Post by streamofthesky on Nov 18, 2015 1:36:20 GMT -5
10/28: Used 1 cloak use, 33 wholeness of body, 1 abundant step, 2 stunning fist
Michel "Mike" Zev Lupin
Lurewolf Remix Monk 8
Experience: 28,537 / Next Level: 36,000 Updated: 8/06/16
Lawful Evil Medium Humanoid (Lurewolf); Deity: Shar
Initiative +6 (2d20 take higher); Senses: Blindsense (40 ft), Scent, Darkvision (60 ft), Low-light vision; Listen +21, Spot +21
Str 15, Dex 17, Con 15, Int 14, Wis 17, Cha 12 (initial)
Str 15, Dex 20 (22), Con 15, Int 12, Wis 20 (22), Cha 10 (racial, level 8, items)
HP: 66 (8d8 +16)
AC: 27 (10 +6 dex +8 monk +1 deflect +1 insight +1 natural)
Touch: 26; FF: 21
Saves: Fortitude +10, Reflex +13, Will +12 (-1 vs. fear; immune: poison and disease)
BAB +6/+1; Grapple +26 (+30); Trip +16; Disarm/Sunder +17; Other maneuvers +12
Speed: 50 ft (60 ft running/charging)
Attack Action: Unarmed +20 (3d6+14, B, 20/x2 -1 Con) or Flurry +19/+19 (3d6+14)
Full Attack: Unarmed +20/+16 (3d6+14, B, 20/x2 -1 Con) and two claws +16 (3d6+9, S/P) and bite +16 (3d6+9 S/B/P)
Full Attack: Flurry +19/+19/+14 (3d6+14) and two claws +15 (3d6+9) and bite +15 (3d6+9)
Kusari-gama +6 (d6+2, S, 20/x2, reach & adjacent, trip, +2 disarm)
Shuriken +16 (d2+12, P, 20/x2, 10 ft) or Flurry +15/+15/+10 (d2+12, 10 ft)
Silver Scorpion Claw (d6+2-1, S/P, 20/x2) [will only ever be used to damage w/ grapple checks]
Mighty Throw: Touch attack, Trip +20 vs. any size (can't be counter-tripped); throw to space 5-10 ft away from Michel; 1/encounter
Class: Wisdom to AC, +2 AC, Trapfinding, Invisible Fist, Flurry of Blows, Trapfinding, Versatile Attack (Dex replaces Str), Empty Strike (+Wis on attacks/maneuvers), Dance with the Elements (+20 ft speed; +20 competence on Balance, Jump, Tumble), Darkvision 60 ft, Ki Strike +2 (adamantine), Sense the Void (Blindsense 40 ft), Wholeness of Body (Heal Monk Level * Wis mod per day [48]), Tongue of the Sun and Moon (speak w/ any creature; Wis instead of Cha on Diplomacy and Handle Animal), Diamond Body (immune: all poisons and diseases), Abundant Step (Dimension Door 6/day, CL 8th)
Feats:
1 Scent [Lurewolf]
1 Imp. Unarmed Strike [Monk 1]
1 Stunning Fist (8/day, DC 20) [Monk 1]
1 Improved Grapple [flaw: Shaky]
1 Multiattack [flaw: Love of Nature]
1 Scorpion's Grasp
3 Fists of Iron (Wis to damage for unarmed & monk weapons)
6 Imp. Trip [Monk 6]
6 Knockdown (free trip if melee attack does 10+ damage; no Imp. Trip bonus attack for tripping)
Traits: Cautious (+1 AC fight defensive or total defense, -1 vs. fear), Passionate (+1 fort, -1 will)
Flaw descriptions:
Skills (110 skill points (+1/level houserule)): [4 left to spend]
Autohypnosis +12 (6 ranks +6 wis)
Balance +33 (5 ranks +6 dex +2 syn +20 comp)
Diplomacy +21 (11 ranks +6 wis +4 syn)
Disable Device +14 (11 ranks +1 int +2 tools)
Escape Artist +10 (0 ranks +6 dex +4 comp)
Handle Animal +6 (0 ranks +6 wis)
Heal +8 (0 ranks +6 wis +2 belt)
Jump +37 (5 ranks +2 str +2 syn +20 comp +8 speed)
Know (nobility) +6 (5 ranks +1 int)
