 16 = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Touch AC 16 = = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Flat-footedf: 10 = = 10

+4[Mage Armor force deflection bonus]
AC 20 = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Touch AC 20 = = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Flat-footedf: 14 = = 10+4[Mage Armor]

Saving Throws:
*********************

Spell Resistance: SR7 = 6+1Monk
A drow possesses an amount of spell resistance equal to 6 + her character level.

Fortitude save: +2(+3) = +2[base]+0[CON](+1[Seducer]))
Reflex save: +5(+6)= +2[base]+3[dexterity](+1[Seducer]))
Will save: +3(+4)= +0[base]+2[wisdom]+1[Lost Legacy (Story Feat)](+1[Seducer])

CMB[Combat Maneuver Defense]: 18 = 10 + 1[BAB] + 1 [strength] + 3 [dexterity]+ 2 [monk wisdom]+1Dodge[Monk1 Bonus Feat]+


ATTACKs:
*********************

Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched.
Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes
(with the exception of drow) because of their special training against these reviled foes.
This racial trait replaces poison use.

Monk1:FeatWeapon Finesse
Monk1:Traits1:Axe to Grind

UnArmed Strike: + 4 = +1[base] + 3[DEX mod.]
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])

Flurry of Blows:+4/+4
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])

immediate action:1UCMonk回/day and 1/round,after 5ft.step but No 5ft.step at next round.
Lightning Finish (Ex):+ 4 = 1[base] + 3[DEX mod.]
Unarmed Damage: 1d6B(+1[Axe to Grind])


CMB[Combat Maneuver Bonus]:+2= +1MonkLevel(1[base] )+1 [STR mod.]

Spells
*********************

Charm Person[Seducer:once per day as a spell-like ability] DC14 = 10+1[Spell Level]+2[CHA mod.]+1[PC Level]
Source PRPG Core Rulebook pg. 254
School enchantment (charm) [mind-affecting]; Level arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer 1, witch 1, wizard 1
Casting Time 1 standard action Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.


Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level.

Dancing lights
Source PRPG Core Rulebook pg. 263
School evocation [light]; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.

Darkness
Source PRPG Core Rulebook pg. 263
School evocation [darkness]; Level adept 2, antipaladin 2, arcanist 2, bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, oracle 2, shaman 2, skald 2, sorcerer 2, warpriest 2, wizard 2
Casting Time 1 standard action
Components V, M/DF (bat fur and a piece of coal)
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Faerie fire
Source PRPG Core Rulebook pg. 280
School evocation [light]; Level druid 1, hunter 1, mesmerist 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


Skills
*********************

Skill point 6=(Monk1 4+1INT mod.+1Favored Class Monk)
The Monk (Unchained)’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int),
Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Acrobatics* +7 = +1Rank[Monk1:1SkillPoint]+3[class skill]+3DEX mod.
Appraise +1 = +0Rank[Monk1:0SkillPoint]+1INT Mod.
Bluff +2 = +0Rank+2CHA Mod.
Climb* +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1STR mod.
Craft +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Diplomacy +6 = +1Rank[Monk1:1SkillPoint]+3[class skill:Athletic Champion]+2CHA Mod.
Disguise +2 = +0Rank[Monk1:0SkillPoint]+2CHA Mod.
Escape Artist* +7 = +1Rank[Monk1:1SkillPoint]+3[class skill]+3DEX mod.
Fly +3 = +0Rank[Monk1:0SkillPoint]+0[class skill]+3DEX mod.
Heal +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)
Intimidate +2 = +0Rank[Monk1:0SkillPoint]+0[class skill]+2CHA Mod.
Perception +9 = +2[WIS]+1Rank[Monk1:1SkillPoint]+3 [class skill]+ 2 [drow:Keen Senses]+1[Lost Legacy (Story Feat)
Perform +2 = +0Rank[Monk1:0SkillPoint]++0[class skill]+2CHA Mod.

