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 Rendo'Kai Adept
 Making a Rendo'Kai Adept
Alignment: Any lawful.
Starting Age: Complex.
Restrictions: Must worship Rendo'Kai and swear allegiance to the Falkyron.
|Saving Throws||Special|| Maneuvers Known /
|1st||+1||+2||+2||+2||Improved Grapple, Unarmed Strike, Jump +1||3 / 3||1d6||+0||1|
|2nd||+2||+3||+3||+3||Combat Reflexes, Evasion||4 / 3||1d6||+0||1|
|3rd||+3||+3||+3||+3||5 / 3||1d6||+0||1|
|4th||+4||+4||+4||+4||Superior Trip, Damage Reduction 1/-||5 / 4||1d8||+0||2|
|5th||+5||+4||+4||+4||Jump +2||6 / 4||1d8||+1||2|
|6th||+6/+1||+5||+5||+5||Skybourne (Standing Jumps)||6 / 4||1d8||+1||2|
|7th||+7/+2||+5||+5||+5||Damage Reduction 2/-||7 / 4||1d8||+1||2|
|8th||+8/+3||+6||+6||+6||7 / 4||1d10||+1||2|
|9th||+9/+4||+6||+6||+6||Improved Evasion, Jump +3||8 / 4||1d10||+1||2|
|10th||+10/+5||+7||+7||+7||Damage Reduction 3/-||8 / 5||1d10||+2||3|
|11th||+11/+6/+1||+7||+7||+7||Knock-Down||9 / 5||1d10||+2||3|
|12th||+12/+7/+2||+8||+8||+8||Skybourne (+Dex to Jump), Falkyron's Focus 1||9 / 5||2d6||+2||3|
|13th||+13/+8/+3||+8||+8||+8||Damage Reduction 4/-, Jump +4||10 / 5||2d6||+2||3|
|14th||+14/+9/+4||+9||+9||+9||Falkyron's Focus 2||10 / 5||2d6||+2||3|
|15th||+15/+10/+5||+9||+9||+9||Spell Resistance||11 / 6||2d6||+3||3|
|16th||+16/+11/+6/+1||+10||+10||+10||Damage Reduction 5/-, Falkyron's Focus 3||11 / 6||2d8||+3||4|
|17th||+17/+12/+7/+2||+10||+10||+10||Jump +5||12 / 6||2d8||+3||4|
|18th||+18/+13/+8/+3||+11||+11||+11||Skybourne (Slow Fall), Falkyron's Focus 4||12 / 6||2d8||+3||4|
|19th||+19/+14/+9/+4||+11||+11||+11||13 / 6||2d8||+3||4|
|20th||+20/+15/+10/+5||+12||+12||+12||Aegis of Glory, Falkyron's Focus 5||13 / 7||2d10||+4||4|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Rendo'Kai Adept.
When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a Rendo'Kai Adept loses her AC bonus.
Unwavering Loyalty: A Rendo'Kai Adept must obey the Falkyron and worship Rendo'Kai, or she loses the powers granted to her through maneuvers, stances and her Tabard of the Falkyron. For all intents and purposes, the ruling of such authority is more righteous; superseding other possible laws.
AC Bonus (Ex): When unencumbered and wearing light or no armor, the Rendo'Kai Adept adds her Wisdom bonus (if any) to her AC. In addition, a Rendo'Kai Adept gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five class levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Rendo'Kai Adept is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
Maneuvers: A Rendo'Kai Adept begins her career with the knowledge of three martial maneuvers (see pages 5 and 37 in the Tome of Battle). The disciplines available to her are Diamond Mind, Falkyron Aegis, Iron Heart, Phoenix Talon, and White Raven.
A Rendo'Kai Adept must meet the prerequisites of a maneuver to learn it. She can learn additional maneuvers as she levels as shown on Table: The Rendo'Kai Adept.
In addition, her advanced training allows her to learn a new maneuver in the place of one she already knows. She effectively loses access to the original maneuver when she does this, though the maneuver may be of any level she is restricted to and she must still meet the prerequisites. Doing so requires 8 hours of prayer and martial training, and she may only substitute a maneuver once per day.
