GrandmasterCreature 17
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
+33 (+28, +23) to hit (magical, trip) 3d8+14 SlashingFist
+33 (+29, +25) to hit (agile, magical, nonlethal, unarmed) 3d6+14 BludgeoningShuriken
+31 (+26, +21) to hit (magical, reload 0, thrown 20) 3d4+14 PiercingDisrupt Qi
(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
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
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
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 FistsThe 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
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.