====== Class Overview ======
^Lvl ^Class ^ ♥ ^BAB ^SP ^Saves ^
^1 |Monk 1 | 8 (d8(8)+) |+¾ |(4+3)*4 |+ / + / + |
^2 |Wizard 1 | 1 (d4(1)+) |+½ |2+3 |- / - / + |
^3 |Wizard 2 | 3 (d4(3)+) |+½ |2+3 |- / - / + |
^4 |Wizard 3 | 2 (d4(2)+) |+½ |2+3 |- / - / + |
^5 |Monk 2 | 4 (d8(4)+) |+¾ |4+3 |+ / + / + |
^6 |War Mind 1 | 9 (d10(8)+) |+1 |2+3 |+ / + / - |
^7 |War Mind 2 |10 (d10(10)+) |+1 |2+3 |+ / + / - |
^8 |War Mind 3 | 3 (d10(3)+) |+1 |2+3 |+ / + / - |
^9 |War Mind 4 |10 (d10(10)+) |+1 |2+3 |+ / + / - |
^10 |Enlightened Fist 1 | 2 (d8(2)+) |+¾ |4+3 |- / + / + |
^11 |Enlightened Fist 2 | 2 (d8(2)+) |+¾ |4+3 |- / + / + |
^12 |War Mind 5 | 2 (d10(2)+) |+1 |2+3 |+ / + / - |
^13 |War Mind 6 | 7 (d10(7)+) |+1 |2+3 |+ / + / - |
^14 |Enlightened Fist 3 | 2 (d8(2)+) |+¾ |4+3 |- / + / + |
| ||||||
| Total ||79 HP+ |11¼ | |8 / 8½ / 8 |
| ||||||
^15 |Abjurant Champion 1 | (d10( )+) |+1 |2+ |+ / + / + |
^16 |Abjurant Champion 2 | (d10( )+) |+1 |2+ |+ / + / + |
^17 |Abjurant Champion 3 | (d10( )+) |+1 |2+ |+ / + / + |
^18 |Abjurant Champion 4 | (d10( )+) |+1 |2+ |+ / + / + |
^19 |Abjurant Champion 5 | (d10( )+) |+1 |2+ |+ / + / + |
^20 |Enlightened Fist 4 | (d8( )+) |+¾ |4+ |+ / + / + |
====== Attributes ======
^ ^Total ^Misc. ^Items ^lvl ^Original ^
^STR |24 (+7) | |+6 |+1 |17 (14) |
^DEX |16 (+3) | |+4 | |12 ( 4) |
^CON |12 (+1) | |+2 | |10 ( 2) |
^INT |16 (+3) | | | |16 (10) |
^WIS |20 (+5) | |+4 |+2 |14 ( 6) |
^CHA | 6 (-2) |-2 (Race) | | | 8 ( ) |
====== Saves ======
^ ^Total ^Abilities ^Base ^Resistance ^
^Fort |+10 |+1 |+8 |+1 |
^Ref |+12 |+3 |+8 |+1 |
^Will |+14 |+5 |+8 |+1 |
====== Combat stats ======
^ Melee Attack ^
|**ATK:** +19 \\ +11 (BAB) \\ +7 (STR) \\ +5 (Enhan.) \\ -2 (Flurry) \\ -2 (Snap Kick) \\ \\ **DMG:** 1d10+12+1d6 \\ 1d10 (Monk) \\ 1d6 Acid (Crystal) \\ +7 (STR) \\ +5 (Enhan.) |
^ Defense ^
|**AC:** 29 \\ 10 (Base) \\ +3 (DEX) \\ +5 (WIS) \\ +2 (Monk) \\ +6 (InArmor) \\ +2 (Ring) \\ +1 (Amulet) \\ \\ **HP:** 79 \\ 12 (Monk) \\ 6 (Wizard) \\ 31 (War Mind) \\ 6 (EnFi) \\ 14 (CON) |
====== Skills ======
^Total ^Skill ^Attr ^Class ^Misc ^
^ General Skills ^^^^^
| |Appraise |+3 (INT) | | |
| |Autohypnosis |+5 (WIS) |(WM) | |
| |Balance |+3 (DEX) |(M)(EF) | |
| |Bluff |-2 (CHA) | | |
| |Climb |+7 (STR) |(M)(EF) | |
| |Concentration |+1 (CON) |(8M)(W)(8WM)(1EF) | |
| |Craft? |+3 (INT) |(M)(W)(EF) | |
| |Decipher Script |+3 (INT) |(W) | |
| |Diplomacy |-2 (CHA) |(M) | |
| |Disable Device |+3 (INT) | | |
| |Disguise |-2 (CHA) | | |
| |Escape Artist |+3 (DEX) |(M)(EF) | |
| |Forgery |+3 (INT) | | |
| |Gather Information |-2 (CHA) | | |
| |Handle Animal |-2 (CHA) | | |
| |Heal |+5 (WIS) | | |
| |Hide |+3 (DEX) |(2M)(1EF) | |
| |Intimidate |-2 (CHA) |(WM) | |
| |Jump |+7 (STR) |(M)(EF) | |
| |Know: Arcane/Psionic |+3 (INT) |(1M)(7W)(3WM)(EF) | |
| |Know: Religion |+3 (INT) |(2M)(W)(EF) | |
| |Know: The Planes |+3 (INT) |(2W) | |
| |Know: Nature |+3 (INT) |(2W) | |
| |Know: History |+3 (INT) |(2W)(WM) | |
| |Know: Dungeoneering |+3 (INT) |(2W) | |
| |Listen |+5 (WIS) |(4M)(6EF) | |
