Difference between revisions of "Student of Perfection (Apath)"

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=== Bonus Feats (Ex) ===
 
=== Bonus Feats (Ex) ===
At 1st level, 2nd level, and every 4 levels thereafter, a student of perfection can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Improved Grapple, Lunge, and Step Up.
+
At 1st level, 2nd level, and every 4 levels thereafter, a student of perfection can select a bonus feat. These feats must be taken from the following list:  
 +
Combat Reflexes,  
 +
Dodge,  
 +
Improved Grapple,  
 +
Lunge, and  
 +
Step Up.
  
 
At 6th level, the following feats are added to the list:  
 
At 6th level, the following feats are added to the list:  
Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
+
Improved Bull Rush,  
 +
Improved Disarm,  
 +
Improved Feint,  
 +
Improved Trip, and
 +
Mobility.
  
 
At 10th level, the following feats are added to the list:  
 
At 10th level, the following feats are added to the list:  
Improved Critical, Snatch Arrows, and Spring Attack.   
+
Improved Critical,  
 +
Snatch Arrows, and  
 +
Spring Attack.   
  
A student of perfection need not have any of the prerequisites normally required for these feats, but some feats still require the use of other feats to function, such as Step Up And Strike
+
A student of perfection need not have any of the prerequisites normally required for these feats
  
 
=== Flurry Of Blows (Ex) ===
 
=== Flurry Of Blows (Ex) ===

Revision as of 10:16, 1 October 2017

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Unofficial rules compendium

Students of perfection are monks with elemental powers.

Background

The students of perfection have three monasteries considered by many to be the finest martial arts schools in the entire world. Known collectively as the Houses of Perfection, the three monasteries teach martial and mystical practices relating to the elements of earth, wind, and fire.

Typically, the monks alternate between spending 3 years in intense training and 3 years traveling, putting their skills to use and learning outside the monastery walls. These wandering monks keep tabs on the rest of the world.

To gain entrance to these elite schools applicants must prove their worth by succeeding at seemingly impossible tasks. Adventurers may choose—or be invited—to attempt the numerous rigorous tests necessary to join one of these prestigious monasteries. Even the masters of the Houses of Perfection consider themselves students, as imperfect beings always have more to learn.

Monastery of Unblinking Flame: The monks of Unblinking Flame model their style after the element of fire. Fire can burn with the slightest touch, yet physical attacks pass through it. Like a riddle, it can illuminate or blind. The Unblinking Flame style emphasizes movements that are both quick and deceptive, favoring a strong defense and a decisive finishing strike. To join the Monastery of Unblinking Flame, a prospective student of the school must outwit an efreeti.

Monastery of Unfolding Wind: The element of air serves as the model for monks of Unfolding Wind. Air can be perfectly still or violently strong, and can change in an instant. The Unfolding Wind style emphasizes balance in stillness and fluidity in motion. Practitioners are mobile in combat, taking full advantage of terrain. Many prefer ranged (especially thrown) weapons over close combat. To join the Monastery of Unfolding Wind, an aspirant must win a race against a djinni.

Monastery of Untwisting Iron: The monks of Untwisting Iron revere the elements of earth and metal. Raw metal is heavy and rigid, yet it can be refined into alloys and shaped into tools. So too do monks of the Untwisting Iron seek to refine themselves into stronger and tougher versions of themselves. Its practitioners are often skilled at combat maneuvers, especially grappling. They eschew elaborate defenses, relying on their own resilience to weather enemy attacks. To join the Monastery of Untwisting Iron, an applicant must successfully wrestle a shaitan.

Students of Perfection on Porphyra

There were students of perfection on Porphyra long before the calling, beings dedicated to mastering the elements within themselves. Most of these adepts died in the NewGods War, but the tradition survived in out of the way places, in particular among the Zendiqi. These fanatics are facing elemental trials even today, seeking the strength to defeat the landed forever.

Class Information

This is a prestige archetype built on the student of perfection prestige class and the unchained monk.

Publisher: Purple Duck Games.

Alignment: Any lawful

Hit Die: 1d10.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: The student of perfection is an educated class and begins play in the same age bracket as the monk.

Class Skills

The student of perfection’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

These are all the features of the student of perfection class.

