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Kaigon the Miscreant

Tamas the Wanderer's page

15 posts. Alias of NeoSeraphi.

Full Name

Tamas the Wanderer


Duregar Exile


Monk (Quinggong) 6










Common, Dwarven

Strength 22
Dexterity 20
Constitution 19
Intelligence 14
Wisdom 22
Charisma 10

About Tamas the Wanderer

Hair: Reddish Brown
Height: 4'5"
Weight: 152 lbs
Eyes: Blue


The monk was born in the town of Ustalav during the events of the Carrion Crown AP. Seeing so much death and undeath around him, the child felt scared, and confused, but he took solace when he traveled to the one place where he felt the undead could not hurt him, a small temple of Iomedae on the outskirts of the city. There, the high cleric would always welcome him with a smile, and the child would sit and listen to a discussion of ethics or morality, learning things like how to be kind or generous or noble.

As the child grew older, his visits to the temple did not wane. Even as a young man, he wanted to know everything he could about the sanctity of life and how to be a good person. Finally, the high cleric smiled and said, "I have taught you everything I know, my son."

However, the young man still had questions. Questions that he knew the high cleric could not answer. So he decided to travel to another town and pray at the temple there for guidance.

But when the young man arrived, he found not a temple, but a monastery in that town. Still, it was a place of religious teaching, so the young man stopped and spoke to the elder there. He was so moved by the elder's words of ascetism and denial of the self above others that the young man stayed at the monastery and trained himself in their ways, becoming a monk.

After three years at the temple, the monk told his master that it was time for him to move on. He still sought the answers to those questions he had arrived at town with so long ago. What is the meaning of life and death? Why do the gods allow people to tamper with its cycle so easily?

The monk moved from town to town, praying at temples and spending time at monasteries, seeking the answers. Always searching, never stopping.



Amulet of Mighty Fists +1
Belt of Physical Might +2
Street Clothes
Flint and Steel
Rope 50 ft, silk
Grappling Hook
Potion of Cure Light Wounds x5
500 gp



Male Duregar Exile Monk (Quinggong) 6
N Medium Humanoid (Dwarf)
Init +4; Senses Perception +15, Darkvision 60'
AC 23, touch 23, flat-footed 17 (+5 Dex, +7 class, +1 Dodge)
hp 55 (6d8+27)
Fort +9, Ref +11, Will +11
Spd 40 ft.
Melee unarmed +11 (1d8+13/x2)
Flurry unarmed +11/+11/+6 (1d8+13, 1d8+10, 1d8+10/x2)
Stunning Fist 6/day (Fort DC 21 Negates)
Str 22, Dex 20, Con 19, Int 14, Wis 22, Cha 10
Base Atk +4; CMB +12 (+15 Trip); CMD 32 (36 vs Bull Rush and Trip)
Feats: Stunning Fist, Ability Focus (Stunning Fist), Dodge, Deflect Arrows, Dragon Style, Dragon Ferocity, Improved Trip
Traits: Honored Fist of the Society, Deft Dodger
Skills: Acrobatics +14 (+20 Jump), Climb +15, Know (Religion) +11, Perception +15, Sense Motive +15, Stealth +14
Languages: Common, Dwarven, Elven, Giant
SQ: Duregar Immunities, Still Mind, High Jump, Evasion, Fast Movement, Maneuver Training, Ki Pool, Purity of Body

Duregar Immunities: Immune to paralysis, poison, and phantasms. +2 racial bonus on saving throws against spells and spell-like abilities.

Still Mind: +2 bonus on saving throws against enchantment spells and effects.

High Jump: +Class bonus on Acrobatics checks made to jump. May spend 1 ki point to get +20 to Acrobatics to jump for one round. Always count as having a running start for jumps.

Ki Pool: (10 points)-
Spend one point to get an extra attack as part of a flurry of blows.
Spend one point to give yourself +20' speed until end of round.
Spend one point go give yourself +4 dodge bonus to AC for one round.
Spend two points to cast scorching ray as a spell-like ability.

Purity of Body- Immune to Disease.

Dragon Style- +2 on saves versus stunning and sleep. Deal 1.5x Strength mod with first unarmed attack each round.

Dragon Ferocity- +1/2 Strength mod bonus damage on all unarmed strikes. Any creature you crit or Stun is also shaken for 1d4 rounds, no save.

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