TOMAGOMB AAs 2nd Tier

Back to TOMAGOMB or TOMAGOMB AAs 1st Tier?

Absolving Touch
Whenever you use 20 HP of curing on a target, you also cure them of any poisons, diseases, blindness or deafness. If you use 40 HP of curing on them, you may also choose to take upon yourself any and all other detrimental maladies affecting them, such as domination or petrification. If that effect had a saving throw, you may remake that saving throw before being affected.
 * Prerequisite: Improved Lay on Hands
 * Prerequisite: Paladin level 10th
 * Prerequisite for Martyr's Cry

Assassin's Strike
Increases the damage multiplier for a successful backstab by 1.
 * Prerequisite: Dirty Fighting
 * Prerequisite: Backstab x4
 * Prerequisite for Flurry of Death

Bardic Repertoire
You gain the ability to sing another bardsong! When you first take this AA, you construct a new bardsong as if you were a bard 20 levels lower (minimum 1st level). While you may select effects your original song has, they won't stack if you end up overlapping the two songs, so it is more beneficial to focus down a path your old song doesn't cover. The new song uses bardic music attempts just like your original song, though you gain an extra use of bardic music for taking this AA. This second song will advance with level just like your original song does, only 20 bard levels lower. While Bardic Repertoire can be taken multiple times, each time the bard takes it the next song's effective bard level reduces by 10 levels (bard level -30, bard level -40, etc.) with a minimum of a new 1st level bardsong.
 * Prerequisite: Song Enhancement
 * Prerequisite: Bard level 20+

Blind Master
You can sense the world around you through every sense of your body, plus senses beyond the body. You do not require sight to fight your foes, nor in fact do you require any more than one active physical sense in order to do battle. At this level of training, you have become a rogue or assassin's worst nightmare, able to sense the presence of things within 60 ft. through senses no magic has yet named. However, you do still face a possible penalty when combating those in stealth: make a perception check as normal each round to sense them. If you fail, determine how much you failed by with help from the GM, then apply that penalty to your Dex for attack rolls against them. If this penalty equals or exceeds your Dex score, you can only locate and hit them on a roll of a natural 1 when attacking. They may attempt to dodge a hit from you normally, but doing so gives away their position. You attempt to dodge all attacks as though you perceived them normally. For purposes of this AA, invisibility and similar effects count as being in stealth with no perception penalty. Finally, you gain a +2 bonus to initiative checks and perception checks when taking this AA. This AA qualifies you as a master of the Ichigaan-Da style of the Temple of Three Masters.
 * Prerequisite: Let Sleeping Dogs Lie
 * Prerequisite: Opossum's Tenacity
 * Prerequisite: Dream Fighter
 * Prerequisite: 40+ levels of Monk
 * Prerequisite: 20+ M.A.
 * Prerequisite: 20+ M.D.

Chance Fate
You gain an extra Luck reroll per session for every 5 full points of Luck you possess (so, 2 extra rerolls at 10+ Luck, 3 at 15, and 4 at 20).
 * Prerequisite: Lucky, or Keep On Rollin'
 * Prerequisite: 13+ Luck
 * Prerequisite for Fortune's Chosen

Critical Nuking
Whenever you cast a spell that deals damage, roll a d20. If you roll a 1, the spell deals double damage.
 * Prerequisite: Evoker's Flair
 * Prerequisite: caster level 20th
 * Prerequisite for Improved Critical Nuking

Death Touch
When you use the full potential damage in a day of Harm Touch on a single subject in one shot, if the subject survives the damage they still must make a Fortitude save with a -2 penalty or die outright. Even if the subject makes the save, they get -2 Strength and Dexterity for the next hour.
 * Prerequisite: Improved Harm Touch
 * Prerequisite: Shadowknight level 30th

