Class: Sentient Construct/Path of War (Dervish)/Earth Elemental
: 143 ([10 class+3 KDM]x11)
Damage Reduction: 5
: 14 (12 base + 2 Ability 3)Dexterity
: 14 (14 base)Constitution
: 20 (16 base + 4 Ability 1) [KOM]Intelligence
: 10 (10 base)Wisdom
: 12 (10 base + 2 Ability 4)Charisma
: 16 (14 base - 2 Race + 4 Ability 2) [KDM]
Armor Class: 25 (10 + 5 KDM + Armor + 10 BAB)
Saves: Fort +13, Ref +7, Will +12
Resistance and Immunity: [Resistance] Elemental Damage and Magic
Base Attack Bonus: +10
Class Features:Track 1: Sentient Construct
You gain a +1 bonus to all damage for every circle of this track that you possess, and a 5 ft. bonus to your movement speed for every even circle of this track that you possess. You also gain a +2 bonus to saves against combat maneuvers.
As a standard action, you deal damage equal to your character level + your Key Offensive Modifier to every opponent in [Melee] range. Opponent dealt damage by this ability are [Knocked down]. A successful Reflex save (DC 10 + ½ your level + your Key Offensive Modifier) negates being [Knocked down].
Your advanced senses enable you to penetrate illusions that would fool organic creatures. You gain [Immunity] to effects with the [Figment] descriptor. You also gain [Tremorsense] out to [Close] range and [Blindsight] out to [Melee] range.
Track 2: Path of War (Dervish)
You gain [Resistance] to energy and magic damage.
You can whip yourself into a war dance, a state in which you gain heightened
morale and maneuverability. As a swift action, if you are not [Fatigued], [Exhausted], or in a war dance, you can enter a war dance, which lasts for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive). While in this war dance you gain a +1 bonus to attack rolls, damage you deal with attacks, and Acrobatics checks per circle you possess from this track, a +1 bonus to Reflex and Will saves, and a +2 bonus to saves against combat maneuvers. You can always prematurely end your war dance as a free action. When your war dance ends (either before the beginning of your turn due to its duration running out, or on your your turn due to your ending it prematurely) you cannot begin a war dance on either the turn it ends or on your following turn. In addition, you are [Fatigued] for as many [Rounds] as you spent war dancing (minimum 1).
Your frantic movements become more focused and lethal. While in a war dance, you gain a [Bonus attack] whenever you take an attack action and you gain a 5 ft bonus to your movement speed, which increases to 10 ft at 4th circle and 15 ft at 6th circle.
Your whirling attacks amaze friend and foe alike, leaving vicious wounds at blinding speed. You gain a +2 bonus to Acrobatics checks. The first hit with an attack you make against each opponent each [Round] inflicts the [Burning] and [Bleeding] conditions on that opponent.
Track 3: Earth Elemental
Your war dance increases in potency, and you become adept at avoiding the sharp pointy bits of metal other people want to stick in you. Your bonuses to Reflex and Will saves while in a war dance increase to +2. While in a war dance, you gain 20% [Miss chance].
Cloaked Dance: While in a war dance, you can use the Surprising an Opponent function of the Acrobatics skill as part of a move action without halving your movement speed. Additionally, whenever you deal damage to a [Flat-footed] opponent, you deal additional damage equal to your KOM.
The ground heeds your call, biting into nearby enemies. Once per [Round], as move action, you may create a 5 ft radius spread originating from you, dealing damage equal to your character level plus your KOM to opponents within the area as a [Ground] effect. The radius increases to 10 ft at 5th level, and to your [Close] range at 10th level.
You gain [Damage reduction] equal to your Constitution modifier (minimum 1). In addition, moving out of a square of difficult terrain does not cost you extra movement.
As a standard action, you may deal damage equal to twice your character level plus your KOM to target opponent within [Medium] range, and cause the opponent to lose the [Flying] condition, the Fly movement mode, and any further access the opponent may gain to that movement mode until the end of the [Encounter]. This requires a successful ranged attack roll. In addition, you may choose to ignore any effect that would grant you [Flying].