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Alaric Morgain's page

15 posts. Alias of JAF0.

Full Name

Alaric Morgan


oni-spawn Tiefling




hp 45/45 AC 19, 19, 16, fort +6 refl +7, will +9, bab 3, melee 7, ranged 6, cmb 9 cmd 21, init +3, perc +13

Strength 18
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 20
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
low light vision, 120' darkvision (see feats)
spell resistance = 10 + 1/2 hit dice


God Scorn (Tiefling) Your contempt for the gods and their sad little priests makes it easier to shake off the effects of their prayers.
Benefit You gain a +1 trait bonus on saving throws against divine spells.
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=Acrobatics

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 1d8 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) (-2/-2)
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.


Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
Fiend Sight: gain low light vision, and darkvision improves to 120' (1st lvl feat)
Dodge +1 dodge bonus to AC (bonus feat)
Crane Style
Crane Wing


acrobatics 13, climb 5, escape artist 7, heal 5, perception 13(17), sense motive 9, stealth 11, swim 8


sling, 20 bullets
+1 rop
+1 kama
eyes of the eagle
amulet of mighty fists +1
2 potions of lesser restoration, 1 potion of CMW
2 potions of enlarge person


hp 45/45 AC 19, 19, 16, fort +6 refl +7, will +9, bab 3, melee 7, ranged 6, cmb 9 cmd 21, init +3, perc +13


Alaric was born to Mael and Elsindra Morgain, and it was obvious to all who saw him that he was not fully human. Mael never forgave Elsindra for cheating on him, when it was not even really her fault, as the creature who came to her that night came in the guise of Mael himself. She had no idea what she was sleeping with. Mael abandoned Elsindra, taking their other three children with him, leaving her with only Alaric to care for. But she was a broken woman, depressed and reduced to using drugs and alcohol to numb her psychic pain. She gave Alaric only mediocre attention and care while he was growing up. And he grew and developed slowly, shunned by other children his own apparent age for his strange looks and behavior. He was sullen and angry as a child, and prone to petty acts of vandalism to take revenge on a world that seemed to have abandoned him. He stole frequently for food or the pleasure of the deed itself. No one wanted him and he wanted no one.

When he was 27, he still appeared to be a child of about 9 or 10, when Elsindra, his all but absent mother, began dying slowly of a wasting disease. Having been all but abandoned by her already, he exhibited no signs of sadness at her illness. When she finally passed, he didn't grieve for her. The neighbors called him a cursed child and shunned him. No one would take him in.

The local priest of Mitra sent Alaric to live with the monks, hoping their influence might bring him around. Their training was strict, as they recognized his outsider nature and were determined to exorcise the evil out of him. Their treatment of him was harsh to say the least, including frequent beatings and extremes of training regimens. Instead of 'curing' him of evil, their treatment of him merely exacerbated his natural tendencies and he fell deeper and deeper into dark and disturbing thoughts and dreams.

One Master alone at the monastery treated him with kindness. Master Lorenz tried hard to undo the harm the other masters would do, by counseling Alaric and advising him how to obfuscate his natural proclivities. Master Lorenz himself did not share in the service to Mitra like most in the monastery, but served a darker master. Slowly, over the years, he introduced Alaric to the faith of Asmodeus and trained him in darker arts than the monastery openly taught. Alaric began to flourish under Master Lorenz's tutelage and the other monks were pleased that he finally seemed to be coming around. In truth, he was simply learning how to obscure his true leanings.

For the last several years he spent in the monastery, Alaric was finally content with his life. But nothing remains forever, and Master Lorenz died of old age while Alaric was but 66, just coming into adulthood. He was devastated. He stayed on at the monastery another year, but felt the call to leave and seek out other worshipers of the faith outside the cloistered walls.

On his own, he traveled a bit, but as he expected, he was shunned by most of the outwardly righteous folk of the land. He lived in the shadows, traveled by night, and obscured his nature as much as he could. His hatred of the followers of Mitra went with him where he traveled, and he took his revenge on them when and where he could. Clerics traveling alone at night sometimes never returned to their temples when he was passing through town. They simply disappeared, never to be heard from again.

It took him very little time to be sought out by a dark cult dedicated to Asmodeus. His otherworldly looks brought him to their attention and he joined their ranks eagerly. This group, who called themselves The Black Hand, a small adjunct of a hidden temple to Asmodeus in the capital city, was determined to bring down the monarchy of Talingarde and re-establish open worship of their own god. Alaric finally felt like he was welcomed into a family and not only joined the cult, but lived in the temple, rarely stepping foot outside during the daylight hours.

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