Divine Strength
You are bolstered by your devotion to both faith and spellcasting, and gain a measure of priestly spellcasting. You learn a number of cleric/druid/priest spells, the number being: 1 at level 5, then an additional one every 10 levels thereafter (15, 25, etc.). These spells should be approved by the GM, and shouldn't include inappropriate spells such as Death, Unholy, Shadow or Undead. You cast them as easily as your normal spells, and don't suffer armor penalties. You also gain a bonus +1 CPD when taking this AA.
 * Prerequisite: Strong Spirit
 * Prerequisite: Great Spirit
 * Prerequisite: School Specialization in either Healing, Holy, Light or Martial
 * Prerequisite: Paladin level 30+

Dream Fighter
When you are in the unconscious state, you do not suffer the usual penalties of either prone or helpless, and are able to dodge even attacks you were completely unaware of under normal circumstances (such as a sneak attack). You may follow the normal rules for waking up, or you may choose to stay asleep and begin sleep-fighting. You will sleep-walk at walking speed, and can only make half your normal number of attacks, rounded down, but this does enable you to dodge attacks you otherwise couldn't perceive. Additionally, you may make a second perception check against any hidden opponent each round due to your dream-consciousness. However, you don't fully interact with the waking world, not able to communicate with your allies except to see who is being attacked. Finally, if your dreams are invaded (such as by the spell Dream to the Death), your opponent must face two of you within your dream world, and defeat both to claim victory.
 * Prerequisite: Let Sleeping Dogs Lie
 * Prerequisite: Opossum's Tenacity
 * Prerequisite: 17+ M.A., or 20+ M.D.
 * Prerequisite: 30+ levels of Monk, or knowledge of 3 or more Dream spells
 * Prerequisite for: Blind Master

Flailing Blows
You can choose to declare Flailing Blows at the beginning of your turn each round. If you do, you gain an extra attack, but the round counts double against your combat fatigue threshold.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: Swift Arms
 * Prerequisite: 17+ Dex or M.D.

Flurry of Death
Once per day, anytime you could normally only make a single backstab attempt (or double if dual-wielding), you can instead use your full number of attacks as backstabs. You still must be in stealth or flanking out of visual range for the attack to work.
 * Prerequisite: Dirty Fighting
 * Prerequisite: Assassin's Strike

Fortune's Chosen
You add special benefits to your Luck stat above and beyond those mentioned in the Statistics section. Double all the non-reroll bonuses you get from Luck, i.e., 2% dodge bonus goes to 4%, +2 damage instead of +1, +4 initiative instead of +2, +20 ft. speed bonus instead of +10, 2 forgotten-then-remembered languages instead of 1, another 20% skill bonus to put where you like, +4 CPD instead of +2, and you critical 2 numbers higher on any roll that can be criticalled instead of 1. Additionally, you may use Luck at a -4 penalty to replace Dex instead of -5.
 * Prerequisite: Lucky, or Keep On Rollin'
 * Prerequisite: Chance Fate
 * Prerequisite: Any 4 other AAs that have Luck as a prerequisite
 * Prerequisite: 20 Luck

Frenzied Rage
While in a rage, you gain an additional attack each round, but suffer -1 to Dex.
 * Prerequisite: Foaming Rage

Giant's Grip
You may use weapons one size larger than normal, also effectively meaning you could use a two-handed sword in one hand with no penalty. When grappling, treat your Strength score as being +2 higher than normal. Finally, you can carry 50 lbs. more weight than normal, which stacks with Packmule.
 * Prerequisite: Packmule
 * Prerequisite: 15+ Str

Great Spirit
Subtract 1/2 of a CPD from all spells you cast, cannot reduce cost below 1/2 of a CPD.
 * Prerequisite: Strong Spirit
 * Prerequisite: 15+ CPD
 * Prerequisite for School Specialization
 * Prerequisite for Spell Specialization

Illusionist

 * Prerequisite: Strong Spirit
 * Prerequisite: Great Spirit
 * Prerequisite: School Specialization: Illusion

Subjects who interact with your illusions get -1 on saving throws and perception checks against them. Additionally, all of your illusions can appeal to one more sense than normal, including senses beyond the normal five. For instance, you could make a simple illusion that did both sight and sound, or you could make a complex illusion that fooled four senses, one of which could even be life sense, tremor sense or infravision.

