Rai Sho DiscipleCreature 16
Source Pathfinder #168: King of the Mountain
Perception +30
Languages Taldane, Tien
Skills Acrobatics +32, Athletics +30, Diplomacy +27, Performance +26, Religion +32
Str +8, Dex +9, Con +6, Int +5, Wis +6, Cha +5
AC 40; Fort +28; Reflex +30; Will +28; +1 status to all saves vs. mental
HP 300
Speed 40 feet
Fist +33 (+29, +25) to hit (agile, finesse, magical, nonlethal, unarmed) 4d6+14 Bludgeoning
Sal Blossom +33 (+28, +23) to hit (deadly d10, finesse, magical, unarmed) 4d10+14 Negative
Temple Bell +33 (+28, +23) to hit (magical, range increment 60, sonic) 4d10+6 Sonic
Crying Bell Stance (stance)
The disciple cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, they can make temple bell Strikes (see Strikes). While in this stance, a disciple gains a +2 status bonus to AC against ranged attacks.
Falling Sal Stance (stance)The disciple joins their palms together in the shape of a sal flower, evoking the truth that all things eventually decay. In this stance, they can make sal blossom Strikes (see Strikes) and are Quickened, and can use the extra action only to cast wholeness of body.
+1 status to all saves vs. mentalNine Seals SpellcastingThe Rai Sho disciples have learned a technique that allows them to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the caster have a hand free, but don't add any traits to the Cast a Spell action (preventing the Rai Sho disciples from triggering certain reactions, such as Attack of Opportunity, when they Cast a Spell).
Flurry of BlowsFrequency once per round
Effect The Rai Sho disciple makes two Strikes, each of which must be an unarmed Strike or temple bell Strike. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Focus Spells (DC 37, +29 to hit)
1st Level: Ki Rush, Ki Strike
2nd Level: Wholeness of Body
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.