Weapon and Armor Proficiency

Students of perfection are proficient with the club, crossbow (light or heavy), dagger, falchion, handaxe, javelin, kukiri, scimitar, short sword, shortspear, sling, spear, and any weapon with the monk special weapon quality.

Students of perfection are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a student of perfection loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus

When unarmored and unencumbered, the student of perfection adds her Wisdom bonus (if any) to her AC and CMD. In addition, a student of perfection gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four student of perfection levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the student of perfection is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

This is the same as the unchained monk ability of the same name.

Bonus Feats (Ex)

At 1st level, 2nd level, and every 4 levels thereafter, a student of perfection can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Improved Grapple, Lunge, and Step Up.

At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Snatch Arrows, and Spring Attack.

A student of perfection need not have any of the prerequisites normally required for these feats

Flurry Of Blows (Ex)

At 1st level, a student of perfection can make a flurry of blows as a full-attack action. When making a flurry of blows, the student of perfection can make one additional attack at her highest base attack bonus. The student of perfection can only make these attacks with unarmed strikes. She can still gain additional attacks from a high base attack bonus and from haste and similar effects.

At 11th level, a student of perfection can make an additional attack at her highest base attack bonus whenever she makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

This is the same as the unchained monk ability of the same name.

Stunning Fist

At 1st level, the student of perfection gains Stunning Fist as a bonus feat, even if she does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the student of perfection gains the ability to apply a new condition to the target of her Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the student of perfection can choose to make the target fatigued. At 8th level, she can make the target sickened for 1 minute.

At 12th level, she can make the target staggered for 1d6+1 rounds.

At 16th level, she can permanently blind or deafen the target.

At 20th level, she can paralyze the target for 1d6+1 rounds. The student of perfection 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.

This is the same as the unchained monk ability of the same name.

Unarmed Strike (Ex)

Table: Small or Large
Student of Perfection Damage
Student of Perfection Level Small
Student of Perfection Damage
Large
Student of Perfection Damage
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

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

A student of perfection'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 student of perfection's unarmed strike is determined by the unarmed damage column on Table: Student of perfection. The damage listed is for Medium student of perfections. The damage for Small or Large student of perfections is listed in Table: Small or Large Student of perfection Damage.

This is the same as the unchained monk ability of the same name.

Evasion (Ex)

At 2nd level, a student of perfection can avoid damage from many area-effect attacks. If a student of perfection succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a student of perfection is wearing light armor or no armor. A helpless student of perfection does not gain the benefit of evasion.

This is the same as the unchained monk ability of the same name.

Fast Movement (Ex)

At 3rd level, a student of perfection gains an enhancement bonus to her land speed, as shown on Table: Student of perfection. A student of perfection in armor or carrying a medium or heavy load loses this extra speed.

This is the same as the unchained monk ability of the same name.

Ki Pool (Ex)

At 3rd level, a student of perfection gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a student of perfection's ki pool is equal to 1/2 her student of perfection level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike. At 3rd level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks overcome any damage reduction based on alignment. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from her ki pool as a swift action, a student of perfection can make one additional unarmed strike at her 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 student of perfection gains additional powers that consume points from her ki pool as she gains levels.

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

This is the same as the unchained monk ability of the same name.

House of Perfection (Ex)

At 4th level, a student of perfection must choose one of the Houses of Perfection; once this decision has been made, it cannot be changed. The student gain fire resistance equal to their class level, the type of energy resistance is based on the chosen house. If you have energy resistance from a racial trait or class feature, the energy resistance gained from this style stacks. In addition, each house teaches additional bonus feats to members.

Students of the Monastery of Untwisting Iron gain acid resistance. At 6th level, add Untwisting Iron Strength to the list of bonus feats. At 10th level, add Untwisting Iron Skin to the list of bonus feats.

Students of the Monastery of Unblinking Flame gain fire resistance. At 6th level, add Unblinking Flame Feint to the list of bonus feats. At 10th level, add Unblinking Flame Fist to the list of bonus feats.

Students of the Monastery of Unfolding Wind gain electricity resistance. At 6th level, add Unfolding Wind Strike to the list of bonus feats. At 10th level, add Unfolding Wind Rush to the list of bonus feats.