Improved Critical Heal
When you cast a healing spell, reroll any healing die roll of 1. When you roll a d20 to determine a critical heal, you also critical on a roll of 2.
 * Prerequisite: Healer's Gift
 * Prerequisite: caster level 10th

Improved Critical Nuking
Your damage spells now critical on a 2 as well as 1, and you may reroll any damage result of 1 or 2.
 * Prerequisite: Evoker's Flair
 * Prerequisite: Critical Nuking
 * Prerequisite: caster level 30th.

Improved Illusion

 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization: Illusion
 * Prereq: Illusionist
 * Prereq: knowledge of the Simple Illusion spell

Subjects take an additional -1 on saves and perception rolls against your illusions. Whenever you cast an illusion, you may spend an extra 1 CPD to have it appeal to an extra sense beyond the ones described and the bonus from Illusionist, including special senses such as life sense or infravision.

In addition, you may create an "old-fashioned" Simple Illusion for free at any time as long as you have 1/2 of a CPD remaining in your CPD pool; it is old-fashioned because it only appeals to one of the five senses. Your mastery over illusions is such that this most basic effect has become second nature to you. This will enable a resourceful illusionist to do many things without ever spending a cast.

Improved Necromancy

 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization: Undead
 * Prereq: Necromancer

Your affinity with minions has become even greater, giving all Undead you control an additional +1 Str, +10 HP and improving their natural attacks by one die type (d6 goes to d8, d8 goes to d10, d10 goes to d12, d12 or 2d6 goes to 2d8, 2d8 goes to 3d6, 3d6 goes to 3d8). Your minions are also more resilient to magical dispersal, granting a +2 bonus to your L.S. or Piety for dispel faceoffs (such as from Unsummon or Unravel Magic).

On top of this, you begin to radiate minor amounts of negative energy. Once per hour, you can create a burst of negative energy as a free action that deals 1d6 damage within 60 ft., or in the case of undead, heals that amount. You may only use this effect as long as you maintain at least 1/2 of a CPD in your CPD pool.

Improved Recovery
You recover your Fortitude score in HP each night in addition to your normal recovery rate.
 * Prerequisite: Endurance
 * Prerequisite: 15+ Fort
 * Prerequisite for Incredible Recovery
 * Prerequisite for Miraculous Recovery

Improved Telekinesis
You gain +2 M.A. for purposes of all telekinetic lifting strength, including Telekineticist, and you gain +2 M.A. when making attack rolls using telekinesis. In addition, once per round you can bolster any telekinetic effect you create by spending 1 CPD to give the effect an additional 8 Strength. Even if the effect normally doesn't use a strength score, it can lift with the force of 8 Strength added on, and deals +8 damage.
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization choosing Telekinesis
 * Prereq: Telekineticist

Incredible Recovery
You recover an amount of HP equal to your Fortitude score every hour regardless of rest.
 * Prerequisite: Endurance
 * Prerequisite: Improved Recovery
 * Prerequisite: 17+ Fort
 * Prerequisite for Miraculous Recovery

Ironfist Training
Upgrade your unarmed damage by one step, as if you were a monk 10 levels higher. The monk class description shows all fist damage progressions, even at level 60 with Ironfist Training.
 * Prerequisite: Monk Level 30th (or GM's approval)
 * Prerequisite: Training in the Eastern Temples

Lingering Thoughts
Creatures suffer an additional -1 to M.A. when making saves against your effects. In addition, by spending an extra 2 CPD after seeing whether your Mental spell succeeded or failed, you extend the duration by an extra 50% rounded down, minimum 1 extra round. Additionally, the duration extends by 1 round for every 3 points more M.A. you have than the target has. In the case of spells like the Rewind series, it affects the length of memories changed in the target's mind rather than the spell's actual duration.
 * Prerequisite: Insidious Mind
 * Prerequisite: 14+ M.A.

