ENTRY REQUIREMENTS
Maneuvers: Must know at least three Setting Sun maneuvers, including at least one Setting Sun stance and the Baffling Defense counter, and must know at least two Diamond Mind maneuvers, including the Insightful Strike strike.
Skills: Concentration 8 ranks, Listen 8 ranks, Sense Motive 8 ranks
Class Skills
The Blind Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 6 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known
1st|+0|+2|+0|+0|Augmented Monk Abilities, Focus, Lightning Flurry, Sight Beyond Sight|0|0|0
2nd|+1|+3|+0|+0|Sonic Wave/Resonating Strike|1|0|0
3rd|+2|+3|+1|+1|Tempest/Cripple|0|0|0
4th|+3|+4|+1|+1|Safeguard/Iron Will|1|0|0
5th|+3|+4|+1|+1|Dragon's Rage|0|1|1[/table]
Weapon and Armor Proficiencies: A Blind Monk gains no new armor or weapon proficiencies.
Maneuvers: At 2nd level, and again at 4th level, a Blind Monk gains a new maneuver known from the Diamond Mind or Setting Sun disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Blind Monk level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 5th level, you gain an additional maneuver readied.
Stances Known: At 5th level, you learn a new martial stance from the Diamond Mind or Setting Sun disciplines. You must meet a stance's prerequisite to learn it.
Augmented Monk Abilities: Blind Monk levels stack fully with monk levels for the purpose of progressing his Fast Movement, Flurry of Blows, and Unarmed Strike. Upon taking the first level in this prestige class, the following changes are made to a Blind Monk's abilities. If he did not possess these abilities prior to entering this prestige class, he gains these abilities as a monk of his level -5.
Fast Movement: A Blind Monk does not lose the effect of his Fast Movement ability unless he wears medium or heavier armor. If a Blind Monk uses his Flurry of Blows ability, he may move a distance up to the bonus speed granted by his Fast Movement ability as a free action before, after, or during the attacks, divided as he wishes.
Flurry of Blows: A Blind Monk can use his Flurry of Blows ability while in light armor.
Focus (Ex): A Blind Monk has a limited pool of extreme mental acuity that he may draw upon to produce potent physical or nigh-magical effects. This pool, known simply as Focus, consists of 100 points. Each of the Blind Monk's abilities cost a certain amount of Focus, as noted in their descriptions.
While below full Focus, a Blind Monk regains 10 Focus at the beginning of each of his turns. While at full Focus, the Blind Monk may expend 25 Focus as a free action to use his Lightning Flurry ability without first using another Blind Monk ability.
Lightning Flurry (Ex): Whenever he uses another Blind Monk class ability (excluding Sight Beyond Sight), a Blind Monk may perform a Flurry of Blows as a standard action on his following turn. Each attack of a Lightning Flurry that hits restores 10 Focus (maximum of 30 Focus per flurry).
Sight Beyond Sight (Su): As a free action at the start of his turn, a Blind Monk may voluntarily shroud his senses in complete darkness, closing his eyes and willfully ignoring any special senses he may possess until the start of his next turn. While ignoring his senses in this fashion, the Blind Monk is effectively blinded, but he also gains special advantages against foes, based on his level in this prestige class.
- At 1st level, the Blind Monk gains Blindsense out to 30 feet while using this ability. He does not suffer the penalties of being blind against attacks made by creatures he can detect in this fashion.
- At 3rd level, the Blind Monk's blindsense increases to 45 feet, and he gains blindsight out to 30 feet when using this ability.
- At 5th level, the Blink Monk's blindsense increases to 60 feet, his blindsight increases to 45 feet, and he gains a special form of touchsight out to 15 feet. The Blind Monk learns the type and physical ability scores of any creature he detects with this touchsight (the character receives a general description, while the player receives the precise numbers).