Listen +21 (11 ranks +6 wis +2 racial +2 competence)
Open Lock +19 (11 ranks +6 dex +2 tools)
Search +19 (11 ranks +1 int +2 racial +5 competence)
Sense Motive +17 (11 ranks +6 wis)
Spot +21 (11 ranks +6 wis +2 racial +2 competence)
Survival +8 (0 ranks +6 wis +2 racial)
Tumble +35 (7 ranks +6 dex +2 syn +20 comp)
Tricks: Rhetorical Flourish (Rushed Diplomacy @ -5 instead of -10)
Languages: Common, Lurian, Infernal
Gear:
Arms:
Body/Armor:
Face: Goggles of Minute Seeing
Feet: Novice Slippers of the Setting Sun and Translocation (swift teleport 10 ft 2/day; Mighty Throw 1/encounter)
Hands: Brute Cold Iron gauntlet of Dexterity +2 (3 charges/day; swift; 1+charges spent to melee damage and str checks)
Head:
Ring 1: Ring of Anticipation (+2 Spot & Listen; roll 2d20 take higher for init)
Ring 2: Fanged Ring (IUS and INA (unarmed); 1 Con damage on critical hit)
Shoulders: Shadow Cloak (+1 Deflect AC; 3/day immediate 10 ft teleport)
Throat: Amulet of Wisdom +2 and Natural Armor +1
Torso: Vest of Resistance +1
Waist: Supple Snake Skin Sash (+4 competence on grapple and escape artist)
Lesser Revelation Crystal [attached to unarmed] (when you damage invisible foe, he becomes visible for 1 round)
Dusty Rose Iuon Stone
Rod of Ropes
Enveloping Pit (50 ft portable hole)
50 ft ladder (kept inside pit)
Handy Haversack
Potion of CLW
Kusari-gama
Silver Scorpion Claw (+4 on grapple checks, don't need to attack w/ it; can use to damage w/ grapple checks)
Sling
Cold Iron Bullets (20)
Clubs (3)
Shuriken (10)
Cold Iron Shuriken (5)
Torches (2)
Mwk. Thief's tools
Artisan's Outfit
Backpack
Crowbar
Flint & Steel
Grappling Hook
Ink (1 ounce)
Inkpen
Mirror (small steel)
Parchment (10 sheets)
Trail Rations (2 days)
Silk Rope (50 ft)
Sack
Soap (1 lb)
Waterskin3251.94 gp (updated 10/28/16)
Variants:
Remix Monk: www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed
School of the Nimble Hand; Sense the Void; Invisible Fist
Dark Moon Disciple (gain Darkvision 60 ft, lose Still Mind)
INVISIBLE FIST
www.dandwiki.com/wiki/Lurewolves_%283.5e_Race%29
+2 Dexterity, +2 Wisdom, -2 Intelligence, and -2 Charisma
Humanoid (Lurewolf)
Medium size: No size-related bonuses
Low light vision: Lurewolves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination.
Lurewolf base land speed is 30 feet. When running, charging, or jumping with a running start, speed increases to 40.
Natural Weapon: 2 Claws (1d4) and 1 Bite (1d6). If unarmed damage is higher, increase to that amount. Count as special monk weapons.
Keen Senses (Ex): Lurewolves have Scent as a bonus feat
Skills: +2 racial bonus on Listen, Search, Spot, and Survival checks
Unusual Form: Lurewolves cannot equip full-body humanoid armor due to the anatomy of thier legs. They can only be fitted with exotic armor or armor specially made for thier needs.(50% increase in base armor price)
Automatic Languages: Lurian, Common. Bonus Languages: Dwarven, Halfling, Orc, Gnome, Abyssal.
Favored Class: Barbarian
Level Adjustment: +0
Future feat ideas?