| |Move Silently |+3 (DEX) |(4M)(6EF) | |
| |Open Lock |+3 (DEX) | | |
| |Perform |-2 (CHA) |(M) | |
| |Profession |+5 (WIS) |(M)(W)(EF) | |
| |Ride |+3 (DEX) | | |
| |Search |+3 (INT) | | |
| |Sense Motive |+5 (WIS) |(7M) | |
| |Sleight of Hand |+3 (DEX) | | |
| |Speak Language | |(3xM)(3xWM) | |
| |Spellcraft |+3 (INT) |(W)(16WM)(1EF) | |
| |Spot |+5 (WIS) |(4M)(6EF) | |
| |Survival |+5 (WIS) | | |
| |Swim |+7 (STR) |(M)(EF) | |
| |Tumble |+3 (DEX) |(M)(EF) | |
| |Use Magic Device |+3 (DEX) | | |
| |Use Rope |+3 (DEX) | | |
|Languages:Common \\ Celestial \\ Draconic \\ Common Sign Language |||||
====== Resources ======
^ General Resources ^
|Hit Points \\ Nonlethal Damage79/79 \\ 0 |
^ Monk Resources ^
|Stunning Fist \\ Deflect Arrows5/5 \\ 1/round |
^ Wizard Resources ^
|Cantrips \\ 1st. level spells \\ 2nd. level spells \\ 3rd. level spells//Detect Magic, Dancing Lights, Prestidigitation, Mending \\ Feather Fall, Chill Touch, Chill Touch, Blood Wind \\ Heroics, Bladeweave, Wraithstrike, Wraithstrike \\ Vampiric Touch, Vampiric Touch, Vampiric Touch// \\ |
^ War Mind ^
|Power Points \\ CoPS \\ CoDP29/29 \\ 3/3 \\ 3/3 |
^ Enlightened Fist ^
|Fist of Energy \\ Arcane Fist Uses Stunning Fist \\ Uses Stunning Fist |
^ Buffs, Debuffs, Effects ^
| |
====== Powers ======
^Lvl ^ DC ^ Cost ^ Powers Known ^
|1st | 16 | 3 | [[http://www.d20srd.org/srd/psionic/powers/inertialArmor.htm|Inertial Armor]]A \\ [[http://www.psionics.info/powers/adrenaline-boost/|Adrenaline Boost]]A \\ [[http://www.psionics.info/powers/dimension-hop/|Dimension Hop]]A |
|2nd | 17 | 5 | [[http://www.d20srd.org/srd/psionic/powers/prowess.htm|Prowess]] |
|3rd | 18 | 7 | [[http://www.d20srd.org/srd/psionic/powers/empathicTransferHostile.htm|Empathic Transfer, Hostile]]A |
^ Power Points ^
|**29** Power Points \\ 28 (WM) \\ 15 (WIS) \\ 2 (Race) \\ -15 (Reserved \\ Inertial Armor) \\ -1 Repletion |
====== Spells ======
^Cantrips^
|Save DC: 13|
|Per Day: 4|
|**Known:** \\ __ALL__|
^1st level^
|Save DC: 14|
|Per Day: 4(3+1)|
|**Known:** \\ [[http://dndtools.pw/spells/spell-compendium--86/blood-wind--3975/|Blood Wind]] \\ Chill Touch \\ [[http://dndtools.pw/spells/spell-compendium--86/corrosive-grasp--4053/|Corrosive grasp]] \\ Endure Elements \\ Feather Fall \\ Grease \\ Shield \\ [[http://dndtools.pw/spells/spell-compendium--86/spell-flower--4205/|Spell Flower]] |
^2nd level^
|Save DC: 15|
|Per Day: 4(3+1)|
|**Known:** \\ [[http://dndtools.pw/spells/complete-adventurer--54/bladeweave--403/|Bladeweave]] \\ [[http://dndtools.pw/spells/spell-compendium--86/heroics--4701/|Heroics]] \\ Invisibility \\ Knock \\ [[http://dndtools.pw/spells/complete-adventurer--54/wraithstrike--432/|Wraithstrike]] |
^3rd level^
|Save DC: 16|
|Per Day: 3(2+1)*|
|**Known:** \\ [[http://dndtools.pw/spells/complete-arcane--55/anticipate-teleportation--435/|Anticipate Teleportation]] \\ Fly \\ Vampiric Touch|
====== Features ======
• Medium: As Medium creatures, elans have no special bonuses
or penalties due to their size.
