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Swampwalker

Alaric Morgain's page

68 posts. Alias of JAF0.


Full Name

Alaric Morgan

Race

oni-spawn Tiefling

Classes/Levels

skills:
acrobatics 5, climb 7, disable device 8, escape artist 5, heal 4, perception 8, sense motive 4, stealth 5, swim 7

Gender

hp 11/11 AC 15, 15, 14, fort +3 refl +3, will +6, bab 0, melee 3, ranged 1, cmb 3 cmd 18, init +1, Monk/1

Strength 16
Dexterity 13
Constitution 13
Intelligence 11
Wisdom 18
Charisma 6

About Alaric Morgain

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
prehensile tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
fiendish resistance cold 5, elec 5, fire 5
120' darkvision; low light vision

traits:

kidnapper+1 disarm and grapple
Wisdom in the FleshYour meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own.
Benefit Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. Skill=disable device

monk class info:

Monk (Monk of the Four Winds)
class features:
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

improved unarmed strike 1d6 dmg
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both 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 monk also deals more damage with his unarmed strikes than a normal person would (see table)

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

flurry of blows (Ex) (-1/-1)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex) 10' (spd 40)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su) (7 pts)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

feats:

Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
fiend sight

skills:

acrobatics 5, climb 7, disable device 8, escape artist 5, heal 4, perception 8, sense motive 4, stealth 5, swim 7

equipment:

crunch:

background:

Alaric was born of the union of a Talingarde noblewoman and a horror from the spirit realm who raped her in her very own chambers. Much like a noble taking his right of prima nocte, this devil came to her on her wedding night while she waited for her husband to extricate himself from their guests. He left her with little more than a memory of what she thought was a horrible alcohol-fueled dream.

Time passed and it was clear she was with child soon after the marriage and this was heralded with joy and celebration in their demesne. Twin boys were born nine months after the wedding, and Alaric and his brother Aaron were raised in the lap of luxury. Nothing untoward was seen in them at first and both were given the same education and training. And yet, at the age of twelve, differences began to be noted... Alaric became moody, withdrawn, obviously unhappy with everything about his life, while Aaron continued to be the golden boy, treasured by all for his sunny disposition. When Alaric began developing physical differences from his identical twin, these were at first attributed to early puberty, but nothing could disguise or excuse when small horns began to grow from his head. The priests were horrified and pronounced him unclean. Aaron went through exhaustive researches and examinations and was found to be pure of any taint.

In fact, Aaron inherited nothing from of his birth father's taint, and in fact, from his mother's side, garnered the blessings of a distant angelic ancestor. Indeed he was an aasimar, though with no outward signs as yet of his heritage.

Alaric was sentenced to death, and his mother was looked on with great suspicion, but she had no more idea of how such a thing happened than did his father, or even the priests. On the day before his scheduled execution by fire, his birth father appeared in his bare and lonely cell. The Oni, Yurakami, came with an offer: die by the flames on the morrow or live in service to a greater lord. Alaric had no desire to die and grasped at the offer without knowing fully what it meant as yet.

Yurakami took Alaric by the hand and teleported him out of his cell and into another, this in a hidden monastery deep in the mountains. This monastery was well-hidden from the local inquisition of Taligarde for good reason. The monks there had long been devoted to Asmodeus. While Yurakami had no ties to Asmodeus himself, he had no objections to his offspring being raised in such an environment either. He saw the advantage to it, that in time, Alaric would become a weapon that could be aimed at the heart of Talingarde with the training he received there. While Alaric was not the only seed Yurakami had planted in the mortal country he so hated, he might become the greatest of them if he survived to fruition. He left him in the care of the monks, and abandoned him once again.

Alaric took to his training in earnest, and found solace and a perverted happiness in this new environment. He had no need to hide his horns or the tail that was growing longer by the day. His eyes took on a reddish tint, especially when he was angry or excited, and his skin darkened to a ruddy-gold as he practiced among the other acolytes in the monastery. All were rejects from the proper folk of Talingarde: damphirs, tieflings, half-drow, fetchlings, and other detritus of society. Alaric learned to work with all races and skills and he was content to be accepted among them.

But such a place as the Monastery of Eternal Peace could not remain hidden forever. When Alaric was in his early sixties, having spent all of his adult life in the security of its walls, a squad of Inquisitors found their way into the mountains. They did not come unaware of what they might face, having captured and questioned a wandering human monk who had left the monastery to complete a mission. They came, accompanied by a small army and stormed the gates. They broke in and destroyed the temple there, killed most of the monks and acolytes, captured a few who they could take back to the city and publicly execute for the sake of uplifting the populace.

Some few escaped the carnage. One of these was Alaric. Along with the other refugees, they made their way deeper into the mountains, away from the Inquisition. There were only five of them, but they made a pact to stay together and re-establish the monastery in a new and secret location. Finding a place to build a monastery was not difficult. Finding the capital to do so was another thing. They headed for the capital city, as money would be easiest to acquire there. Theft proved to be too slow a method of acquiring any great amount of wealth and a plan was laid out to kidnap a noble child and hold him or her for ransom.

A young girl child was targeted, the plans made. All seemed to be going as ordained. Alaric was sent in with a Travis, a damphir acolyte to acquire the child. Travis got the girl and slipped out of the window with her, while Alaric stayed a moment to leave the note as planned and guard Travis' escape. The girl's father stormed into the room along with a contingent of guards. Alaric hesitated as he came practically nose to nose with a face that was a mirror of his own, though it lacked the horns and golden-hued eyes stared in equal surprise into his own ruby orbs. The girl's father was indeed his own twin and he'd just succeeded in helping to kidnap his own niece.

Shocked into momentary inaction, Alaric was almost taken by the guards without a fight, but finally he fought back, and though he didn't manage to kill any of the guards who took him into custody, he did injure several. Finally, Alaric managed to grapple Aaron, and held him at knifepoint, warning the guards back. The guards circled the pair, and one managed to get close enough to sap Alaric into unconsciousness, busy as he was pinning his twin. Aaron sadly ordered Alaric sent to Branderscar for kidnapping. His daughter was gone however, and Alaric his only clue to where she might have been taken.

Aaron eventually paid the ransom, and his daughter was returned uninjured, though perhaps not unchanged. Alaric's cohorts in the scheme returned to a new and different mountain stronghold, leaving Alaric in Branderscar, unaware of their new location, so when tortured, he couldn't give away their secrets.

invalid info for game, just for curiosity's sake:

#20 on fiendish traits table: = You gain a +2 bonus on Combat Maneuver checks. rolled here


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