CN Medium Outsider (Earth, Extraplanar)
Swordsage 7/Master of the Nine 5 | Incarnate 12Init
darkvision 60 ft
Spot +, Listen +Languages
Common, Terran, Celestial, Dwarven, Ignan +7
59, touch 72, flat-footed 66
(+5 natural, +9 dexterity, +12 insight, +12 luck, +11 Wis)hp
384 ( 12d8 HD + 288); DR
fire 20; SR
15, Will 20
90Melee: Ranged: Space
5 ft.; Reach
5 ft.Base Atk
Unarmed Strike 1d8Combat Gear: Maneuvers
(IL 12th, DC 33+spell level) Incarnate Meldshaping
(CL 12th, DC 33+spell level)
Str 44 (+17), Dex 28 (+9), Con 35 (+12), Int 31 (+10), Wis 32 (+11), Cha 21 (+5)Special Attacks: Special Qualities: Skills: Skill Tricks: Feats:
Blind-Fight (B), Equipment
- +8 Strength, +8 Constitution, +2 Intelligence, -2 Charisma
- Size: As medium creatures, stonechildren have no special bonuses or penalties due to size.
- A stonechild's base land speed is 30 feet.
- Darkvision: Stonechildren can see in the dark out ot 60 feet.
- Racial Feats: A stonechild's outsider levels give her one feat. In addition, stonechildren get Blind-Fight as a bonus feat.
- Weapon and Armor Proficiency: As an outsider, a stonechild is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
- Natural Armor: A stonechild's tough hide protects her from harm, giving her a +4 natural armor bonus to Armor Class.
- Immunity to Acid and Poison: Stonechildren take no damage and suffer no ill effects from acid or poison.
- Magic Stone (Sp): Three times per day, a stonechild can use a magic stone effect as the spell (caster level 3rd).
- Automatic Languages: Common and Terran. Bonus Languages: Celestial, Dwarven, Ignan.
- Favored Class: Fighter
- Level Adjustment +4
- Outsider (Earth, Extraplanar)
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Monastery Training (Ex): Gain Improved Unarmed Strike as a bonus feat and progress as a monk to determine unarmed strike damage.
Quick to Act (+2) (Ex): Gain a +2 bonus on Initiative checks.
Discipline Focus (Tiger Claw) (Ex): Gain benefit of the Weapon Focus feat for the Kukri, Kama, Claw, Handaxe, Greataxe, and Unarmed Strike
AC Bonus: Add Wisdom modifier as a bonus to Armor Class, so long as you wear no armor, are unencumbered, and do not use a shield. This bonus applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless.
Discipline Focus (Tiger Claw) (Ex): Add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the Tiger Claw discipline.
Sense Magic (Su): Spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Maneuvers Known: 12
Maneuvers Readied: 6
Stances Known: 3
Dual Stance (Ex): You can choose to not lose your current stance when you enter a different stance from another discipline. You may use the benefits of two stances for a maximum of 2 round sper class level each day, split up as desired.
Perfect Form (Ex): You initiate your maneuvers with greater fluidity and grace, increasing the save DC (if any) of any maneuver you initiate by 1.
Counter Stance (Ex): Whenever you initiate a counter maneuver, you can change your stance as part of the counter's action, even if it is not your turn.
Mastery of Nine (Ex): You gain a +2 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day.
Maneuvers Known: 8
Maneuvers Readied: 5
Stances Known: 2
Detect Opposition (Sp):
Chakra Bind (Crown, Feet, Hands, Arms, Brow, Shoulders):
Expanded Soulmeld Capacity +1 (Ex):
Incarnum Radiance (Su): Two times per day,
Rapid Meldshaping: Two times per day,
Share Incarnum Radiance:
Chakra Binds: 3