Contract Devil

Thraxin "The Dashing Devil" Kyr's page

55 posts. Alias of Roidrage.


Race

Tiefling

Classes/Levels

Fighter(Brawler): 3/ Monk (Martial Artist): 2

Alignment

CG

Languages

Common, Abyssal, Infernal, Elven.

Occupation

Prize Fighter

Strength 12
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Thraxin "The Dashing Devil" Kyr

Thraxin
Male Tiefling Fighter(Brawler)-3/Monk(Martial Artist)-2
Initiative:+4 Perception:+8

Defense:
Armor Class:19, Touch:18, Flatfooted:14
CMD: 19(21 for grapple and disarms)
Max HP:37 Current HP:37
Fortitude +7Reflex +8 Will +6

Offense:
Speed: 30ft
BAB: +4
CMB: +8(+10 to grapple and dirty trick)

Melee: Unarmed strike +10 to hit, 1d6+5
Flurry of blows +9/+9, 1d6+5/1d6+5

Ranged: Chakram +8, 1d8+1


Class Abilites:
Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.

Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). 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.

Unarmed Strike: 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.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

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.


Racial Traits:
Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

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.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Feats:
1st, 3rd, 5th feats: Combat Expertise, Improved Dirty Trick, Boar Style.

Fighter Feats: Weapon Finesse, Agile Maneuvers

Monk Feats: Improved Grapple, Dodge.

Traits:
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier

Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Skillz:

Acrobatics:+11(+13)
Bluff:+10
Climb:+5
Escape Artist:+9
Intimidate:+7
Knowledge(History):+7
Perception:+8
Perform(Oratory):+5
Sense Motive:+10
Stealth:+14

Background:
Thraxin never knew his father nor his mother, he was abandoned to a orphanage of Imoedae in a border town of Cheliax and Andoran when he was just a baby. Life was hard for the young tiefling since the other children and even the sisters of Imoedae either ignored him cause of his appearance. His only solace was within the stories the Sisters would tell of adventures and great deeds of Paladins of there order. While each had a moral lesson within it, but the only one Thrax got out of it that people loved great Fighters. So he began picking fights within the orphanage and it was working people were acknowledging him. He then realized that this place was holding back his greatness, so he ran away to pursue his dream of becoming a famous fighter so people will love him.

The beginning was a struggle, due to his smaller frame he couldn't rely on his strength. It started with knife fights in the back alleys of various towns. Developing his own style of fighting the young tiefling seemed to have the devil's luck. He was picked up by Horz Garthpik a Half-orc fight promoter, and former champion brawler. He taught him a savage style of fighting that utilizes dirty tricks, the youth saw him as a great mentor. People cheer for him and soon his great matches will be told to all!

Thraxin was a rising star among the other pit fighters, and he had a father figure in Horz. Life seemed great until he lost a tournament in Ballenwood to there champion Torgus "The Brawling Bear" Voss. After the match Thraxin returned to his room to find his master beaten and 3 thugs over him. Thraxin lost it and went into a frenzy, the next thing he remembered was breathing hard over the corpses of the thugs and moving to his mentor. Horz told him that he lost a huge bet and refused to sell Thraxin to them to pay of his debt but he told them he would never sell the best fighter he owns. That's when Thraxin realized he never seen any real money and was never allowed to go off on his own. The tiefling was devastated, the only father he knew was using him. So he did what he was trained to do, he knocked out the half-orc and took his things.

Thraxin Kyr needed to find himself and actually live. As he looked on to the road ahead he wondered if he really did anything great? And What luck in the first town wandered into had a call of heroes to free a city of a tyrannical group from his home country.

Description:
Thraxin has bright redskin and his smile exposes his fangs. His yellow eyes are intense, but have a softness to them in searching for a greater purpose. The tiefling's four horns form in a crown like pattern and is right in front of his long jet black hair. His build is wiry and he only stands 5'10'' but his presence makes him appear much bigger. His cloak and most of his outfit was a blend of dark grey and light gold.

Gear:

Amulet of Might Fists +1
Bracers of armor +1
Ring of Protection +1
Hat Disguise

+Bandoleer
-Potion of Mage Armor
-2 Potions of Cure light wounds
-Potion of Divine Favor
-Potion of Expeditous retreat
-2 Tanglefoot bags
-2 Thunder stones
-2 Acid Flasks
-2 Anti-toxin

+Wrist Sheath
-4 Smoke Pellets

Travels outfit
Dagger
2 Brass Knuckles(1 Silver, 1 Cold Iron)
5 Shuriken
5 Chakram
+Pouch
-5 Chalk
-10 Tindertwigs
Bag of marbles
+Masterwork Backpack
-5 Alchemist Kindness
-Grooming kit
-Flask
-Ball(2 in)
-Potion of Mage Armor, Potion of divine favor, Potion of Ex. Retreat
-3 Flasks

43gp 8sp 9cp