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Winter Oracle

Kaddoc the Grey's page

246 posts. Alias of Fanguar.

About Kaddoc the Grey

Kaddoc the Grey
Assimar(Scion of Humanity) Monk(Tetori)/Summoner(Synthesist) 1
LE Medium humanoid (assimar and human)
Init +0(+2); Senses darkvision 60 ft.; Perception +8
AC 14, touch 14, flat-footed 14 (+0 Dex, +4 untyped)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +6
Defensive Abilities Snapping Turtle Style

Defense with Eidolon:

AC 21, touch 17, flat-footed 18 (+2 Dex, +4 untyped, 1 STS, +4NA)
hp (11 Temp) 10 (1d8+2)
Fort +3, Ref +4 Will +6
Defensive Abilities Snapping Turtle Style


Speed 30 ft.
Melee unarmed strike +0 (1d6+0)
Special Attacks Stunning fist (DC14)

Offence with Eidolon:

Speed 40 ft.
Melee unarmed strike +3 (1d6+2) and bite -2 (1d6+2) or Bite +3 (1d6+3)
Special Attacks Stunning fist (DC14), Rake: 2x 1d4+2

Str 10, Dex 10, Con 12, Int 10, Wis 18, Cha 18
Base Atk +0; CMB +0 (+4 Grapple); CMD 17 (20 Grapple)
Feats Improved Unarmed Strike, Stunning fist, Improved Grapple, The Bitten, Alertness, Snapping Turtle Style, Eschew Materials
Traits Bred for War, Wisdom in the Flesh, Slave taker
Skills (6/level) Acrobatics +4(6), intimidate +9, Perception +8, UMD +8, Survival +8
Languages Common,
SQ ac bonus, unarmed strike
Other Gear
Statistics with Eidolon:

Str 14, Dex 14, Con 13, Int 10, Wis 18, Cha 18
Base Atk +1; CMB +3 (+6 Grapple); CMD 22 (24 Grapple)
Languages Common,
SQ ac bonus, unarmed strike
Other Gear

Special Abilities
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Graceful Grappler (Ex)
A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling
Celestial Resistance(Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Alt SLA You gain a +2 racial bonus to your CMD.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Scion of Humanity S counts as an outsider (native) and a humanoid (human) for any effect related to race,
Snapping Turtle style +1 AC when 1 hand is free.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Fused Link: Sacrifice HP to prevent Eidolon from dropping below 0
Fused Eidolon: Wear Eidolon like armor. Use its physical stats.
Eidolon Special Abilities:

Rake: 2 1d4 claw attacks on a successful Grapple roll
Improve NA:+2

10 minute back ground:

Five background and concept elements important to Kaddoc
1) Kaddoc is descended from the great northern barbarian tribes; A proud people toughed through generations of clan warfare and fighting the elements. Trait: Bred for War Since the colonization of their island, they have been pushed to the verges of habitable land and now struggle to survive and maintain their way of life. This is hard fate to bear for those who the legends claim are decended from the Gods who once dwelt amoung them (Race: Assimar(Scion of Humanity)
2) Kaddoc was born thin a sickly and, as is the way of the tribes, he was left squalling on a hilltop outside of camp as a sacrifice to the spirits. All through the night he cried and as the morning light touched the hill, his cries still rang out. Going to investigate, they found the child wreathed in dim shadows that melded in and out of the shape of an animal. Taking it as a blessing from the spirits, the tribe’s shaman claimed the child as his own to raise.
3) Kaddoc never became particularly strong or vigorous as he matured, but his force of personality helped him to find a valued place in the tribe. He soon found that with careful thought and mediation, he could overcome his body’s physical failings (Trait: Wisdom in the flesh) And in those times where strength was needed, he called upon the spirits to aid him. When they were joined, none could stop them.
4) In recent years, his people have taken to raiding in small ships along the more civilized coast. There is a market to found in human flesh, and the captains of the great, filthy slave scows are more than willing to pay a primium for captives. Their contacts have may Kaddoc’s tribe one of the more powerful in the region, but they now must travel further in search of their quarry. Crime: Slave taking
5) On his last raid, Kaddoc and his crew where returning home from an unsuccessful raid, when they caught sight of a figure standing on a hill staring out to sea. Sensing an opportunity to not return completely empty handed, they quickly ran ashore, and crept to where they had seen the figure. On their arrival, they found a man, who was decidedly nonplused by the appearance of many savages, was dressed in fine, if a little shabby, clothing and came along peaceably, even going so far as to hold out his hands to be shackled. Once on the boat and out to sea, their captive seemed to being enjoying himself, but soon grew bored. With an exaggerated yawn, he stretched, snapping the chains that bound him. In the confined quarters of the boat, the vampire was a whirlwind of destruction. A few tried to jump overboard, but were soon pulled under by the weight of their armor. Kaddoc struggled in vain in the powerful grasp of the creature and cried out as the fangs sank in and the creature began to feed. An answering shout came out of the darkness and a ships lantern flared to life, illuminating a Mitran patrol galley. With a hiss, the creature dropped Kaddoc and before his eyes, dissolved into mist. When he awoke, Kaddoc found himself in chains of his own, stowed in the galley’s hold and on his way to some place called Brandescar. [ooc]Feat: The bitten[/oc]

PC goals
Short term: Survive. Kaddoc is hungry for power, and will be interested in those that can help him achieve that.
Long term: Return to his people and lead them to glory. The more he sees of the affluent Mitran lands, the more he will want them for his people.
Player goals
I would like Kaddoc to eventually have the opportunity to lead his people to a better place. He’s motivation to see the Mitrans fall is to carve out a piece of land for the tribes and give them hope for a better tomorrow, so it would be nice if that could come true.
Secrets, shhhhhh
Known: Kaddoc knows that the being that is fused with him is not any kind of totem spirit. He doesn’t know what it is, but it has been corrupting his mind with dreams of power since he was a child. Since the vampire attack, it has been reveling in the taint that Kaddoc now bears.
Unknown: The vampire that bit Kaddoc felt the connection that Kaddoc has with his eidolon. Never having felt such a presence before, he has been sending out feelers trying to find out whether Kaddoc still lives and where he might be found.
1) Karnak. Favorable towards Kaddoc. He is the aged shaman who raised Kaddoc. He suspects something of the taint the eidolon has left of Kaddoc’s soul, but still loves him as a son.
2) Grisnash: Hostile towards Kaddoc. Warrior in Kaddoc’s tribe. He has always recented the favoured place that Kaddoc held in the tribe, believing that no weaklings should be allowed to survive. Grisnash’s brother died by the vampire’s hand and Grisnash blames Kaddoc for his death (or will once he learns of Kaddoc’s survival)
3) Oberon the vampire: Neutral to Kaddoc. He searches, in a laid back, half interested way for Kaddoc. If he finds him while he’s still alive, he will make a concerted effort to drain him completely to make him his thrall.
Memories, mannerisms, or quirks:
1) When merged with his eidolon, everything he says echoes in a barely audible, more menacing voice.
2) Since his cold night on the hill as an infant, Kaddoc has been unable to tan. This gives his skin an unhealthy pallor.
3) He has a twitch above his right eye that presents itself when he is trying to remain calm.
4) He is not accustomed to the trappings of civilization, so is a little naïve.

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