• Elan base land speed is 30 feet.
• Automatic Language: Common. Bonus Languages: Any
(other than secret languages, such as Druidic). Elans’ past
lives expose them to wide ranges of language.
• Favored Class: Psion.
• Level Adjustment: +0.
• Aberration: Elans are not subject to spells or effects that affect
humanoids only, such as charm person or dominate person.
• Elans (unlike most aberrations) do not have darkvision.
• –2 Charisma: Elans, despite their attempts to blend into
the human population, continue to come off as just a
little unusual.
• Naturally Psionic: Elans gain 2 bonus power points at 1st
level. This benefi t does not grant them the ability to manifest
powers unless they gain that ability through another
source, such as levels in a psionic class.
• Resistance (Su): Elans can use psionic energy to increase
their resistance to various forms of attack. As an immediate
action, an elan can spend 1 power point to gain a
+4 racial bonus on saving throws until the beginning of
her next action. (For a definition of immediate action,
see page 59.)
• Resilience (Su): When an elan takes damage, she can spend
power points to reduce its severity. As an immediate action,
she can reduce the damage she is about to take by 2 hit
points for every 1 power point she spends. (For a defi nition
of immediate action, see page 59.)
• Repletion (Su): An elan can sustain her body without need
of food or water. If she spends 1 power point, an elan does
not need to eat or drink for 24 hours.
===== Monk Class Features =====
Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. (See Chapter 7: Equipment for descriptions of these weapons.) Monks are not proficient with any armor or shields—in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk 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.
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a —2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3—10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to —1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows. \\
\\
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or × 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows. \\
\\
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff. \\
\\
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. \\
\\
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3—10: The Monk. The unarmed damage on Table 3—10 is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a
At 1st level, you gain You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. as a bonus feat. \\ At 2nd level, you gain You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. as a bonus feat.
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
===== Wizard Class Features =====
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the wizard spell list (see bottom of page). A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given in the Advancement table below. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8).
Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races). Many ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.
A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the accompanying Familiars sidebar for details.
At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).
A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells, page 177). She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, page 57) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has (see Table 1—1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own (see Adding Spells to a Wizard's Spellbook, page 178).
===== War Mind Class Features =====
A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6—9: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.
A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a war mind can manifest per day is limited only by his daily power points. In other words, a 5th-level war mind (with a total of 20 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point twenty times in one day, a power costing 5 power points four times in one day, or any combination of power point costs that does not exceed 20 power points in total.
A war mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against war mind powers is 10 + the power's level + the war mind's Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.
A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers. A 4th-level war mind can learn powers of 2nd level or lower, a 6th-level war mind can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level. For example, a war mind with a Wisdom score of 13 can manifest powers of 3rd level or lower.
At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.
At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.
At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The Talariic texts tell of the perfect warrior, a legend named Ununquam the Vanquisher, who lived many thousands of years ago but who achieved deeds that live on through the texts. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/—. At 6th level, his damage reduction improves to 2/—. At 9th level, his damage reduction improves to 3/—.
At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.
===== Enlightened Fist Class Features =====
Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
An enlightened fist's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
An enlightened fist adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her enlightened fist level, but she can't add her Wisdom bonus to her AC. An enlightened fist does not count her class levels for the purpose of determining when she gains any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.