Michel "Mike" Zev Lupin
Lurewolf Remix Monk 8
Experience: 28,537 / Next Level: 36,000 Updated: 8/06/16
Lawful Evil Medium Humanoid (Lurewolf); Deity: Shar
Initiative +6 (2d20 take higher); Senses: Blindsense (40 ft), Scent, Darkvision (60 ft), Low-light vision; Listen +21, Spot +21
Str 15, Dex 17, Con 15, Int 14, Wis 17, Cha 12 (initial)
Str 15, Dex 20 (22), Con 15, Int 12, Wis 20 (22), Cha 10 (racial, level 8, items)
HP: 66 (8d8 +16)
AC: 27 (10 +6 dex +8 monk +1 deflect +1 insight +1 natural)
Touch: 26; FF: 21
Saves: Fortitude +10, Reflex +13, Will +12 (-1 vs. fear; immune: poison and disease)
BAB +6/+1; Grapple +26 (+30); Trip +16; Disarm/Sunder +17; Other maneuvers +12
Speed: 50 ft (60 ft running/charging)
Attack Action: Unarmed +20 (3d6+14, B, 20/x2 -1 Con) or Flurry +19/+19 (3d6+14)
Full Attack: Unarmed +20/+16 (3d6+14, B, 20/x2 -1 Con) and two claws +16 (3d6+9, S/P) and bite +16 (3d6+9 S/B/P)
Full Attack: Flurry +19/+19/+14 (3d6+14) and two claws +15 (3d6+9) and bite +15 (3d6+9)
Kusari-gama +6 (d6+2, S, 20/x2, reach & adjacent, trip, +2 disarm)
Shuriken +16 (d2+12, P, 20/x2, 10 ft) or Flurry +15/+15/+10 (d2+12, 10 ft)
Silver Scorpion Claw (d6+2-1, S/P, 20/x2) [will only ever be used to damage w/ grapple checks]
Mighty Throw: Touch attack, Trip +20 vs. any size (can't be counter-tripped); throw to space 5-10 ft away from Michel; 1/encounter
Class: Wisdom to AC, +2 AC, Trapfinding, Invisible Fist, Flurry of Blows, Trapfinding, Versatile Attack (Dex replaces Str), Empty Strike (+Wis on attacks/maneuvers), Dance with the Elements (+20 ft speed; +20 competence on Balance, Jump, Tumble), Darkvision 60 ft, Ki Strike +2 (adamantine), Sense the Void (Blindsense 40 ft), Wholeness of Body (Heal Monk Level * Wis mod per day [48]), Tongue of the Sun and Moon (speak w/ any creature; Wis instead of Cha on Diplomacy and Handle Animal), Diamond Body (immune: all poisons and diseases), Abundant Step (Dimension Door 6/day, CL 8th)
Feats:
1 Scent [Lurewolf]
1 Imp. Unarmed Strike [Monk 1]
1 Stunning Fist (8/day, DC 20) [Monk 1]
1 Improved Grapple [flaw: Shaky]
1 Multiattack [flaw: Love of Nature]
1 Scorpion's Grasp
If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must drop your onehanded weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. If you initiated the grapple while armed, however, you cannot make additional grapple checks to deal damage during the round in which you use this feat. You have the option to conduct the grapple normally, or you may hold a creature one or more sizes smaller than you with your off hand. If you choose to do the latter, you take a -20 penalty on grapple checks against that creature and you cannot deal damage with your grapple checks, but you are not considered grappled yourself. You don't lose your Dexterity bonus to AC, you still threaten an area, and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent's weight.
2 Combat Reflexes [Monk 2]3 Fists of Iron (Wis to damage for unarmed & monk weapons)
6 Imp. Trip [Monk 6]
6 Knockdown (free trip if melee attack does 10+ damage; no Imp. Trip bonus attack for tripping)
Traits: Cautious (+1 AC fight defensive or total defense, -1 vs. fear), Passionate (+1 fort, -1 will)
Flaw descriptions:
Shaky: -2 ranged attack rolls
Love of Nature (Dragon #324): You have to make a DC 12 will save before you can attack any creature w/ the animal, plant, or vermin type or lose the action. They can attack you just fine, though
[Notes: I assume 1) based on the wording, you only have to succeed at the save one time to attack each such creature, not repeat it every round and 2) the save is based on reality and not perception.]