This counts as having the Perfect Style feat for prerequisites, but the student of perfection can use other style feats at the same time she uses house of perfection. A student of perfection that takes the Perfect Style feat for another element gain access to the bonus feats tied to that house.

Ki Power

At 4th level and every 2 levels thereafter, a student of perfection can select one ki power. These powers allow the student of perfection to perform amazing feats of mystical power and acrobatic prowess by expending points from her ki pool. Once a ki power is selected, it cannot be changed. Students of perfection can choose any ki power available to the unchained monk except qinggong power.

Some ki powers have prerequisites, either a level or a Perfect Style element. Student of perfection levels count as monk levels to use and qualify for ki powers. Unless otherwise noted, a student of perfection cannot select an individual ki power more than once.

Genie’s Blade (Su; any): The student of perfection is proficient with the falchion, kukri, and scimitar and treats these weapons as if they had the monk special quality. The student of perfection can spend 1 ki point as a swift action to give a falchion, kukri, or scimitar she wields the ki strike special ability and have it deal damage equal to that of her unarmed strikes (if greater than its base damage). The student of perfection applies her full Strength modifier to her damage rolls for these attacks. These effects last 1 round.

Inner Fire (Su; Unblinking Flame): While the student of perfection is under the effects of elemental fury (fire), a creature that successfully grapples her takes 1d6 points of fire damage. The damage increases by 1d6 each round the creature maintains the grapple, to a maximum number of dice equal to the student of perfection’s level. A student of perfection must have the elemental fury ki power before selecting this ki power.

Iron Chain Choke (Ex; Untwisting Iron): When the student of perfection uses her iron chain strike ability, any opponent grappled by her must succeed at a Reflex saving throw (DC = 10 + the student of perfection’s class level + the student of perfection’s Strength modifier) or it cannot speak or cast spells with verbal components for 1 round. A student of perfection must have the iron chain strike ki power before selecting this ki power.

Iron Chain Strike (Ex; Untwisting Iron): When the student of perfection succeeds at a combat maneuver check, she can spend 1 ki point as a swift action to maintain a grapple to deal damage and can add double her Strength bonus to the damage roll.

Ki Missile (Su; Unfolding Wind): The student of perfection can spend 1 ki point as a swift action to give any thrown weapon she wields the benefits of ki strike and have it deal damage equal to that of her unarmed strikes (if greater than its base damage). These effects last 1 round.

Master of Riddles (Sp; Unblinking Flame): Bluff is a class skill for the student of perfection. When she makes a successful opposed Bluff check, the student of perfection can spend 1 ki point as a standard action to give the target a suggestion (as per the spell suggestion). Her caster level is equal to her class level, and the save DC is 10 + her class level + her Wisdom modifier.

One in Mind and Body (Ex; Unfolding Wind): The student of perfection can spend 1 ki point as a swift action to add her Wisdom modifier as a bonus on a Strength- or Dexterity-based skill check.

Punish Mistake (Ex; Unblinking Flame): When the student of perfection makes an attack of opportunity, she can spend 1 ki point as an immediate action to make an additional attack against the target that had provoked the attack.

Still Air (Sp; Unfolding Wind): The student of perfection can spend 1 ki point to cast calm emotions. Her caster level is equal to her class level, and the save DC is equal to 10 + half her class level + her Wisdom modifier. She can spend 3 ki points as an immediate action to use this ability on herself when she is affected by an emotion effect, a confusion effect, or a fear effect.

Transmute Metal (Su; Untwisting Iron): The student of perfection can spend 1 ki point and touch a metal weapon (or 50 pieces of metal ammunition), granting it the benefits of her ki strike for a number of minutes equal to her class level.

Style Strike (Ex)

At 5th level, a student of perfection can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a student of perfection learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type. The student of perfection can choose from any of the following strikes.

Defensive Spin: The student of perfection spins about, confounding her foe. If the attack hits, the student of perfection gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself. The student of perfection must attack with a fist to use this style strike.

Elbow Smash: The student of perfection follows up a punch with a strike from her elbow. If the attack hits, the student of perfection can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The student of perfection must attack with a fist to use this style strike.