Once per round as a free action, an enlightened fist of 2nd level or higher can spend one of her daily stunning attempts to imbue her unarmed strikes with either electricity or fire. The enlightened fist chooses the energy type each time she activates. For 1 round, each of her unarmed strike that hits deals an extra 1d6 points of damage (electricity or fire, depending on the choice). At 6th level and higher, an enlightened fist can cause her energy-imbued unarmed strikes to burst with flame or lightning on a critical hit. In addition to dealing an extra 1d6 points of energy damage, her unarmed attacks deal an extra 1d10 points of energy damage on a successful critical hit. If the enlightened fist's unarmed critical multiplier is ×3, she adds an extra 2d10 points of energy damage instead, and if the multiplier is ×4, she adds an extra 3d10 points of energy damage. An enlightened fist with monk levels can use this ability to channel energy through wielded monk weapons just as she can through her unarmed attacks.
Beginning at 3rd level, an enlightened fist can spend one of her daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. She can choose to deliver the touch spell with any single unarmed strike attack she makes during the action.
====== Feats ======
===== Feats from levels =====
[Psionic, Racial]( Complete Psionic, p. 52) \\
\\
//As an elan, you can prevent greater amounts of damage than other members of your race.// \\
\\
**Prerequisite:** Elan \\
\\
**Benefit:** As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 power point spent. \\
\\
**Normal:** A typical elan can reduce damage he is about to take by 2 points for every 1 power point spent.
[General]( Player's Handbook v.3.5, p. 92) \\
\\
//You are adept at casting spells in combat.// \\
\\
**Prerequisite:** None \\
\\
**Benefit:** You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.
[Psionic]( Expanded Psionics Handbook, p. 46) \\
//You learn another power.// \\
\\
**Prerequisite:** Manifester level 3rd, \\
\\
**Benefit:** Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. For example, a 7th-level psion gains either a new 1st, 2nd, or 3rd-level power. You can choose any power, including powers from another discipline's list or even from another class's list. \\
\\
**Special:** You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.
[General]( Tome of Battle: The Book of Nine Swords, p. 32) \\
//You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.// \\
\\
**Prerequisite:** Improved Unarmed Strike (PH) , Base attack bonus +6 \\
\\
**Benefit:** When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a -2 penalty on all attack rolls you make this round.
[General]( Complete Warrior, p. 96) \\
//You can channel arcane energy into your melee attacks.// \\
\\
**Prerequisite:** Ability to cast 3rd-level arcane spells, base attack bonus +4, \\
\\
**Benefit:** When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus. \\
For example, Yarren the bladesinger has a base attack bonus of +11 and the ability to cast 4th-level arcane spells. On his turn, he chooses to sacrifice one of his 4th-level spells for the day, marking it off as if he had cast it. Until his next turn, Yarren gains an extra +4 bonus on his attack rolls and an extra 4d4 points of damage with a single melee weapon of his choice (his rapier).
====== Equipment and Paraphernalia ======
* Necklace of Samsara
* Necklace of Natural Weapons +5
* +4 Wis
* Greater Weapon Crystal of Energy Assault (Acid)
* Bracers of World-Bending Reed
* Bracers of the Entangling Blast
* +6 STR
* Belt of Vigorous motion
* Monk's Belt
* +4 DEX
* Vest of Mountain's Vitality
* Vest of Resistance +1
* +2 CON
* +1 Nat Armor
* Ring of Protection +2
* Blindfold of True Darkness
* Ruby Puzzleset
* Aureon's Spellshard (Half a BBB)
* Pearl of Power (level 1)
* Letter of Change (Currently in Jekal's holdings)
25,6k Necklace of Natural Weapons +5 Strong; (DC 22) Transmutation at CL15
36k +6 Str Strong; (DC 21) Transmutation at CL12
16k +4 Dex Moderate; (DC 19) Transmutation at CL8
16k +4 Wis Moderate; (DC 19) Transmutation at CL8
13k Monk's Belt Moderate; (DC 20) Transmutation at CL11
9k Blindfold of True Darkness Faint; (DC 16) Divination at CL3
8k Ring of Protection +2 Faint; (DC 17) Abjuration at CL5
6,5k Aureon's Spellshard (Half a BBB) Moderate; Transmutation ML 7
6k Greater Weapon Crystal of Energy Assault Faint; (DC 17) Evocation at CL5
4k +2 Con Faint; (DC 17) Transmutation at CL4
2k Nat Armor +1 Faint; (DC 17) Transmutation at CL5
2k Bracers of the Entangling Blast Faint; (DC 16) Conjuration at CL3
1125 3 3rd level scrolls
1k Vest of Resistance +1 Faint; (DC 17) Abjuration; CL 5
1k Pearl of Power Strong; (DC 23) Transmutation; CL 17
1k Concentration CMW Faint; (DC 15) Conjuration at CL1
0,45k 2 2nd level scrolls
0,4k Letter of change. Faint; (DC 15) Illusion at CL1?
