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GrandmasterCreature 17


UncommonMediumHumanHumanoid
Source Pathfinder NPC Core
Perception +35 (lifesense (imprecise) 60 feet)
Languages Common
Skills Lore +30, Acrobatics +33, Athletics +33, Diplomacy +25, Intimidation +25, Medicine +25, Stealth +25
Str +6, Dex +4, Con +3, Int +1, Wis +5, Cha +1

AC 40; Fort +28; Reflex +32; Will +27;
HP 310
Speed 50 feet

Temple Sword One Action +33 (+28, +23) to hit (magical, trip) 3d8+14 Slashing
Fist One Action +33 (+29, +25) to hit (agile, magical, nonlethal, unarmed) 3d6+14 Bludgeoning
Shuriken One Action +31 (+26, +21) to hit (magical, reload 0, thrown 20) 3d4+14 Piercing

Disrupt Qi Two Actions (void)

The grandmaster attempts an unarmed Strike against a living creature. On a hit, the creature takes 3d6 persistent void damage and is Enfeebled 2 until the persistent damage ends.

Flurry of Blows One Action

Frequency once per round


Effect The grandmaster makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

The grandmaster can substitute any number of the attacks with temple sword Strikes or attempts to [/act grapple], [/act reposition], [/act shove], or [/act trip].

Forbidden Palm Three Actions

Requirements The grandmaster has at least 1 Focus Point


Effect The grandmaster casts Touch of Death (spending 1 Focus Point as normal). Any time the target attempts a Fortitude save against this touch of death, the grandmaster takes 40 damage and is permanently Enfeebled 1. If the target gets a critical success, it's Stunned 1; if it gets a success or failure the stunned condition it gains is increased by 1, and any damage it takes is increased by 40.

One-Millimeter Punch Two Actions

2 or 3


The grandmaster makes a single, carefully controlled unarmed Strike that deals 2 additional dice of damage, or 4 additional dice if the grandmaster spent 3 actions. If this damages the target, the grandmaster can choose to make the target attempt a DC 38 fortitude save.


Critical Success The target is unaffected.

Success The target is pushed back 5 feet.

Failure The target is pushed back 10 feet.

Critical Failure The target is pushed back 10 feet for each action the grandmaster spent on One-Millimeter Punch.

Powerful Fists

The grandmaster's fist Strikes don't take penalties when making lethal attacks, and fist Strikes are treated as adamantine, cold iron and silver.


Monk Focus Spells (DC 38, +34 to hit)

2nd Level: Harmonize Self
3rd Level: Qi Blast
5th Level: Wind Jump
8th Level: Touch of Death


Beyond the black belt, there is the grandmaster. If a battle breaks out, this incredible warrior possesses unparalleled qi adeptness and punches that can kill.


Martial artists strive to master the art of hand-to-hand fighting.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.