Ride* +3 = +0Rank[Monk1:0SkillPoint]+0[class skill]+3DEX mod.
Sense Motive +7 = +1Rank[Monk1:1SkillPoint]+3[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat)
Stealth +7 = +1Rank[Monk1:1SkillPoint]+3 [class skill]+3DEX mod.
Survival +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)
Swim** +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1STR mod.
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

(T) Trained ONLY
Disable Device*(T) +3 = +0Rank[Monk1:0SkillPoint]+3DEX Mod.
Handle Animal(T)
Knowledge (history)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Knowledge (religion)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Linguistics(T)
Profession(T) +3 = +0Rank[Monk1:0SkillPoint]++0[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat)
Sleight of Hand(T)
Spellcraft(T)
Use Magic Device(T)


Equipments:
*********************

第1回前
NPCマーテラ様より廷臣の服諸費として30gp(廷臣服一式購入済み)
Courtier’s outfit 30gp 6 lbs.*

https://trpgsession.click/thread-detail.php?c=commu159258896130&t=thre159332548332
の2。

NPCマーテラ様より貸与。
ヴォリタス家「セネイト・エイド・バッジ」
「バッチ同士のテレパシー通信(10/day)、大体の方角と距離も分かる」

Magic Items Slots
Armor: -
Belts: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Ring (up to two):
Shield: -
Shoulders: -
Wrist: -

------Gears-------
Wands:
PCsパーティー共有品用

 
廷臣活動時
6 lbs Courtier's outfit 30gp
 
冒険者用装備一式

Clothing
8 lbs Explorer’s outfit 10 gp
2 lbs Poncho Price 5 sp

Etc.
2 lb Backpack, common 2 gp 2cubic feet of material.
5 lb Bedroll 1sp
1 lb Flint and steel 1gp
1 lb Mirror 10gp
1 lb Mug/tankard 2cp
1/2 lb Soap 1 cp
8 lb Waterskins x2 1gpx2
_____
28.5 lb Total 25gp=10+2+1+10+2 6sp=5+1 3cp=2+1


詳細B:


PC Race
*********************

Drow
https://aonprd.com/RacesDisplay.aspx?ItemName=Drow

Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: A drow possesses an amount of spell resistance equal to 6 + her character level.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Gnome, Goblin, and Sakvroth.

Alternate Racial Traits

Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.

Seducer: Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). This racial trait replaces drow immunities.

Surface Infiltrator
Replaces Darkvision, Light Blindness
Source Advanced Race Guide pg. 103
Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.


PC Class
*********************

UnChained Monk
https://aonprd.com/ClassDisplay.aspx?ItemName=Monk%20(Unchained)

Monk of the Seven Forms
https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Monk%20Monk%20of%20the%20Seven%20Forms

Geography
The Monastery of the Seven Forms can be found in the World’s Edge Mountains, in southern Taldor. The monastery itself sits on the cliff face, overlooking the lands to the Inner Sea. The city extends into the mountain, and is composed of a series of interconnected tunnels and living areas.
(Joshua J. Frost. (2009). Taldor, Echoes of Glory, p. 4. Paizo Publishing, LLC. ISBN 978-1-60125-169-5)

Details of Monk Class Features & General Feat etc.
Monk (Unchained)
Source Pathfinder Unchained pg. 14
Physical and mental perfection—that is the life goal of every monk. For these skilled warriors, martial prowess and mental clarity are one and the same. Capable of pummeling foes with both f ist and weapon, monks are among the more versatile combatants on the battlef ield. Monks are also able to harness their ki, a spiritual life force that resides within, allowing them to perform amazing acts of acrobatics and mystical skill. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts.
Unchained: Much of the monk has been reworked, including its base attack bonus, Hit Die, saves, and many of its special abilities. The result is a version of the monk that not only is easier to play, but also possesses a great deal more versatility. Flurry of blows is now much simpler to use in play. Many of the higher-level abilities of the monk, such as abundant step and quivering palm, have been incorporated into the new system of ki powers. As a monk advances in level, he can select from a variety of ki powers, allowing the player to truly customize his character.

