Race: Storm Dragon
Damage Reduction: 1
(1)Strength 18 +4 Key Offense Ability
(4)Dexterity 12 +1
(3)Constitution 16 +3
(-)Intelligence 14 +2
(-)Wisdom 10 +0
(2)Charisma 18 +4 Key Defense Ability
Saves: (s)Fort +5, (f)Ref +6, (f)Will +8
Resistance and Immunity:
--Cold (Lesser Resistance)
Base Attack Bonus: +4
Track 1 Abilities: Elementalist: Cold
At will, you can summon a burst of energy targeting a single 5 ft square within [Close] range. It does 1d6 elemental damage per level you possess, plus the mental ability modifier that you use to calculate DCs for this track, and allows a save for half damage. The save required is Reflex if you channel [Electricity] or [Fire], or Fortitude if you channel [Acid] or [Cold].
You gain [Lesser resistance] to your chosen element. When you gain your 4th circle of Elementalist, this improves to [Resistance], and at 6th circle, you gain [Immunity] to your chosen element. This ability is passive, not activated.
Track 2 Abilities: Way of the Crane
You gain a 10 ft bonus to your movement speed. You gain an additional, cumulative 10 ft bonus to your movement speed every time you gain a new circle in this discipline (to a maximum of a 70 ft bonus at 7th circle).
Track 3 Abilities: Way of the Dragon
When knocked down, you are quick to get up for another exchange of punches and kicks. When [Prone], you can stand up as a swift action instead of a move action.
Monks learn to protect their minds from the clouds of fear. You gain [Immunity] to [Fear] effects, including the combat use (but not the social use) of the Intimidate skill.
Traci 4 Abilities: Dragon:
You gain the Wings Of War feat even though you would not otherwise qualify. You also have the following natural attack:
Dragon Claws – Melee, range [Melee], [Brutal 3].
Your maximum HP is increased by one point per character level for each circle of the Dragon track you possess, to a maximum of +140 HP at 20th level.
You can move from one place to another disturbingly quickly.
Benefit: As a swift action, you can add the [Teleport] de¬scriptor to your movements until the beginning of your next turn. You do not provoke attacks of opportunity by moving, except from opponents who threaten your square at the beginning of movement. You cannot use the Acrobatics skill to avoid those attacks of opportunity.
Benefit: You can equip an additional lesser magic item.
A tiny companion assists you in your adventures.
Prerequisites: No spellcasting tracks.
Benefit: You are followed at all times by a tiny, cheerful, malevolent spirit of your own devising. Treat it as a [Tiny] [Flying] creature with 15 HP, one spoken language, and no offensive capabilities. It has an intelligence of 14, and no other relevant stats. It can carry a small object of less than 5 pounds but cannot use any object as a weapon. Further, any object it drops floats to the ground at a moderate pace. It flies at a speed of 40 ft, but can travel no more than 80 ft from you. The Mote uses your perception skill, but has no other skills. If your Mote is destroyed, it reforms at the end of the [Encounter] or in ten [Rounds], whichever is shorter.
At 4th level, you may siphon its HP to heal yourself as an immediate action, and your Mote gains [Darkvision] out to 30 ft. At 8th level, its HP rises to 30, and it gains the ability to take your place for the purposes of a targeted spell once per [Encounter], taking the damage itself. You may use this ability after you know if the attack hits. It also gains [Blindsight] out to 10 ft. At 12th level, its HP rises to 45 and it can pass through small solid objects or walls. At 16th, you may have two motes active at a given time and the range of your motes becomes unlimited.
A pair of wings, of any appearance you desire, grow out of your back.
Prerequisites: 9th level
Benefit: You grow a set of wings. You gain a fly speed equal to your normal land speed. While the process of gaining wings or having them implanted is likely supernatural, the ability to fly is extraordinary.
--Acrobatics 4 +1 =d20+5
--Arcana 4 +3 =d20+7
--Athletics 4 +4 =d20+8
--Diplomacy 4 +4 =d20+8
--Percpetion 4+0 =d20+4
Description: To all appearances this cloak is a plain, if well kept, travelers cloak that is just the right fit for you.
Benefit: A Cloak of the Endless Journey is a boon to any¬one traveling anywhere. A Cloak of the Endless Journey has several useful functions. By reaching into one of the two internal pockets, the user of the cloak can withdraw a fruit. A single cloak can produce up to 5 such fruits per [Scene]. The other pocket can produce a clay jug filled with either clear, cool water, or warm or cold tea. The cloak can pro¬duce 2 such jugs per [Scene] and each jug contains enough liquid for 4 drinks. The cloak can also be transformed with a word into a sturdy, weatherproof tent that appears large enough for a single person, but is actually quite spacious inside and can accommodate up to 4 people comfortably and the pockets remain accessible.
--Dragon Claws Melee, (brutal 3)