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Alaric Morgain's page

163 posts. Alias of JAF0.

Full Name

Alaric Morgan


oni-spawn tiefling monk of the four winds/3 | Image


acrobatics 7, climb 8, disable device 10, escape artist 6, heal 4, perception 10, sense motive 8, stealth 7, swim 8


hp 31/31 AC 17, 17, 16, fort +4 refl +4, will +7, bab 2, melee 5, ranged 3, cmb 6, cmd 20, init +1, move 40'




common, infernal

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
Skilled: oni-spawn Tieflings gain a +2 racial bonus on disguise and intimidate checks.


God Scorn 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=disable device
Bloodthirsty Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

Umbral Unmasking Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).


Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
Fiend Sight
Throw Anything You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. (bonus feat)
Deflect Arrows (Combat) Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.
Armor of the Pit Benefit: You gain a +2 natural armor bonus. (bonus feat for the Cardinal's training)

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) 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.


silver medallion in the shape of the Asmodeus symbol
thieves tools
50' silk rope
belt pouch
flint & steel
alchemist fire x 3
tanglefoot bag 50
rations 6 days
10 bullets
10 cold iron bullets
10 silver bullets 2 gp
289 gp 6 sp
tanglefoot bag
2x alchemist fire
acid flask
cure light wounds potion

the mission:

"You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war. Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know." and the Cardinal rings a bell for a servant to enter.
“Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded. It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful." he tells you in a dead and unemotional voice.

“That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde. Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde." he smile slightly.

“Do all of this and then when your task is done, break this clay seal.” He hands them a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you."


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 Brandescar 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 on his way to Brandescar, unaware of their new location, so when tortured, he couldn't give away their secrets.

On the way to Brandescar Prison, he escaped from the transport, along with a few others and fled into the marshy terrain. Finally, they eluded their Mitran pursuers deep in the swamp. But would they survive long... branded for their crimes and alone and lost in the wilderness?...


Of average height at 5'10", Alaric is lean and not as heavily muscled as someone of his strength might normally appear to be. His sun-browned skin has a slight golden hue to it, giving him a slightly alien look. A pair of small horns grace his head, just above his hairline and lie low against his head. His hair, long and black, is pulled back and tied near the nape of his neck, keeping it out of his way, though his bangs are long and hang down in his eyes. Despite his unusual coloring and the unnatural horns on his head, his face is quite normal, almost attractive, with even features and dark almost-black eyes that only flash red when he's angry or the light catches them wrong. He, like the rest of the recent escapees, bears a brand on his arm, though his is partially defaced by a crude X-shaped fresh wound made over it.

Now clean of bog water and scum, and the blood and dirt of beatings and travel, he wears a loose fitting kimono-like shirt and loose-fitting trousers. His feet are bare. Generally unconcerned with how he looks, he wouldn't care about color or appearance, merely efficiency.

When meeting the others, he merely introduces himself as "Alaric", not giving any last name, since his family didn't want him anyway, why affiliate himself with them. They were an archaic recollection of a past he wanted nothing to do with. He flashes a mere half-smile at the introduction of others... not out of any disdain or dislike, merely as if that's the most he ever offers.

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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