150-25,6-36-16-16-13-9-8-6,5-6-4-2-2-1,125-1-1-1-0,45-0,4=0,925
====== Notes ======
Mnk 2, Wiz 3, EF 3, Ardent 1, War Mind 5.
^ Lvl ^Class ^Feats ^Notable Features ^ Requires ^
| 1 |Monk 1 |1 |Stunning Fist, Flurry of Blows, Unarmed Strike | |
| 2 |Ardent 1 | | | |
| 3 |Wizard 1 |1 | | |
| 4 |Wizard 2 | | | |
| 5 |Wizard 3 | | | |
| 6 |War Mind 1 |1 | |0
Mnk 1, Wiz 3, War 1, EF 3, War Mind 5, ET 1
^ Lvl ^Class ^Feats ^Notable Features ^ Requires ^
| 1 |Monk 1 |Wild Talent |Stunning Fist, Flurry of Blows, Unarmed Strike | |
| 2 |Wizard 1 | | | |
| 3 |Wizard 2 |Know:Devotion | | |
| 4 |Wizard 3 | | | |
| 5 |Warlock 1 | |DR 1/CI | |
| 6 |Enlightened Fist 1 |Extra Knowlgde |Monk Abilities, Warlock+2 |Combat Casting, Monk1, Arcane Caster 3 |
| 7 |Enlightened Fist 2 | | | |
| 8 |Enlightened Fist 3 | |Arcane Fist | |
| 9 |War Mind 1 |1 | |0
Mnk 2, War 3, EF 3, Ardent 1, War Mind 5.
^ Lvl ^Class ^Feats ^Notable Features ^ Requires ^
| 1 |Monk 1 |1 |Stunning Fist, Flurry of Blows, Unarmed Strike | |
| 2 |Monk 2 | |Evasion | |
| 3 |Warlock 1 |1 | | |
| 4 |Warlock 2 | | | |
| 5 |Warlock 3 | |DR 1/CI | |
| 6 |Enlightened Fist 1 |1 |Monk Abilities, Warlock+2 | |
| 7 |Enlightened Fist 2 | | | |
| 8 |Enlightened Fist 3 | |Arcane Fist |Combat Casting, Monk1, \\ Arcane Caster 3 |
| 9 |Ardent |1 |Freedom Mantle | |
| 10 |War Mind 1 | | |0
Mnk 1, DkB 3, Wiz 1, War 1, EF 3, UM 2, ET 3
^ Lvl ^Class ^Feats ^Notable Features ^ Requires ^
| 1 |Monk 1 |1 |Stunning Fist, Flurry of Blows, Unarmed Strike | |
| 2 |Duskblade 1 | |Combat Casting | |
| 3 |Duskblade 2 |1 | | |
| 4 |Duskblade 3 | |Arcane Channeline | |
| 5 |Wizard 1 | | | |
| 6 |Warlock 1 |1 |DR 1/CI | |
| 7 |Enlightened Fist 1 | |Monk Abilities, Wizard+2 |Combat Casting, Monk1, \\ Arcane Caster 3 |
| 8 |Enlightened Fist 2 | | | |
| 9 |Enlightened Fist 3 |[Metamagic] |Arcane Fist | |
| 10 |Ultimate Magus 1 | |Warlock +1 |Spont 1st spell, Prep 2nd spell, metamagic feat |
| 11 |Ultimate Magus 2 | |Wizard+1, Warlock+1 | |
| 12 |Eldritch Theurge 1 |1 |Wizard+3, Warlock+3 |2nd level spell, 2d6 Eldritch blast |
| 13 |Eldritch Theurge 1 | | | |
| 14 |Eldritch Theurge 1 | | | |
| **HP:** 53.5 (8+3.5+6*4.5+6*2.5) \\ **BAB:** 10.5 \\ **Casting:** (Duskblade 3, Wizard 7, Warlock 6) \\ **XP Penalty:** 60% for nonhumans |||||