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Woman

Scoria the Stalwart's page

469 posts. Alias of Azrael Dukshi.


Full Name

Scoria Stonehand

Race

Oread

Classes/Levels

Monk of the Sacred Mountain 3 (AC: 16 (20) [T: 15 F: 14] HP: 24/29 Fort: +6 Ref: +6 Will +7 Perc: +9 Init: +2)

Gender

Female

Size

Medium

Age

76

Special Abilities

EXP: 4262 Next Level: 6000

Alignment

Lawful Neutral

Deity

Irori

Location

Sandpoint

Languages

Common, Terran

Occupation

Stonemason

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Scoria the Stalwart

Scoria
LN Medium Female Oread Monk of the Sacred Mountain 3
Init +2; Senses Perception Darkvision 60ft +9
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 14
(+0 armor, +1 nat armor, +2 Dex, +3 Wis)
HP 21/29 (3d8+9)
Fort +6, Ref +6, Will +7
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee +5 Unarmed (1d6+3) or +4/+4 Flurry of Blows (1d6+3/1d6+3) or +6 MW Silvered Temple Sword (1d8+2) or +5/+5 Temple Sword Flurry (1d8+2/1d8+2)
Ranged +5 Shuriken (1d2+3) or +4/+4 Shuriken Flurry of Blows (1d2+4/1d2+4)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8

Base Atk +2; CMB +6 (+8 for grapple) CMD 20 (22 against grapple)

Feats Improved Unarmed Strike, Improved Grapple, Stunning Fist, Point Blank Shot, Toughness, Deflect Arrows, Power Attack

Traits Adopted: Open Palm of Irori (+1 trait bonus to Acrobatics and Knowledge (religion), with a ki pool: 1/day as a swift action, add +2 trait damage to one unarmed strike.)

Giant Slayer (+1 trait bonus to Bluff, Perception, Sense Motive and +1 trait bonus to attack and damage rolls on creatures of the giant subtype)

Skills (15 Ranks) Acrobatics +9, Climb +7, Craft (Stonemasonry) +4, Knowledge (History) +4, Knowledge (Religion) +5, Perception +9, Sense Motive +8, Stealth +8, Swim -7

Languages Common, Terran

SQ Acid Resistance 5, Crystalline Form (+2 AC to ray attacks, Deflect ray as Arrow 1/day)

--------------------
SPECIAL ABILITIES
--------------------

Mighty Fist of the Earth 1/day (CL 2nd):

MIGHTY FIST OF THE EARTH
School conjuration (creation) [earth]; Level cleric 1, druid 1
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
You create a fist-sized rock that flies toward one enemy.
Make an unarmed strike attack roll against the target as if it
were in your threatened area. If the attack is successful, the
rock deals bludgeoning damage to the target as if you had
hit the target with your unarmed strike. If you have a ki pool,
as long as you have at least 1 point in your ki pool, the rock
counts as a ki strike.

Stunning Fist 3/day (Fort DC 14)

Iron Monk (Ex): Toughness Bonus Feat, +1 Nat Armor, replaces evasion

Fast Movement (Ex): +10ft per three monk levels (+10ft currently)

Maneuver Training (Ex): Use monk level in place of BAB for CMB.

Still Mind (Ex): +2 bonus to saves against enchantment spells and effects.

Gear
Stonemasonry Tools (5gp)
Monk's Outfit (Free)
2 Belt Pouches (1gp)
30 Shuriken
2 Kama (4gp)
Decorative Fleshgems (20gp worth)
1 Potion of CLW
0 Potions of Mage Armor
2 Flasks of Alchemist's Fire
50' Silk Rope
1 Smoke Pellet
Light Crossbow (7 bolts)
MW Silvered Temple Sword
Cloak of Resistance +1

Cash 300.7gp

Background
Scoria was born over seven decades ago, to a small family of sheep herders in Korsova's outer holdings. Naturally, for such a simple peasant couple, the birth of such an unusual daughter brought them no end of mutterings, seeking counsel from the local priest to understand what she was. Learning of her heritage from ancestors past (It was of much debate as to whose side of the family dabbled with earth elementals) they found themselves in quite a dilemma - Scoria did not age as swiftly as humans, even less so than half-elves. Her growth would be slow, and they worried that they would not be able to take care for her.