Lucid Fury
You are conscious enough during a rage to keep your reflexes sharp. You no longer suffer the -1 AC and -1 Dex from the previous AA's, and additionally are capable of dodging at your usual potential while raging.
 * Prerequisite: Foaming Rage
 * Prerequisite: Frenzied Rage
 * Prerequisite: M.A. 13+
 * Prerequisite: No M.A. penalty while in rage (berserker level 40+ usually)

Martyr's Cry
You may ward one subject per 3 points of piety within 60 ft., taking all damage dealt to them. You do not apply your AC or resistance to the damage dealt, only the subject's original defenses. This is a main action to perform, and lasts for 1 round / your Piety score.
 * Prerequisite: Improved Lay on Hands
 * Prerequisite: Absolving Touch
 * Prerequisite: Paladin level 15th.

Mask the Soul
You mask the presence of your life essence, causing creatures with Life Sense to make perception checks as normal to spot you while in stealth.
 * Prerequisite: Stealth over 150%
 * Prerequisite: Talented choosing Stealth
 * Prerequisite: Thermal Chameleon
 * Prerequisite for Utterstill

Master at Arms
You are as versed in any particular weapon as any other due to your versatility and adaptability. You not only gain +1 damage and AC when wielding any weapon you're proficient in (which should be practically everything), you may use any special ability you have (such as AA's) that can only be used with a particular weapon type with ANY weapon type. This frees you from the woes of finding a magnificent two-handed hammer after specializing in two-handed swords, etc. Finally, if your proficiencies are (or at least include) Shuriken, Dagger, Short Blade, Long Blade, Two-Handed Blade, Spear, Two-Handed Spear, Polearms/Quarterstaff, Bow, Blowgun, Sling/Slingshot, Improvised Weapons, Scythe/Sickle, Mace/Hammer/Club, Two-Handed Mace/Hammer/Club, Axe, Two-Handed Axe, Chains/Flails and Crossbow, and you are a monk (so, also Unarmed), you are considered a qualified master of the Onaji-Tembu style of the Temple of Three Masters (south of Spiral Tower Mountain). In the Main Campaign timeline, Xiao'tan Zhe is the master of this style. This means that you can use any weapon type listed above as a monk weapon, with the more favorable number of attacks. Ironfist Training is the only "Unarmed" AA that won't help another weapon type.
 * Prerequisite: 18 or more weapon proficiencies (requires multiple Varied Training AA's to attain)
 * Prerequisite: Must have fought an entire non-training battle with one weapon from each proficiency the character has

Master Illusionist
You are a master of illusions, and gain great benefits from them. First, all creatures take an additional -1 penalty to saves and perception checks against your illusions. Second, you cast all Illusion spells at +2 caster level. Third, your illusionary powers make you more impressive and sneaky by turns, granting you +10% to Perform, Stealth and Subterfuge as long as you maintain at least 2 CPD in your CPD pool (in TOMAGOMB Modern, the bonus applies to both Influence and Trickery).
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization choosing Illusion
 * Prereq: Illusionist
 * Prereq: Improved Illusion
 * Prereq: knowledge of the Simple Illusion spell

Fourth and finally, you cause your form to be hard to hit due to disorienting illusions. The first time in any combat that an opponent tries to hit you with a successful attack roll, they must succeed on a perception check (with a -3 penalty from your AAs) or their first attack misses you entirely. Even if they succeed, you have a constant 10% dodge bonus (partially because your form is blurred and hard to target, and partially because your illusions have a little bit of reality to them that shields you). This ability only remains active as long as you maintain at least 4 CPD in your CPD pool.

Master Necromancer
As a master necromancer, your fell powers with the undead rival the unspeakable Necropolis Lords of legend. First, all undead you control gain an additional +1 Str, +1 Dex, +1 Fort, +1 M.A. and + 1 HP / 3 caster levels. If your undead possess Martial Discipline, they gain +1 to that stat, and if they possess CPD they gain +1 CPD. Second, you cast all Undead spells at +2 caster level. Third, your close proximity to the undead has caused you to become more like them, granting you +2 AC, +30 HP, +2 on all M.A. saving throws, and lifesense out to 30 ft.
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization: Undead
 * Prereq: Necromancer
 * Prereq: Improved Necromancy