Love of Nature (Dragon #324): You have to make a DC 12 will save before you can attack any creature w/ the animal, plant, or vermin type or lose the action. They can attack you just fine, though
[Notes: I assume 1) based on the wording, you only have to succeed at the save one time to attack each such creature, not repeat it every round and 2) the save is based on reality and not perception.]
Skills (110 skill points (+1/level houserule)): [4 left to spend]
Autohypnosis +12 (6 ranks +6 wis)
Balance +33 (5 ranks +6 dex +2 syn +20 comp)
Diplomacy +21 (11 ranks +6 wis +4 syn)
Disable Device +14 (11 ranks +1 int +2 tools)
Escape Artist +10 (0 ranks +6 dex +4 comp)
Handle Animal +6 (0 ranks +6 wis)
Heal +8 (0 ranks +6 wis +2 belt)
Jump +37 (5 ranks +2 str +2 syn +20 comp +8 speed)
Know (nobility) +6 (5 ranks +1 int)
Listen +21 (11 ranks +6 wis +2 racial +2 competence)
Open Lock +19 (11 ranks +6 dex +2 tools)
Search +19 (11 ranks +1 int +2 racial +5 competence)
Sense Motive +17 (11 ranks +6 wis)
Spot +21 (11 ranks +6 wis +2 racial +2 competence)
Survival +8 (0 ranks +6 wis +2 racial)
Tumble +35 (7 ranks +6 dex +2 syn +20 comp)
Tricks: Rhetorical Flourish (Rushed Diplomacy @ -5 instead of -10)
Languages: Common, Lurian, Infernal
Gear:
Arms:
Body/Armor:
Face: Goggles of Minute Seeing
Feet: Novice Slippers of the Setting Sun and Translocation (swift teleport 10 ft 2/day; Mighty Throw 1/encounter)
Hands: Brute Cold Iron gauntlet of Dexterity +2 (3 charges/day; swift; 1+charges spent to melee damage and str checks)
Head:
Ring 1: Ring of Anticipation (+2 Spot & Listen; roll 2d20 take higher for init)
Ring 2: Fanged Ring (IUS and INA (unarmed); 1 Con damage on critical hit)
Shoulders: Shadow Cloak (+1 Deflect AC; 3/day immediate 10 ft teleport)
Throat: Amulet of Wisdom +2 and Natural Armor +1
Torso: Vest of Resistance +1
Waist: Supple Snake Skin Sash (+4 competence on grapple and escape artist)
Lesser Revelation Crystal [attached to unarmed] (when you damage invisible foe, he becomes visible for 1 round)
Dusty Rose Iuon Stone
Rod of Ropes
This versatile item meets your every rope-related need.
Description: Crafted from the darkest teak and repeatedly stained until it holds a lustrous black shine, this rod is a sculpted, 18-inch-long baton. Closer inspection (Search DC 15) reveals three barely perceptible concave indentations in the middle third of the rod.
Activation: The three indentations act as buttons. Pressing any one of the rod’s buttons requires a move action.
Effect: The rod has three functions, each of which can be employed an unlimited number of times. However, no two functions can be used at the same time. The rope has the same hardness and hit points as the rest of the rod.
Rope (Press Button 1): Rope extrudes from one end of the rod at the rate of 60 ft/round. 300 ft of rope can extrude in this manner. A 2nd press stops the rope from extruding. A 3rd press draws the rope back in at 60 ft/round. Any knot in the rope automatically unties when it comes within 30 feet of the rod.
Grappling Hook and Rope (Press Button 2): A small leather wrist loop springs from one end of the rod and 3 sharp grappling hooks from the other end. A 2nd press launches 1/3 of the rod (the end with the 3 hooks) in the direction you aim it. Up to 300 ft of rope discharges in 1 round, trailing behind the launched section and connecting it with the end you hold. The rope stops unreeling if the hooks strike a solid object or a creature, or if you give the rod a quick backward jerk. A 3rd press retracts the rope 60 ft/round, drawing the held end toward the hooked end if it is secured properly, pulling up to 1,000 pounds with it.