Flying Kick: The student of perfection leaps through the air to strike a foe with a kick. Before the attack, the student of perfection can move a distance equal to her fast movement bonus. This movement is made as part of the student of perfection's flurry of blows attack and does not require an additional action. At the end of this movement, the student of perfection must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp: The student of perfection stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the student of perfection ends her turn adjacent to that foe, the foe's movement is restricted. Until the start of the student of perfection's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the student of perfection. Alternatively, it can attempt a combat maneuver check (against the student of perfection's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The student of perfection must attack with a kick to use this style strike.

Hammerblow: The student of perfection links her hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the student of perfection rolls her unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The student of perfection must attack with a fist to use this style strike, but must have both hands free.

Head-Butt: The student of perfection slams her head into her enemy's head, leaving her foe reeling. If the attack hits and the foe is of the same size or one size smaller than the student of perfection, the student of perfection can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the student of perfection, the student of perfection takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The student of perfection must attack with a head-butt to use this style strike.

Knockback Kick: The student of perfection attempts to knock her foe back with a powerful kick. If the attack hits, the student of perfection can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the student of perfection. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the student of perfection's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The student of perfection must attack with a kick to use this style strike.

Leg Sweep: The student of perfection attempts to sweep her foe's leg, knocking the opponent down. If the attack hits, the student of perfection can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The student of perfection must attack with a kick to use this style strike.

Shattering Punch: The student of perfection delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The student of perfection must attack with a fist to use this style strike.

Spin Kick: The student of perfection spins about, delivering a kick her foe did not expect. The student of perfection makes her attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The student of perfection must attack with a kick to use this style strike.

This is the same as the unchained monk ability of the same name.

Improved Evasion (Ex)

At 9th level, a student of perfection's evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless student of perfection does not gain the benefit of improved evasion.

This is the same as the unchained monk ability of the same name.

Tongue of the Sun and Moon (Ex)

At 13th level, a student of perfection can understand and speak with any living creature, as if under a permanent tongues effect.

Timeless Body (Ex)

At 17th level, a student of perfection no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the student of perfection still dies of old age when her time is up.

This is the same as the unchained monk ability of the same name.

Flawless Mind (Ex)

At 19th level, a student of perfection gains total control over her mental faculties. Whenever she attempts a Will save, she can roll twice and take the better result. If she fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the student of perfection can attempt a new saving throw at the end of each hour to end the effect.

This is the same as the unchained monk ability of the same name.

Perfection (Ex)

Perfection (Ex): At 19th level, a student of perfection increases an ability score of her choice by 2.

Elemental Perfection

At 20th level, a student of perfection becomes a magical creature. She is forevermore treated as an outsider of the elemental and native subtypes rather than a humanoid (or whatever her original creature type was) for the purpose of spells and magical effects.

Additionally, the student of perfection gains damage reduction 5/-, which allows her to ignore the first 5 points of physical damage from any source. As a native outsider can still be brought back from the dead and need to eat, sleep, and breathe.

Finally, the student of perfection gains the ability to enter a state of elemental perfection. During this time, the student of perfection can take no actions, but she does regain ki at the rate of 1 point per 10 minutes spent at calm. She cannot use this ability to gain an amount of ki in excess of her maximum.

Table: Student of Perfection

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed
Damage
AC
Bonus
Fast
Movement
1st +1 +2 +2 +0 Flurry of blows (bonus attack), stunning fist, unarmed strike 1d6 +0 +0 ft.
2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.
3rd +3 +3 +3 +1 Fast movement, ki pool, ki strike (magic) 1d6 +0 +10 ft.
4th +4 +4 +4 +1 House of perfection, ki power 1d8 +1 +10 ft.
5th +5 +4 +4 +1 Style strike (1/round) 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus feat, ki power 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 Ki strike (cold iron/silver) 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +2 Ki power, 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +3 Improved evasion, style strike 1d10 +2 +30 ft.
10th +10/+5 +7 +7 +3 Bonus feat, ki power, ki strike (lawful) 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +3 Flurry of blows (bonus attack) 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +4 Ki power 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +4 Style strike, tongue of the sun and moon 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +4 Bonus feat, ki power 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +5 Style strike (2/round) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 Ki power, ki strike (adamantine) 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 Style strike, timeless body 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, ki power 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Perfection 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +12 +6 Elemental perfection, ki power 2d10 +5 +60 ft.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.