Your final ability is to gradually attract more undead innately. As long as you maintain at least 4 CPD in your CPD pool, every 24 hours a new weak skeleton or weak zombie (your choice) will join your cause permanently if you are within 10 miles of a corpse (going under this CPD amount only prevents new ones from joining, it doesn't release the old ones). If you are in a location where undead cannot reach you, this ability does not function until you come back to a suitable world or location. Left unmolested, a necromancer can accumulate hundreds or even thousands of extra minions over time through this method, although pesky adventurers generally come along and destroy more corpses than they leave if you aren't subtle about it. The only real limiting factors are time and availability of corpses (for instance, the GM may eventually rule that you've run out of young corpses in an area, and starts giving you only skeletons if you don't move locations).

Master Telekineticist
You have mastered the arts of telekinesis, and can manifest them in spectacular ways. First, you cast all Telekinesis spells at +2 caster level. Second, you may use your Telekineticist AA to also apply to Strength damage bonus in the following way: cut your regular Strength score in half, then add your telekinetic M.A. to that number, resulting in your final Str damage modifier. For instance, a character with 8 Str and 16 M.A. (effectively 18 M.A. due to Improved Telekinesis) would take half of 8 (4), then add 18 to it, resulting in a +11 damage modifier for 22 Str. This calculation is only used to determine damage bonus, it does not replace any of the previous formulas from other AAs.
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization choosing Telekinesis
 * Prereq: Telekineticist
 * Prereq: Improved Telekinesis

Third, your "flight" from Telekineticist no longer limits your ability to dodge, and if you are knocked unconscious or are otherwise incapable of maintaining the effect each round, you will drift slowly down at the rate of 40 ft. per round provided you still have 1/2 of a CPD left in your pool.

Fourth and finally, your mastery over telekinesis grants you additional defenses, as you automatically sense incoming attacks and either deflect the blow or soften it. As long as there are at least 4 CPD in your CPD pool, you gain +2 AC and +10% dodge.

Mental Anguish
Creatures suffer an additional -1 to M.A. when making saves against your effects. Additionally, you can add a special Mental Anguish effect to any Mental spell you cast by spending an extra 2 CPD after seeing if the creature succeeds at resisting. This extra effect causes a terrible headache if they succeed against your original spell's save, causing the creature to suffer -1 to Dex and M.A. for the spell's original duration, and the creature takes 4d6 damage initially (this damage is optional). Multiple instances of Mental Anguish stack (though only one per spell attempt), although you can never reduce a creature's Dex and M.A. below 1.
 * Prerequisite: Insidious Mind
 * Prerequisite: 14+ M.A.

Miraculous Recovery
In addition to the benefits of Incredible Recovery (as well as Endurance and Improved Recovery), you regain +2 HP / round.
 * Prerequisite: Endurance
 * Prerequisite: Improved Recovery
 * Prerequisite: Incredible Recovery
 * Prerequisite: 20+ Fort

Multi-Heal
Whenever you cast a single-target healing spell, you may choose any number of other eligible targets within range and multiply the CPD cost by the number of extra targets. While this doesn't make it any less costly to cast the spells, it does speed the process of healing many wounded during battle.
 * Prerequisite: Healer's Gift
 * Prerequisite: caster level 10th

Necromancer
You have a strong affinity for undead minions, granting any Undead creatures you control +1 Str, +1 Dex, +10 HP and +5 ft. speed. You also have a strong working knowledge of anatomy, granting you a +20% bonus to Knowledge: Anatomy (or Medical in TOMAGOMB Modern).
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization: Undead

Opossum's Tenacity
When in the helpless state you don't lose any AC, and when a character lines up an automatic critical against you, there is no chance of you dying except by straight damage through the regular means. However, you appear to die: roll a Fort or M.D. check, whichever is higher. Your opponent makes a perception check, with either a penalty equal to the amount you made the check by (minimum -1), or a bonus equal to the amount you failed the check by. If they fail this perception check, they believe you to be dead and probably leave you alone except to loot you. If they succeed, they might keep trying to kill you if you are still helpless, but odds are decent that you'll end up surviving unless they are particularly interested in desecrating your corpse. This AA makes assassination attempts against you nearly impossible through many conventional means.
 * Prerequisite: Let Sleeping Dogs Lie
 * Prerequisite: 17+ Fort, or 17+ M.D.
 * Prerequisite for: Dream Fighter
 * Prerequisite for: Blind Master

