およそ2千年前、The Darklands city of Zirnakayninからの離脱した
の南にあるthe World’s Edge Mountains、
にあるThe Monastery of the Seven Forms
の弟子としてthe World’s Edge Mountains間とのメッセンジャー=連絡担当として、
PC Xyzee[PL Seth]の小部屋[小百合]
Paizo社公式「王冠は堕ちた（AP:War for the Crown）」url
Monk of the Seven Forms
PC Data UC Monk3
Create Date:2021/11/20 Sat.
PC Name AyDyee House Janne Exodus From the Darklands city of Zirnakaynin
Lawful Nurtural Female Drow Monk 3 Seven Forms
Languages:Common(+1INT mod.) Elven Undercommon
Height:6’ 1” Weight:110 lb
Deity:Alseta (The Welcomer) [LN]
High fantasy = 20 Points Buy
Perception +11 =+2[WIS]+3[Monk1/2/3:3SkillPoint]+3[class skill]+2[drow:Keen Senses]+1[Lost Legacy (Story Feat)]
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.
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks.
All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character.
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Initiative modifier:+4 = +4[dexterity]
Speed: 40 feet =30+10[Monk3leve Fast Movement]
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: 25 = 10monk1+6x2monk2/3+0CON mod.+1Favored Class Monk)x3Monk(MAX25)
No Magic＆Magic Items
AC 17 = 10+4[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Touch AC 17 = 10+4[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Flat-footedf: 10 =10
+4[Mage Armor force deflection bonus]
AC 21 = 10+4[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Touch AC 21 = 10+4[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Flat-footedf: 14 = 10+4[Mage Armor]
Spell Resistance: SR9 = 6+3Monk
A drow possesses an amount of spell resistance equal to 6 + her character level.
Fortitude save: +3(+5) = +3[base]+0[CON](+2Drow Immunities)
Reflex save: +6(+8)= +3[base]+3[dexterity](+2Drow Immunities) Monk2:Evasion
Will save: +4(+6)= +1[base]+2[wisdom]+1[Lost Legacy (Story Feat)](+2Drow Immunities)
CMD[Combat Maneuver Defense]: 21 = 10 + 3[BAB] + 1 [strength] + 4 [dexterity]+ 2 [monk wisdom]+1Dodge[Monk1 Bonus Feat]
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(1st feat)
Monk1:Traits1:Axe to Grind
Monk2:Combat Expertise.(Monk bonus Feat)
Source PRPG Core Rulebook pg. 119
You can increase your defense at the expense of your accuracy.
Prerequisites: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1.
You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Monk3:Ki pool 3=3monkx1/2Monk level+2WIS mod. Ki Strike(Magic)
Weapon Focus(fists)(2nd Feat)
UnArmed Strike: +8 = +3[base] +4[DEX mod.](Monk1:FeatWeapon Finesse)+1Weapon Focus(fists)(2nd Feat)
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])
Lightning Finish (Ex):+ 8 = 3[base] +4[DEX mod.]+1Weapon Focus(fists)(2nd Feat)
Unarmed Damage: 1d6B(+1[Axe to Grind])
Flurry of Blows:+8/+8
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])
CMB[Combat Maneuver Bonus]:+4= +3MonkLevel(3[base] )+1[STR mod.]
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. 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.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
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.
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)
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.
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.
Skill point 16=(5=Monk1 4+1INT mod.)x3
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).
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
(T) Trained ONLY
Acrobatics* +10 = +3Rank[Monk1/2/3:3SkillPoint]+3[class skill]+4DEX mod.
Perception +11 = +3Rank[Monk1/2/3:3SkillPoint]+3[class skill]+2[WIS]+2[drow:Keen Senses]+1[Lost Legacy (Story Feat)]
Stealth +10 = *3Rank[Monk1/2/3:2SkillPoint]+3 [class skill]+4DEX mod.
Climb* +5 = +1Rank[Monk2:1SkillPoint]+3[class skill]+1STR mod.
Diplomacy +5 = +1Rank[Monk2:1SkillPoint]+3[class skill:Athletic Champion]+0CHA Mod.+1[Lost Legacy (Story Feat)]
Escape Artist* +8 = +1Rank[Monk3:1SkillPoint]+3[class skill]+4DEX mod.
Sense Motive +5 = +1Rank[Monk3:1SkillPoint]+3[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat)
Ride* +8 = +1Rank[Monk1:1SkillPoint]+3[class skill]+4DEX mod.
Swim** +5 = +1Rank[Monk1:1SkillPoint]+3[class skill]+1STR mod.
Fly +4 = +0Rank[Monk:0SkillPoint]+0[class skill]+4DEX mod.
Intimidate +1 = +0Rank[Monk:0SkillPoint]+0[class skill]+0CHA Mod.+1[Lost Legacy (Story Feat)]
Perform +1 = +0Rank[Monk:0SkillPoint]+0[class skill]+0CHA Mod.+1[Lost Legacy (Story Feat)]
Appraise +1 = +0Rank[Monk1:0SkillPoint]+1INT Mod.
Bluff +1 = +0Rank+0CHA Mod.+1[Lost Legacy (Story Feat)]
Craft +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Disguise +1 = +0Rank[Monk1:0SkillPoint]+0CHA Mod.+1[Lost Legacy (Story Feat)]
Heal +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)]
Survival +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)
Disable Device*(T) +3 = +0Rank[Monk1:0SkillPoint]+3DEX Mod.
Knowledge (history)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Knowledge (religion)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Profession(T) +3 = +0Rank[Monk1:0SkillPoint]++0[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat)
Sleight of Hand(T)
Use Magic Device(T)
Magic Items Slots
Ring (up to two):
8 lbs Explorer’s outfit 10 gp
2 lbs Poncho Price 5 sp
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
Courtier’s outfit 30gp 6 lbs.*
中古Wand of Cat’s Grace 25charge 4500x(25/50)x1本=2250gp
中古Wand of DarkVision 8charge 4500x(8/50)x1本=720gp
Noble’s outfit 100gp 10lbs.*
Furs 20gp 5lbs.*
Scarf 5gp 1/2lb.*
Hennin 50gp 1lb.*
Tiara Diamonds 100gp 1/2lb.*
Ring Diamonds 50gp
Pendant Diamonds 50gp
6 lbs Courtier’s outfit 30gp
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.
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.
Monk of the Seven Forms
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.
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).
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
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.
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.
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.
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.
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。
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?
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。