Alignment: Any lawful.
Hit Die: d10.
Starting Wealth: 1d6 x 10 gp (average 35 gp).
Class Skills
Skill Points at each Level: 4 + Int modifier.
The Monk (Unchained)’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Level BAB Fort Ref Will Special Unarmed Damage AC Bonus Fast Movement
1st +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike 1d6B +0 +0 ft.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): 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.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): 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 (Ex): 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. 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Level Damage (Small Monk) Damage (Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8


Monk of the Seven Forms
Source Inner Sea Combat pg. 40
1st
When Tian monks founded the Monastery of the Seven Forms near the present border between Qadira and Taldor, they did so as a challenge to prospective students to travel great distances and prove their devotion before training within the monastery’s walls. Over the centuries, the monastery has fallen under Qadiran control many times, and the original seven forms for which the monastery was named have been lost to history. In their place, the monks of the isolated sanctuary now teach a style featuring lightning-fast strikes that mimic both dervish dances and the searing winds of the arid desert, favoring mobility and endurance.

Bonus Feats: A monk of the seven forms loses the ability to take Improved Disarm, Improved Feint, Improved Grapple, and Improved Trip as bonus feats. He adds Nimble Moves to his list of bonus feats. At 6th level, he also adds Acrobatic Steps and Wind Stance to his list of bonus feats. At 10th level, he adds Lightning Stance to his list of bonus feats.

Lightning Finish (Ex): At 1st level, as an immediate action, a monk of the seven forms can make a single attack with a manufactured light or one-handed slashing weapon he is currently wielding against any target he has successfully hit at least twice with his unarmed strike during his turn. This attack deals normal damage but without the normal Strength bonus to damage.
At 4th level, he can take a 5-foot step before or after performing a lightning finish so long as he ends adjacent to his target, though if he takes this step, he cannot perform a 5-foot step during his next turn. At 8th level, he applies his full Strength bonus to his damage roll for the extra attack, even if he made the attack with an offhand weapon or with a weapon wielded in two hands. At 12th level, if he hit the target at least three times with his unarmed strike during his turn, taking the 5-foot step granted by lightning finish does not prevent him from taking a 5-foot step during his next turn.
A monk of the seven forms can use this ability a number of times per day equal to his monk level, but no more than once per round. This ability replaces stunning fist.


Traits
*********************

Traits1:Monk1:Traits1:Axe to Grind
Source Ultimate Campaign pg. 51
Category Basic (Combat)
There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Traits2:Athletic Champion
Source War for the Crown ADVENTURE PATH PLAYER’S GUIDE 8P
Your physique and skill brought you into the public eye, and a winning smile helps you stay there.
Taldor honors its extraordinary athletes, celebrating them as cultural heroes.
Whether you were a gladiator, a runner, a wrestler, or any other competitor, your most recent victory caused someone important to sit up and take notice.
You may never have a political career in front of you, but for now your name is helping to bring a little extra money in, and maybe that’s good enough.
Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills,
and they are always class skills for you.
In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd
or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.


Lost Legacy (Story Feat)

What once belonged to your family shall be yours again.

Prerequisite: Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.

Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.

Goal: Regain your family’s lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.
PL注
 今回のキャンペーン的には、ゴールは、
「地上のエルフ族への正式な復帰、
 なので、
 地上で人間族とエルフ族とドワーフ族などの
 主要種族に認められた領地/領土/国を獲得、維持する」
とします。


Completion Benefit: You gain a +1 bonus on Wisdom ability checks, Wisdom-based skill checks, and Will saving throws.

Special: If you manage to regain your position without defeating a challenging foe, you may still complete this story feat at a later date if a suitable challenging foe attempts to steal your birthright again.

 

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