Overpower Spell
Any damage or healing spell you know can be overpowered. Add X CPD to the cost, and add Xd10 damage dealt or HP healed. If the spell already worked similarly to this (CPD X spells), upgrade all damage dice to d10's if they were less than d10. Subjects with Magic Resistance get -5% when saving vs. an overpowered spell. Finally, you can overpower any Summoning spell. For each extra CPD you add to the cost, the summoned creature (or creatures) gets +1 Strength and +10 HP.
 * Prerequisite: Improved Aether Overdraw

Poison Immunity
You are immune to all forms of poison, natural or magical.
 * Prerequisite: Stout
 * Prerequisite: 15+ Fort or Bedkip race

School Specialization
Choose a school of magic, such as Summoning, Undead, Aether, Holy, Fire or any other school. You reduce the CPD of spells from that school by 1 CPD, to a minimum of 1/2 CPD. Additionally, you learn a new spell from that school upon taking this AA. If no new ones are available... invent one! Special: This AA can be taken multiple times, but each time you take it it applies to a new school.
 * Prerequisite: Strong Spirit
 * Prerequisite: Great Spirit
 * Prerequisite: knowledge of 3 or more spells from the chosen school

Song Extension
Your song will continue playing for 5 rounds after you've stopped singing, allowing you time to properly join the fray no matter what instrument you use and cast spells as needed. This ability is especially useful after learning Bardic Repertoire.
 * Prerequisite: Song Enhancement
 * Prerequisite: Bard level 10+

Spell Specialization
You gain special mastery of a single spell, reducing its CPD cost by 1, to a minimum of 1/2 CPD. Additionally, you cast the spell at +4 caster levels higher than normal, and if that spell requires a saving throw, add a -2 penalty to the save. Special: This AA can be taken multiple times, but each time it must apply to a new spell.
 * Prerequisite: Strong Spirit
 * Prerequisite: Great Spirit
 * Prerequisite: School Specialization in one of the schools of the chosen spell.

Swift Arms
You gain an extra attack every round with any combat style.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: 15+ Dex or M.D
 * Prerequisite for Flailing Blows

Telekineticist
Your focus to the arts of telekinesis allow you to manipulate any object for free, as long as it does not exceed the encumberance of your M.A. expressed as a Strength score. You can spend one main action every round to maintain the effect, and can move the object up to your base speed with each main action you dedicate to the effect. This effect is too slow for combat, but it has other benefits. If the weight of you and your gear do not exceed the encumberance, you can "fly" by using this effect as noted above, maintaining at least one main action every round to stay aloft and moving up to your base speed with each main action you spend. When you are flying in this manner, you have more difficulty dodging attacks due to the slow speed of the effect, losing -10% dodge. You may substitute your Telekineticist "Strength" in place of your physical Strength for your Str checks and saves, and may add the amount it can lift to your carrying capacity. You may also use M.A. as the governing stat of all Strength-based skills.
 * Prereq: Strong Spirit
 * Prereq: Great Spirit
 * Prereq: School Specialization choosing Telekinesis

In order to use this power, you must maintain at least 1/2 of a CPD in your CPD pool. Without this power reserve, you have completely spent your resources and cannot use Telekineticist. Your effective range for this power is equal to 5 ft. / level.