Sonic Wave/Resonating Strike (Su): As a standard action, a Blind Monk may project a pulse of discordant sound towards a foe. The Blind Monk must succeed on a ranged touch attack against a foe within 60 feet; if successful, he deals 1d6 sonic damage per two HD he possesses, and gains a special form of blindsight against that foe until the end of his next turn. No matter how far the foe travels from the Blind Monk, so long as line of effect exists between them, the Blind Monk may detect that foe as if by blindsight.
Using Sonic Wave consumes 25 Focus.
In the round after using Sonic Wave, the Blind Monk may use Resonating Strike as a swift action. Until the end his turn after using Resonating Strike, the next strike maneuver the Blind Monk initiates deals bonus sonic damage equal to one-third the struck foe's missing hitpoints.
Using Resonating Strike consumes 15 Focus.
Sonic Wave may be used every 2d3 rounds.
Tempest/Cripple (Su): As a standard action, a Blind Monk may release a blast of sound in a 15-ft. burst centered on himself. All foes within the area take 1d6 sonic damage per two HD the Blind Monk possesses and are deafened until the end of the Blind Monk's next turn. A successful Fortitude save (DC 10 + ½ HD + Wis modifier) halves this damage and negates the deafening.
Using Tempest consumes 25 Focus.
In the round after using Tempest, the Blind Monk may activate Cripple as a move action, intensifying the reverberations previously set up in the bodies of his foes. Any creature that took damage from Tempest must succeed on a second Fortitude save or be slowed until the end of the Blind Monk's next turn.
Using Cripple consumes 25 Focus.
Tempest may be used every 2d3 rounds.
Safeguard/Iron Will (Su and Ex): As an immediate action taken in response to an attack ('attack' being any effect that requires an attack roll in this instance) made against an ally within a range equal to his Fast Movement, the Blind Monk may move into the space occupied by the targeted ally and shift them into the closest open square to himself. The Blind Monk becomes the target of the attack, using his own defensive statistics (AC, saves, etc).
Using Safeguard consumes 25 Focus.
In the round after using Safeguard, the Blind Monk may activate Iron Will as a free action. Until the end of his next turn after using Iron Will, he gains DR/- equal to half his HD plus his Blind Monk level, and spell resistance equal to 10 + HD.
Using Iron Will consumes 15 Focus.
Safeguard may be used every 2d4 rounds.
Dragon's Rage (Ex): As a standard action, a Blind Monk may deliver a single unarmed strike with all the force of an irate dragon behind it. The Blind Monk makes a single unarmed strike at his highest attack bonus; if the attack hits, it deals an additional 1d6 damage per two HD the Blind Monk possesses, and he may immediately make a bull rush attempt against the struck foe with a bonus equal to his HD. The Blind Monk automatically forces the struck foe to the extent of the distance allowed by the bull rush result, without the need to follow along. Any creatures in the path of the bull rushed foe must succeed on a Reflex save (DC 10 + ½ HD + Str modifier) or take bludgeoning damage equal to the bonus damage dealt by this ability and be knocked prone. If, at the end of the bull rush, the struck foe encounters a wall or similar solid object, it takes an additional 1d6 bludgeoning damage for every 10 feet of distance traveled and must succeed on a Fortitude save or be stunned for one round.
Using Dragon's Rage consumes 50 Focus.
Dragon's Rage may be used once per encounter.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Maneuvers: Must know at least three White Raven maneuvers, including at least one White Raven stance and the White Raven Tactics boost, and must know at least one Stone Dragon maneuver
Feat: White Raven Defense, Weapon Focus (any spear)
Class Skills
The Exemplar of Demacia's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level: 4 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known
1st|+1|+2|+0|+0|Martial Cadence|0|0|0
2nd|+2|+3|+0|+0|Dragon Strike|1|0|0
3rd|+3|+3|+1|+1|Demacian Guidance|0|1|0
4th|+4|+4|+1|+1|Golden Aegis|1|0|1
5th|+5|+4|+1|+1|Cataclysm|0|0|0[/table]
Weapon and Armor Proficiencies: An Exemplar of Demacia gains no new armor or weapon proficiencies.
