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|Ageless Master CR 19|
Human Monk 20
LN Medium outsider (human)
Init +6; Senses darkvision 60 ft.; Perception +28
|AC 34, touch 27,
flat-footed 31 (+5 armor, +2 deflection, +2 Dexterity, +1 dodge, +5 monk, +2
natural, +7 Wisdom)
hp 153 (20d8+60)
Fort +18, Ref +18, Will +23; +2 vs. enchantments
Defensive Abilities improved evasion; DR 10/chaotic; Immune disease, poison; SR 30
|Speed 90 ft.
Melee +3 unarmed strike +23/+18/+13 (2d10+7) or mwk alchemical sliver dagger +20/+15/+10 (1d4+4/1920) or +3 unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d10+7)
Ranged mwk shuriken +18/+13/+8 (1d2+4) or mwk shuriken flurry of blows +21/+21/+16/+16/+11/+11/+6 (1d2+4)
Special Attacks flurry of blows, quivering palm (1/day, DC 27), stunning fist (20/day, DC 27)
|Before Combat The
monk drinks his potions of barkskin and bear's endurance.
During Combat The monk expends a point from his ki pool at the beginning of combat to increase his speed. He then closes with a single opponent to deliver an Improved Vital Strike combined with Stunning Fist. If successful, he makes a full attack with his flurry of blows in the next round, attempting to finish the hampered opponent. He uses this tactic whenever possible, using flurry of blows or Power Attack only against targets that have already had their AC compromised from being stunned or tripped. Otherwise, he uses his mobility and high Acrobatics skill to move in and out of melee. When fighting four or more opponents, the monk activates his feather token (whip) and targets spellcasters first with Stunning Fist combined with Medusa's Wrath.
|Strength 18, Dexterity 14, Constitution
14, Intelligence 13, Wisdom 24, Charisma 10
Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Stance, Medusa's Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike), Wind Stance
Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14, Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28, Sense Motive +30, Stealth +18
Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon
SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body, slow fall any distance, timeless body, wholeness of body
Combat Gear dust of appearance, feather token (whip), potions of barkskin (3), potions of bear's endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2), potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2); Other Gear masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2, healer's kit, 130 gp
Ageless masters prefer to spread wisdom, but once roused they are dangerous opponents.
15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
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