Thermal Chameleon
You can mask your body's temperature, effectively cutting off infravision from finding you easily. Characters possessing it must make a perception check as normal to find you while in stealth.
 * Prerequisite: Stealth over 100%
 * Prerequisite: Talented choosing Stealth.
 * Prerequisite for Mask the Soul
 * Prerequisite for Utterstill

Unarmed Master
Monks of this caliber can generally start their own school of martial arts and have students flock to them even if they live high in the mountains, if that's what they desire. Monks of this caliber also tend to kick anyone's ass that they feel should have their ass kicked. First, unarmed masters gain +6 initiative, +10 ft./jogging action speed, +1 AC and +6% dodge when using their bare hands. Second, they gain an extra damage die of whatever type they are currently using (2d8 would go to 3d8, 3d10 would go to 4d10, etc.). Third, their attacks can be considered either piercing, slashing or bludgeoning as the monk prefers. Fourth, the monk's unarmed attacks are considered artifacts for purposes of damaging creatures. Fifth, the monk gains an extra attack when unarmed. Sixth and finally, once per day / 10 points of M.D., the monk may opt to channel all his attacks of one round into an automatic critical hit, called an Ashen Hand strike. The monk must use a full attack of one full round, and the target may dodge vs. the critical hit as normal (1/2 rounded down). If successful, the hit deals maximum damage and works just like a helpless auto-crit, forcing a Fort. save vs. death with a -1 penalty for each 10 points of damage dealt. This AA qualifies you as a master of the Torin-taa Quan style of the Temple of Three Masters.
 * Prerequisite: Hard Knocks
 * Prerequisite: Swift Arms
 * Prerequisite: Proficiency with unarmed
 * Prerequisite: Weapon Attunement with unarmed
 * Prerequisite: 20+ M.D. or 20 Luck
 * Prerequisite: 20+ Dex
 * Prerequisite: Weapon Critical with unarmed
 * Prerequisite: Weapon Lord with unarmed
 * Prerequisite: Ironfist Training
 * Prerequisite: 40+ levels of Monk

Utterstill
You bear such control over the movements of your body (including your heartbeat) that creatures with Tremorsense no longer automatically detect you, and make perception checks as normal.
 * Prerequisite: Stealth over 190%
 * Prerequisite: Mask the Soul
 * Prerequisite: Talented choosing Stealth.
 * Prerequisite: Thermal Chameleon

Vampiric Touch
When you perform a harm touch, you gain life equal to half the damage you deal rounded down. Life gained above your normal total is treated as temporary HP that lasts for 1 hour. You may use this temporary HP as though you still possessed Lay on Hands, distributing it as you see fit until you are back to your full HP. Temporary HP is lost first, so if you're in combat don't expect it to be around for long.
 * Prerequisite: Improved Harm Touch
 * Prerequisite: fallen paladin

Weapon Attunement
When you wield a particular type of weapon (halberd, dagger, longbow, etc.), you gain +1 effective Str and Dex while using the weapon. The only bonuses not increased are your carrying capacity and your movement speed. All other effects (Str checks to break items using the weapon, Str damage bonus with the weapon, dodge, initiative and attack rolls with the weapon) are increased accordingly. These bonuses are temporary, and do not count against your level or racial maximum on stats. While you can take this AA multiple times, each time you must choose a new weapon type.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: Swift Arms
 * Prerequisite: Proficiency with the weapon to be chosen

Weapon Critical
When you wield the chosen weapon, you gain +1 to your effective critical rate with the weapon (for instance, if you criticalled up to a roll of 3 with 20 M.D., you would now critical on a 4 with the chosen weapon) and you increase the weapon's critical multiplier by x1 (usually this upgrades x2 damage on a critical to x3). While you can take this AA multiple times, each time you must choose a new weapon type.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: Swift Arms
 * Prerequisite: Proficiency with the weapon to be chosen
 * Prerequisite: Weapon Attunement with the weapon to be chosen
 * Prerequisite: 20+ M.D. or 20 Luck