Maneuvers Readied: A Rendo'Kai Adept can ready all three of her maneuvers at 1st level, but must decide which maneuvers she prepares for the day as she advances in level. A Rendo'Kai adept prepares her maneuvers by exercising for 5 minutes. Her maneuvers remain prepared until she decides to change them at a later time. A Rendo'Kai Adept does not require rest to prepare or maintain readied maneuvers.
A Rendo'Kai Adept begins an encounter with all her readied maneuvers unexpended, regardless of how many times she may have used them since they were prepared. Upon using a maneuver, it is expended for that encounter or until it is recovered (see below).
To recover a maneuver, a Rendo'Kai Adept must either perform a martial display (a harmless Standard Action), or successfully strike an enemy with an attack. In addition, she must also make a quick flourish with her weapon (a Swift Action) during the same round. A Rendo'Kai Adept may not initiate a maneuver during the same turn in which she has recovered a maneuver.
Stances: A Rendo'Kai Adept begins play with the knowledge of one first-level stance from any discipline open to her. She learns new stances during her career, as shown on Table: The Rendo'Kai Adept.
Unlike maneuvers, stances are always readied and are not expended when used. A Rendo'Kai Adept may enter a new stance as a Swift Action, but may only maintain a single stance at any given time. As with maneuvers, stances do not provoke attacks of opportunity, bypass spell resistance and are considered extraordinary, unless otherwise noted in the stance's description.
A Rendo'Kai Adept may learn a new stance in the place of one she already knows. The process of doing so is similar to the routine required to change a known maneuver, but with one strict requirement: she must be assisted by either a member of the Falkyron who knows the stance she wishes to learn, or by Rendo'Kai himself (through direct or divine means). Such a request often requires some notable form of tribute.
Skybourne (Ex): A Rendo'Kai Adept worships the Falkyron Legacy. She gains +1 Jump at first level, which increases every 4 levels thereafter. At level 6 she gains the ability to make standing jumps as if she were running. At level 12 she gains the ability to add her Dexterity modifier to Jump checks. Finally, at level 18 she gains Slow Fall. Her Slow Fall ability is always active, but can be dismissed and enabled at will.
A Rendo'Kai Adept's Skybourne ability can never be suppressed unless she explicitly does so herself. Mind-affecting abilities which compell her to do so entitle her to an additional save with a bonus equal to half of her Rendo'Kai Adept class levels (rounded down).
Unarmed Strike: At 1st level, a Rendo'Kai Adept gains Improved Unarmed Strike as a bonus feat. Her attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Rendo'Kai Adept striking unarmed. She may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Rendo'Kai Adept’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Rendo'Kai Adept’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Rendo'Kai Adept also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Rendo'Kai Adept. The unarmed damage on Table: The Rendo'Kai Adept is for Medium-sized characters. A Small Rendo'Kai Adept deals less damage than the amount given there with her unarmed attacks, while a Large Rendo'Kai Adept deals more damage; see Table: Rendo'Kai Adept Unarmed Damage by Size.
These special abilities are gained through intense training with a reach weapon; a Rendo'Kai Adept loses all benefits when she isn't wielding a reach weapon, with the exception of Improved Unarmed Strike.
Improved Grapple: At 1st level, a Rendo'Kai Adept gains Improved Grapple as a bonus feat.At 2nd level, she gains Combat Reflexes as a bonus feat. At 6th level, she gains Improved Trip as a bonus feat. A Rendo'Kai Adept need not have any of the prerequisites normally required for these feats.
Evasion (Ex): At 2nd level or higher if a Rendo'Kai Adept makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Rendo'Kai Adept is wearing light armor or no armor. A helpless Rendo'Kai Adept does not gain the benefit of evasion.
Tabard of the Falkyron (Ex): At 4th level or higher, a Rendo'Kai Adept is requisitioned a tabard of her order. Initially, this tabard provides the Rendo'Kai Adept with Damage Reduction. Subtract 1 from the damage the Rendo'Kai takes each time she is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
The Rendo'Kai Adept also gains another point of Damage Reduction every 3 levels (7, 10, 13, 16) until the tabard grants Damage Reduction 5.