First they sought out elves, thinking that they might take her in, but they were respectfully refused and told to look towards dwarves. The only dwarf within a day's distance of their home was a brewer and tavern owner, with no time to commit to the raising of a child, even one stone blessed. They asked their gnomish neighbor, but they were already burdened with half a dozen young ones who wouldn't grow up for decades yet.

It was around this time that a Varisian caravan came to visit the village, carrying with them an odd passenger, a Vudrani monk on a pilgrimage of the lands of the Inner Sea. The monk noticed the couple in distress and asked what their troubles were. He was not particularly pleased that they were looking to be rid of their child, but understood that their cause for concern was true. He offered to take the child with him, on the understanding that the couple would forfeit their right to her and she would be raised as his own. Thus, Scoria was taken up by the monk Mahasi.

For years the monk traveled, by caravan and ship, his wanderlust only tempered by the need to care for the child. Scoria grew slowly, but learned just as quickly as any human. Mahasi taught her to read and to write, and taught her the way of unarmed combat, with the understanding that violence was only preferable after all other options had been exhausted.

Eventually, the decades would catch up with the monk Mahasi, Scoria in her forties when he finally decided that he needed to settle. Seeing that she was a native of Varisia, and particularly enjoying his time in that region, he brought her there, in the Magnimar region, where he would spend his remaining days with his adopted daughter in seclusion. To prepare her for life without him, he asked Scoria to choose a trade or craft to learn, and he would pay for an apprenticeship for her. The oread had always appreciated the architecture and stone buildings and ruins that they observed in their travels, and asked to learn to be a stonemason.

Her lessons in stonemasonry were carried out by a grizzled old dwarf who felt honored that a stone blessed child would seek to learn his craft, showing her how to chip the stone, mortar it and build it, add patterns and shapes and make not just buildings but art. A decade of apprenticeship made her very knowledgeable of the craft, and Scoria left the dwarf's tutelage with his blessings and an offer to pass her information about any forthcoming jobs.

Mahasi by this time had grown very, very old, and though he still possessed a body trained to withstand years of time, he knew that his life would be at an end soon. Scoria wanted to honor her foster father and master, and so she spent a whole year crafting a stone tomb for him, where he could lay to rest without worry that his remains would be disturbed. When he passed on, Scoria set him in the finished product, sealing it and burying it under dirt, only a simple marker set to show where he was.

Her life since then has been more or less peaceful, working on her craft and making a modest living, practicing the techniques her master taught her over decades. Her most recent job set her in Sandpoint, where she worked with others on completing the brand new Cathedral. Her work finished, she decided to stay in the town for a while, at the very least until the upcoming festival...

Appearance
Unusually tall for an Oread at 5'9", she is quite heavy despite her feminine frame at 250lbs. Though one might seem to think she had the looks of a twenty something human woman, she is actually 76 years old - young for her race. Her skin is like white marble, streaked with grey and studded on the arms, her back and stomach with rose quartz colored fleshgems. Hair black as coal, tied in a long braid that goes down her back. Muscled, toned body, and eyes like sapphire gemstones. Her attire is simple, a chest wrap for modesty and loose pants, preferring to walk barefoot on the soil.

MACROS:

[dice=Shuriken 1]1d20+3[ /dice]
[dice=S1 Damage]1d2+4[ /dice]
[dice=Shuriken 2]1d20+3[ /dice]
[dice=S2 Damage]1d2+4[ /dice]

[dice=Flurry 1]1d20+3[ /dice]
[dice=F1 Damage]1d6+3[ /dice]
[dice=Flurry 2]1d20+3[ /dice]
[dice=F2 Damage]1d6+3[ /dice]


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