Weapon Lord
There are several bonuses your specialized weapon acquires through your excessive training. First, double the range of the weapon when shot or thrown; if the weapon normally has no specific range, it gains a range increment of 20 ft. thrown (this obviously doesn't apply to a natural weapon). Second, you gain +3 damage when using the chosen weapon. Third, your M.D. gets a +1 bonus while using the specified weapon, with all entitled bonuses, and this doesn't count against your M.D. stat cap. Finally, any weapon of this type that you wield becomes extremely resilient, becoming three times as difficult to break or destroy (triple the AC and HP of the weapon) because you know exactly what it can take, and how. Note that out of your hands, the weapon is as easy to break as normal. For monks (whose weapons hopefully don't break!), they instead receive the benefit of treating their unarmed strikes as not being a natural weapon for purposes of "damage shield" effects: they don't injure themselves any more than a fighter would when attacking creatures made of thorns, magma, electricity, etc. Also as a special note, if a monk possesses Weapon Lord for his fists, he automatically qualifies to meet the prerequisites for Ironfist Training.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: Swift Arms
 * Prerequisite: Proficiency with the weapon to be chosen
 * Prerequisite: Weapon Attunement with the weapon to be chosen
 * Prerequisite: 20+ M.D. or 20 Luck
 * Prerequisite: Weapon Critical with the weapon to be chosen
 * Prerequisite: This may only be taken as either a warrior's God of War AA, with 30+ levels of warrior; a ranger's AA choosing a bow type with 30+ levels of ranger; or a monk's AA for his bare fists with 30+ levels of monk.

Weapon Master
The warrior has perfected his talent with the chosen weapon; it is more than a hunk of steel or wood, it is like an extension of his body, of his very mind and soul. This warrior could pick up a rusted, bent, decayed version of this weapon type, and proceed to school a lesser warrior using a highly enchanted version of the same weapon. Few attain this level of mastery, and accordingly these rare warriors are at the very least respected, even by their worst enemies. The first benefit is that he cannot be disarmed unwillingly; no matter the opponent, no matter the strength, no matter the circumstances, if the warrior simply does not let go of his weapon, it remains in his grasp (a cyclops would have to rip you limb from limb before prying the weapon out of your dismembered, rigor mortis hands... though that's always possible, so don't get too cocky. Also, an enchanter could convince you to "willingly" drop the weapon with a mental spell.). Second, the warrior gains a +4 initiative bonus when using his weapon, even if it starts sheathed at his side. Third, if the warrior loses his weapon and it has any sort of magical enchantment (or long-term sentimental value, like an heirloom), he gains just enough of an aether sense to track down his weapon with a M.A. roll once per hour so long as it is on the same plane of existence. Fourth, the warrior can automatically identify the magical properties of any weapon of the chosen type. Fifth, the warrior gains +2 damage, +4% dodge and +1 AC while wielding the chosen weapon. Sixth, if the weapon is normally one that would pose a penalty to stealth and/or backstab attempts, the warrior suffers no such penalties no matter how big or shiny the weapon is. Seventh, the warrior gains +1 M.D. while wielding the chosen weapon, which stacks with previous bonuses and doesn't count against the M.D. cap. Eigth, even if the weapon usually requires some distance to use properly, the warrior can wield the weapon without penalty in cramped quarters or even a grapple. Ninth, the weapon simply won't break while it's in your hands, which is due to the channeled energy of the warrior's soul (he is using the aether without knowing how to use the aether). A poorly made version of the weapon might crumble to dust after you've used it to support a collapsing building, but not so long as you have a grip on it. Tenth and finally, you can use the weapon against any sort of creature, regardless of particular resistances. You don't bypass AC, but if the creature normally halved damage from weapons of that damage type (such as slashing), you ignore that resistance. Even further, you could use a nonmagical version of the weapon against an incorporeal creature (such as a ghost) effectively and with no penalty. It might even allow the warrior to use a non-artifact-class weapon against a deity, although hopefully the warrior will never find himself in that situation.
 * Prerequisite: Hard Knocks, or Speedload Crossbow for crossbows
 * Prerequisite: Swift Arms
 * Prerequisite: Proficiency with the weapon to be chosen
 * Prerequisite: Weapon Attunement with the weapon to be chosen
 * Prerequisite: 20+ M.D. or 20 Luck
 * Prerequisite: Weapon Critical with the weapon to be chosen
 * Prerequisite: Weapon Lord with the weapon to be chosen
 * Prerequisite: This may only be taken as a warrior's God of War AA, with 40+ levels of warrior

Back to TOMAGOMB