Maneuvers: At 2nd level, and again at 4th level, the Exemplar of Demacia gains a new maneuver known from the White Raven or Stone Dragon disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Exemplar of Demacia level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, you gain an additional maneuver readied.
Stances Known: At 4th level, you learn a new martial stance from the White Raven or Stone Dragon disciplines. You must meet a stance's prerequisite to learn it.
Martial Cadence (Ex): The first time an Exemplar of Demacia successfully strikes a given foe in an encounter with a strike maneuver that does not deal bonus damage, the strike inflicts an additional 1d6 points of damage for each level in this prestige class.
Dragon Strike (Su): As a standard action, the Exemplar of Demacia may unleash a spectral copy of an alabaster serpent of stone to strike at all foes in a line up to the normal reach of his weapon plus 20 feet. The Exemplar makes a single attack roll against all foes in the line; all foes struck take damage normally and have all forms of damage reduction they possess reduced by 2 for each Exemplar of Demacia level until the start of the Exemplar's next turn.
If the Exemplar's Demacian Guidance ability is active, all foes struck by Dragon Strike must succeed on a Fortitude save (DC 10 + ½ HD + Str modifier) or be knocked prone.
Dragon Strike may be used every 2d3 rounds.
Demacian Guidance (Su): While under the effects of a White Raven stance, the Exemplar of Demacia may forgo the benefits of that stance as a swift action to gain the benefits of this ability. Until the start of his next turn, the Exemplar and all allies that can hear or see him gain the effects of a haste spell and immunity to charm and compulsion effects. Expending this ability represents a sudden surge of speed, tactical insight, or other, similar benefit, but taxes the Exemplar's body and may put him in a tactically unsound or off-balanced position; he may not enter a new stance until the end of his next turn after activating this ability.
Demacian Guidance may be used every 2d3 rounds.
Golden Aegis (Su): As a swift action, the Exemplar of Demacia may form a swirling shield of golden light around himself until the start of his next turn. This shield absorbs 1 point of damage per HD. This damage absorption is not temporary hitpoints, but rather the shield itself taking the effects of the damaging attacks; any attack that is completely absorbed by the shield has no effect on the Exemplar, as if he were not struck at all. For each foe threatening the Exemplar when he activates this ability, the shield absorbs an additional point of damage per HD.
While the shield holds, any creature that strikes the Exemplar is slowed for one round.
Golden Aegis may be used every 1d6 rounds.
Cataclysm (Su): As a full-round action, the Exemplar may invoke the raw fury of the Stone Dragon, leaping forward up to his speed and crashing into the earth, creating a shockwave of destruction in a 40 ft. burst. All natural terrain within 40 feet of the Exemplar's ending location becomes difficult terrain as the earth heaves and buckles, sending shards of earth and stone flying throughout the area of effect. All creatures within the area of effect take 1d6 damage per Exemplar level, plus an additional 1d6 damage for every two HD the Exemplar possesses. This damage is half slashing and half bludgeoning. A successful Reflex save (DC 10 + ½ HD + Str modifier) halves this damage.
Further, any airborne creature that takes damage from this ability must succeed on a Fortitude save at the same DC or be affected by an earthbind spell with a caster level equal to the Exemplar's HD.
Cataclysm may be used once per encounter.
ENTRY REQUIREMENTS
Maneuvers: Must know at least three Devoted Spirit maneuvers, including at least one Devoted Spirit stance and the Shield Block counter.
Feats: Constant Guardian, Faith Unswerving
Class Skills
The Sentinel of Sorrow's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), and Ride (Dex)
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known
1st|+1|+2|+0|+0|Runic Skin|0|0|0
2nd|+2|+3|+0|+0|Resolute Smite|1|0|0
3rd|+3|+3|+1|+1|Bulwark|0|0|1
4th|+4|+4|+1|+1|Righteous Gust|1|0|0
5th|+5|+4|+1|+1|Idol of Durand|0|1|0[/table]
Weapon and Armor Proficiencies: A Sentinel's Sorrow gains no new armor or weapon proficiencies.
