Maker of Monsters — discipline of the blade —
A mysterious order of monastic philosophers claimed one of the rocky islands not far from the Kingdom of Sails and there built for themselves an impregnable fortress in which they train, meditate, and reflect on the nature of existence. Called ascendants, their methods resemble those of other sequestered mystic warriors, in that the fruits of their labor allow them to transcend the normal limits imposed by their fragile forms.
Level Progression
Reference during buildA mysterious order of monastic philosophers claimed one of the rocky islands not far from the Kingdom of Sails and there built for themselves an impregnable fortress in which they train, meditate, and reflect on the nature of existence. Called ascendants, their methods resemble those of other sequestered mystic warriors, in that the fruits of their labor allow them to transcend the normal limits imposed by their fragile forms.
Where they differ, however, is how they tap into the power of their souls and minds and draw mystical energy from both, which enables them to perform astonishing feats, move objects and creatures with thought alone, and find ways to overcome any threat they might encounter.
Level 3 Maker of Monsters
Monstrous Creation
Size 1/2 or 1 horrifying monster
Perception 6 (-4) Defense 10; Health 50 Strength 14 (+4), Agility 9 (-1), Intellect 6 (-4), Will 12 (+2) Speed 8
ATTACK OPTIONS
Appendage (melee) +4 (1d6)
Monstrous Traits
You grant your monstrous creation one of the following traits, attack options, or special attacks. Sturdy Increase the creation’s Health by 50. Armored Body Increase the creation’s Defense by 5. Deadly The creation’s attacks deal 2d6 extra damage. Embedded Cannon (medium range) –1 with 2 boons (1d6) Poison Syringe (melee) +4 (1d6 plus Injection) Injection If the target is a creature, it takes 1d6 damage and becomes poisoned for 1 minute. Mechanical Mobility The creation gains either the flier trait or +2 Speed and the climber and swimmer traits. Pretty Thing The creation loses the horrifying trait. Double Attack The creation can use an action to attack twice. Bloodhound The creation gains a +6 bonus to Perception and can pinpoint the location of each creature within medium range of it. Such creatures cannot become hidden from it. Cunning Increase the creation’s Intelligence to 11. It can now speak one language you know. Regenerative Flesh When the creation completes a rest, it heals extra damage equal to its healing rate.