This function can be used to attack and push back foes within 30 feet (no range increment; beyond that distance it lacks sufficient power). On a successful ranged attack the hooked end deals 1d6 damage. The force of the blow is considerable, and those struck by it are subject to a bull rush (+5 bonus on the check). The hooked end cannot pursue a pushed opponent.
Grappling Hooks and Slide (Press Button 3): Three sharp grappling hooks sprout from each end of the rod. A 2nd press launches the two ends of the rod (each 1/3 of its length) in opposite directions simultaneously. Up to 300 ft of rope trails behind each launched section and connects it with the middle third you hold (all 600 ft can discharge in 1 round). The grappling hooks work exactly as described above, including the possibility of bull rushing opponents. A 3rd press causes part of the middle section to expand slightly in diameter and slide freely along the extruded rope. The slide can be released from the remaining part of the middle section by squeezing it to loosen it. Two hand loops allow you to slide down the rope if it is at an angle. Regardless of the angle of the rope or the load on it (up to 1,000 pounds), if attached firmly the rope does not sag.
Pushing any button a second time returns the rod to its previous (unactivated) state.
Moderate transmutation; CL 10th. Weight: 4 lb. Market Price: 4,000 gp.
-------------------------------------------------------------------
Healing Belt (3 charges/day, heal [1+charges spent]d8 as standard; +2 heal checks)Description: Crafted from the darkest teak and repeatedly stained until it holds a lustrous black shine, this rod is a sculpted, 18-inch-long baton. Closer inspection (Search DC 15) reveals three barely perceptible concave indentations in the middle third of the rod.
Activation: The three indentations act as buttons. Pressing any one of the rod’s buttons requires a move action.
Effect: The rod has three functions, each of which can be employed an unlimited number of times. However, no two functions can be used at the same time. The rope has the same hardness and hit points as the rest of the rod.
Rope (Press Button 1): Rope extrudes from one end of the rod at the rate of 60 ft/round. 300 ft of rope can extrude in this manner. A 2nd press stops the rope from extruding. A 3rd press draws the rope back in at 60 ft/round. Any knot in the rope automatically unties when it comes within 30 feet of the rod.
Grappling Hook and Rope (Press Button 2): A small leather wrist loop springs from one end of the rod and 3 sharp grappling hooks from the other end. A 2nd press launches 1/3 of the rod (the end with the 3 hooks) in the direction you aim it. Up to 300 ft of rope discharges in 1 round, trailing behind the launched section and connecting it with the end you hold. The rope stops unreeling if the hooks strike a solid object or a creature, or if you give the rod a quick backward jerk. A 3rd press retracts the rope 60 ft/round, drawing the held end toward the hooked end if it is secured properly, pulling up to 1,000 pounds with it.
This function can be used to attack and push back foes within 30 feet (no range increment; beyond that distance it lacks sufficient power). On a successful ranged attack the hooked end deals 1d6 damage. The force of the blow is considerable, and those struck by it are subject to a bull rush (+5 bonus on the check). The hooked end cannot pursue a pushed opponent.
Grappling Hooks and Slide (Press Button 3): Three sharp grappling hooks sprout from each end of the rod. A 2nd press launches the two ends of the rod (each 1/3 of its length) in opposite directions simultaneously. Up to 300 ft of rope trails behind each launched section and connects it with the middle third you hold (all 600 ft can discharge in 1 round). The grappling hooks work exactly as described above, including the possibility of bull rushing opponents. A 3rd press causes part of the middle section to expand slightly in diameter and slide freely along the extruded rope. The slide can be released from the remaining part of the middle section by squeezing it to loosen it. Two hand loops allow you to slide down the rope if it is at an angle. Regardless of the angle of the rope or the load on it (up to 1,000 pounds), if attached firmly the rope does not sag.
Pushing any button a second time returns the rod to its previous (unactivated) state.
Moderate transmutation; CL 10th. Weight: 4 lb. Market Price: 4,000 gp.