At level 15, this item also provides the Rendo'Kai Adept with spell resistance equal to her current Rendo'Kai Adept level + 10. In order to affect the Rendo'Kai Adept with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Rendo'Kai Adept’s spell resistance.
The Tabard of the Falkyron can only be obtained from the Falkyron themselves, where it receives its blessing. It must be worn for 24 hours before it takes effect. This item will not function for any creature other than the Rendo'Kai Adept it was commissioned to. If a character other than the Rendo'Kai Adept herself attempts to wear this Tabard, they are cursed with a negative level that persists until the tabard is removed.
Only the Falkyron themselves can change the appropriate owner of such an item.
Superior Trip: At 4th level, a Rendo'Kai Adept gains Improved Trip as a bonus feat. In Addition, the Rendo'Kai adept trains to become more versatile when she attempts to trip her opponents; she may now use any reach weapon as if it were a trip weapon. This allows her to use any reach weapon to trip, and allows her to drop the weapon to avoid being tripped during her own trip attempt (instead of falling prone).
Stand Resolute (Su): At 7th level or higher, a Rendo'Kai Adept mimics her lord's legendary reflexes. Whenever an opponent charges the Rendo'Kai Adept, she is entitled to a free attack as if she has readied her weapon against it. This ability only functions when wielding a two-handed weapon and does not stack with the effect provided by Steadfast Boots.
Improved Evasion (Ex): At 9th level, a Rendo'Kai Adept’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Rendo'Kai Adept does not gain the benefit of improved evasion.
Knock-Down (Ex): At 11th level, whenever a Rendo'Kai Adept successfully deals 10 or more damage to an enemy, she is allowed a free trip attempt against the target. This attempt is made without requiring a preceeding touch attack and cannot trigger Improved Trip.
Falkyron's Focus (Ex): At 12th level, the Rendo'Kai Adept begins to comprehend the weight distribution of creatures larger than herself. She gains the ability to negate 1 point of size modifier provided by any creature of size category greater than medium when making Bullrush, Grapple, Overrun or Trip. This ability functions both when she instigates or defends against such a check. The bonus improves by an additional 1 every 2 levels.
This bonus cannot reduce a creature's size category bonus to less than 0, nor does it work on creatures of medium size or smaller.
Aegis of Glory (Su): At 20th level, the Rendo'Kai Adept gains the ability of flight. She can now fly at will at a speed equal to twice her land speed. When this ability is in use, she appears to possess a set of glorious wings; translucent yet outlined in a shimmer of gold.
 Ex-Rendo'Kai Adepts
A Rendo'Kai Adept who becomes nonlawful cannot gain new levels as a Rendo'Kai Adept but retains all abilities.
Rendo'Kai Adepts who forgo worship of Rendo'Kai immediately lose access to all maneuvers and stances provided by their class levels, as well as benefits granted to them through their Tabard of the Falkyron. Only a high-ranking member of the Falkyron can forgive discretions, usually through an atonement spell.
In special circumstances, direct intervention from Rendo'Kai himself can grant a Rendo'Kai Adept the ability to keep his powers without worship.
Like a member of any other class, a Rendo'Kai Adept may be a multiclass character, but multiclass Rendo'Kai Adepts face a special restriction. A Rendo'Kai Adept who gains a new class or (if already multiclass) raises another class by a level may never again raise her Rendo'Kai Adept level, though she retains all her Rendo'Kai Adept abilities.
 Epic Rendo'Kai Adept
Maneuvers: The Rendo'Kai Adept continues to learn new maneuvers.
Stances: At level 25, the Rendo'Kai Adept learns an additional stance.
Skybourne: The Rendo'Kai Adept continues to gain bonuses to her Jump skill (an additional +1 at levels 21, 25 and 29).
Epic Rendo'Kai Adept Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Leadership, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Infinite Deflection, Legendary Commander, Legendary Climber, Legendary Rider, Legendary Wrestler, Reflect Arrows, Righteous Strike, Spellcasting Harrier, Superior Initiative.