Maneuvers: At 2nd level, and again at 4th level, a Sentinel's Sorrow gains a new maneuver known from the Devoted Spirit discipline. You must meet a maneuver's prerequisites to learn it. You add your full Sentinel's Sorrow level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 5th level, you gain an additional maneuver readied.
Stances Known: At 3rd level, you learn a new martial stance from the Devoted Spirit discipline. You must meet a stance's prerequisite to learn it.
Runic Skin (Ex): Upon taking the first level of this prestige class, the Sentinel's body undergoes a transformation, flesh hardening and becoming covered with runic markings. The Sentinel gains damage reduction 1/-, which increases by one point for each level in this prestige class (thus, 2/- at 2nd level, 5/- at 5th, etc.). Further, the Sentinel gains spell resistance equal to 5 + his Sentinel's Sorrow level + twice the highest level of Devoted Spirit maneuvers he knows and is capable of using.
Resolute Smite (Su): As part of an attack action (that is, an attack derived from a standard or full attack action or an attack of opportunity), the Sentinel may attempt to smite those who oppose him with a melee attack. The Sentinel adds his Charisma modifier to the attack roll, and if successful, he deals an additional 1d6 damage/two HD.
If the smiting attack hits, the struck foe must succeed on a Will save (DC 10 + ½ HD + the higher modifier of either Strength or Charisma), or be slowed for two rounds.
This ability may be used every 2d3 rounds.
Bulwark (Su): As a swift action, a Sentinel may shield an ally within Close (25 ft. + 5 ft./2 levels) range in a swirling shield of divine conviction until the start of his next turn. While the shield persists, the warded ally gains DR/- equal to half the Sentinel's HD plus his level in this prestige class, and resistance to all forms of energy equal to twice this amount. If either the damage reduction or energy resistance reduces incoming damage to the warded ally, the Sentinel is healed for 1d6 points of damage per two HD he possesses. Even if the warded ally is subjected to multiple damaging effects, the Sentinel can only be healed once by a given use of this ability.
This ability may be used every 2d4 rounds.
Righteous Gust (Su): As a standard action, a Sentinel may conjure a violent blast of divine wind in a line up to 15 feet wide and 60 feet long. All enemies in the area of effect take 1d4 divine damage per two HD the Sentinel possesses. A successful Reflex save (DC 10 + ½ HD + Cha modifier) negates this damage. Further, all enemies within the area of effect must succeed on a Fortitude save at the same DC or be blown away (as the condition), regardless of their size, though for each size category increase over the Sentinel, a given creature gains a cumulative +1 bonus to its Fortitude save.
This ability may be used every 2d3 rounds.
Idol of Durand (Su): As a full-round action, a Sentinel may pull on the bodies and minds of all foes within 60 feet, forcing them to forgo any thought of escape or assault against his allies. Until the start of his next turn, all affected foes that possess line of sight to the Sentinel must make every available effort to attack the Sentinel to the best of their ability, including the use of spells, spell-like abilities, supernatural effects, and so on, provided that doing so would prove the most effective course of action. (A Wizard could, for example, use a hold person spell or any number of other offensive spells against the Sentinel, but would almost assuredly not use physical attacks, while a dragon might use either its breath weapon, physical attacks, or a spell at its disposal, depending on the situation.) Affected creatures cannot choose not to act against the Sentinel, though if the Sentinel is knocked unconscious or otherwise rendered impotent this effect immediately ends for all affected creatures.
Creatures naturally immune to mind-affecting effects (such as mindless undead and constructs, as well as many swarms and so on) are immune to the effects of this ability, but creatures with protection due to mind blank or similar effects are not immune, though they gain a +5 bonus on their saving throw.
Idol of Durand may be used once per encounter.