-------------------------------------------------------------------
Enveloping Pit (50 ft portable hole)
50 ft ladder (kept inside pit)
Handy Haversack
Potion of CLW
Kusari-gama
Silver Scorpion Claw (+4 on grapple checks, don't need to attack w/ it; can use to damage w/ grapple checks)
Sling
Cold Iron Bullets (20)
Clubs (3)
Shuriken (10)
Cold Iron Shuriken (5)
Torches (2)
Mwk. Thief's tools
Artisan's Outfit
Backpack
Crowbar
Flint & Steel
Grappling Hook
Ink (1 ounce)
Inkpen
Mirror (small steel)
Parchment (10 sheets)
Trail Rations (2 days)
Silk Rope (50 ft)
Sack
Soap (1 lb)
Waterskin
Variants:
Remix Monk: www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed
School of the Nimble Hand; Sense the Void; Invisible Fist
Dark Moon Disciple (gain Darkvision 60 ft, lose Still Mind)
INVISIBLE FIST
Monks who follow the Path of the Invisible Fist learn to harness their ki to conceal themselves from detection. With further training, these monks learn to blink between the Material Plane and the Ethereal Plane. To gain this versatility, they sacrifice their ability to escape unscathed from area effects.
Class: Monk.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level.
Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round). You must wait 3 rounds before you can use this ability again.
Invisible fist is a supernatural ability.
Class: Monk.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level.
Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round). You must wait 3 rounds before you can use this ability again.
Invisible fist is a supernatural ability.
www.dandwiki.com/wiki/Lurewolves_%283.5e_Race%29
+2 Dexterity, +2 Wisdom, -2 Intelligence, and -2 Charisma
Humanoid (Lurewolf)
Medium size: No size-related bonuses
Low light vision: Lurewolves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination.
Lurewolf base land speed is 30 feet. When running, charging, or jumping with a running start, speed increases to 40.
Natural Weapon: 2 Claws (1d4) and 1 Bite (1d6). If unarmed damage is higher, increase to that amount. Count as special monk weapons.
Keen Senses (Ex): Lurewolves have Scent as a bonus feat
Skills: +2 racial bonus on Listen, Search, Spot, and Survival checks
Unusual Form: Lurewolves cannot equip full-body humanoid armor due to the anatomy of thier legs. They can only be fitted with exotic armor or armor specially made for thier needs.(50% increase in base armor price)
Automatic Languages: Lurian, Common. Bonus Languages: Dwarven, Halfling, Orc, Gnome, Abyssal.
Favored Class: Barbarian
Level Adjustment: +0
Future feat ideas?
Imp. Natural Attack or Superior Unarmed Strike (or Martial Throw, convert to Dodge at 9)
Snap Kick or INA or SUS (or Great Throw)
Anchoring Blow (Dragon mag #306, p. 53-54)
You can keep a creature from leaving the area via a teleport or plane shift effect, as per the Dimensional Anchor spell
Prerequisites: Str 15, Wis 17, Imp. Unamred Strike, Power Attack, Stunning Fist
Benefit: When you apply Anchoring Blow to an unarmed strike, any opponent damaged by that attack is also affected as if by a dimensional anchor spell (caster level equals your character level). Spell resistance applies normally. You must declare that you are using the feat before making the attack roll, and it can be applied to only one attack each round. Whether or not you hit, the attempt expends one daily use of the stunning fist ability.
An attack made with this feat cannot also be enhanced with any other special unarmed attack feat or class feature (such as stunning fist or flurry of blows).
Snap Kick or INA or SUS (or Great Throw)
Anchoring Blow (Dragon mag #306, p. 53-54)
You can keep a creature from leaving the area via a teleport or plane shift effect, as per the Dimensional Anchor spell
Prerequisites: Str 15, Wis 17, Imp. Unamred Strike, Power Attack, Stunning Fist
Benefit: When you apply Anchoring Blow to an unarmed strike, any opponent damaged by that attack is also affected as if by a dimensional anchor spell (caster level equals your character level). Spell resistance applies normally. You must declare that you are using the feat before making the attack roll, and it can be applied to only one attack each round. Whether or not you hit, the attempt expends one daily use of the stunning fist ability.
An attack made with this feat cannot also be enhanced with any other special unarmed attack feat or class feature (such as stunning fist or flurry of blows).