  • Dwarf: Reduce the Hardness of any object whenever the object is struck by the student of perfection’s unarmed strike (minimum of 0).
  • Elf: Increase the enhancement bonus of fast movement by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Gnome: Add +1 to CMD when resisting a grapple and +1/2 to the number of stunning attack attempts per day.
  • Half-Elf: Add +1/2 on Escape Artist checks and Acrobatics checks.
  • Half-Orc: Gain a +1/2 bonus on critical hit confirmation rolls made with an unarmed attack (maximum bonus of +5). When the bonus reaches +5, the half-orc can continue to spend points, gaining a bonus on confirmation rolls with all monk weapons. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Halfling : Add +1 to Acrobatics checks to move through an opponent's space or out of a threatened space.
  • Human: Add +1/4 point to the ki pool.


  • Avoodim: Add +1/2 to damage dealt to creatures with the outsider type.
  • Catfolk: Add +5 feet to the distance by which fall damage is reduced when using the slow fall ability.
  • Changeling: Add +1/2 to the changelings natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with unarmed attacks. When using this ability, the changeling's unarmed attacks inflict slashing damage.
  • Dhosari: Add +1/3 to CMD.
  • Dragonblood: Add +1/6 d6 of elemental damage to unarmed strikes. The energy type is the same as the resistance granted by the house of perfection ability. This additional damage is not multiplied on a critical hit.
  • Erkunae: Gain a +1/2 bonus on Use Magic Device.
  • Gnoll: Increase the enhancement bonus of fast movement by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Goblin: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
  • Grippli: Add +1 on Athletics checks to jump.
  • Hobgoblin: Add a +¼ bonus on combat maneuver checks made to grapple or trip.
  • Ifrit: Add a +1/2 to the ifrit's fire resistance.
  • Kitsune: Add +1 to Acrobatics checks to move through an opponent's space or out of a threatened space.
  • Kobold: Add +1/4 to the AC bonus class ability.
  • Lizardfolk: The lizardfolk gains a fast movement bonus of +3 ft. to swim speed. This works just as the fast movement bonus to land speed.
  • Merfolk: Merfolk always get the fast movement bonus to swim speed instead of land speed (this is not a favored class bonus). 1/4 times per day, the merfolk can spend a swift action to make an unarmed attack that does no damage—but can deliver a Stunning Fist.
  • Nagaji: Add +1/4 point to the ki pool.
  • Orc: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks she can attempt per day.
  • Oread: Add +1 to the oread's acid resistance.
  • Polkan: Increase the speed bonus of fast movement bonus by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Qit'ar: Add 2 ft. to the speed bonus of fast movement, but only when using the flying kick style strike. Always round this down to the nearest increment of 5 ft.
  • Ratfolk: Add +1/2 to the bonus on all Stealth checks.
  • Samsaran: Add +1/4 to the bonus of given by the samsaran's lifebound ability.
  • Shibaten: Increase he bonus from the sumo affictionado racial trait by 1/5.
  • Strix: The strix gains a fast movement bonus of +3 ft. to fly speed. This works just as the fast movement bonus to land speed.
  • Suli: Add +1/4 d6 of damage to the elemental assault racial ability when doing damage of the element corresponding to your house of perfection. This additional damage is not multiplied on a critical hit.
  • Sylph: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
  • Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with a falchion, kukri, or scimitar (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all the listed melee weapons. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Tiefling: Add +¼ to the number of times per day you can use Stunning Fist.
  • Undine: Add +1 to cold resistance.
  • Vanara: Add a +1 bonus on Acrobatics checks made to jump.
  • Zendiqi: Add +1/6 d6 of elemental damage to unarmed strikes. The energy type is the same as the resistance granted by the house of perfection ability. This additional damage is not multiplied on a critical hit.
  • Zif: The zif gains a fast movement bonus of +3 ft. to climb speed. This works just as the fast movement bonus to land speed.

OGL

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Section 15 Addendum

  • System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  • Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  • Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.