Egzimora

Xrezth the Discordant's page

204 posts. Alias of Tirion Jörðhár.


Full Name

Xrezth the Discordant

Race

Human

Classes/Levels

Monk of the Four Winds/1

Gender

Female

Size

M - 5' 3", 115lbs

Age

23

Alignment

Lawful Evil

Deity

Whore Queen Eiseth (battle, revenge, wrath); Asmodeus

Location

Talingarde

Languages

Common, Celestial, Infernal

Strength 18
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 19
Charisma 8

About Xrezth the Discordant

___________________________________________________________
Offense:
___________________________________________________________
+5 Initiative (+3 Dex, +2 Trait)
+0 BAB

+4/+5/+7 CMB (+0 BAB, +4 Str) (+1 Grapple/Disarm - trait) (+2 Grapple-feat)
+21/+23 CMD (+0 BAB, +4 Str, +3 Dex, +4 Wis +10) (+2 Grapple-feat)

+4 Unarmed (+0 BAB, +4 Str) [Damage: 1d6+4] (20/x2)
+3/+3 FoB (+1 BAB(fob), +4 Str, -2 FoB) [Damage: 1d6+4] (20/x2)
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 11

Max hp: 11 (+8; +2 Con, +1 FC)
AC 18 [+3 Dex, +4 Wis, +1 Dodge, +10]
Flatfoot AC 14 [+4 Wis, +10]
Touch AC 18 [+3 Dex, +4 Wis, +1 Dodge, +10]

+4 Fort (+2 base, +2 Con) (+2 Monk)
+5 Ref (+2 base, +3 Dex) (+2 Monk)
+6 Will (+2 base, +4 Wis) (+2 Monk)

Special Abilities

Skills:
+7 Acrobatics (Dex +3, Ranks 1, Class Skill +3)
+1 Appraise (Int +1, Ranks 0)
-1 Bluff (Cha -1, Ranks 0)
+8 Climb (Str +4, Ranks 1, Class Skill +3)
+* Craft, Untrained (Int +1, Ranks 0, Class Skill +3)
-1 Diplomacy (Cha -1, Ranks 0)
+* Disable Device (Dex +3, Ranks 0)
-1 Disguise (Cha -1, Ranks 0)
+7 Escape Artist (Dex +3, Ranks 1, Class Skill +3)
+* Fly (Dex +3, Ranks 0)
-1 Handle Animal (Cha -1, Ranks 0)
+4 Heal (Wis +4, Ranks 0)
+3 Intimidate (Cha -1, Ranks 1, Class Skill +3)
+* Knowledge, Arcana (Int +1, Ranks 0)
+* Knowledge, Dungeoneering (Int +1, Ranks 0)
+* Knowledge, Engineering (Int +1, Ranks 0)
+* Knowledge, Geography (Int +1, Ranks 0)
+* Knowledge, History (Int +1, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +1, Ranks 0)
+* Knowledge, Nature (Int +1, Ranks 0)
+* Knowledge, Nobility (Int +1, Ranks 0)
+* Knowledge, Planes (Int +1, Ranks 0)
+* Knowledge, Religion (Int +1, Ranks 0, Class Skill +3)
+2 Linguistics (Int +1, Ranks 1)
+10 Perception (Wis +4, Ranks 1, Class Skill +3, Feat +2)
-1 Perform, Untrained (Cha -1, Ranks 0, Class Skill +3)
+* Profession, Untrained (Wis +4, Ranks 0, Class Skill +3)
+10 Sense Motive (Wis +4, Ranks 1, Class Skill +3, Feat +2)
+* Sleigh of Hand (Dex +3, Ranks 0)
+* Spellcraft (Int +1, Ranks 0)
+7 Stealth (Dex +3, Ranks 1, Class Skill +3)
+4 Survival (Wis +4, Ranks 0)
+4 Swim (Str +4, Ranks 0, Class Skill +3)
+* Use Magic Device (Cha -1, Ranks 0)

Each level skill points gained:
Monk = 8 (+4 Monk, +1 Int, +1 Race, +2 Campaign Bonus) +FC

Traits:

Reactionary - +2 Init
Kidnapping - +1 Grapple/Disarm

Feats:

Improved Unarmed Combat (Monk Bonus)
Elemental Fist (Monk of the Four Winds Bonus)
Crane Style (Level 1)
Improved Grapple (Monk Level 1 Bonus)
Alertness (campaign bonus Non-combat feat)
Dodge (Human Level 1 Bonus)

Monk Weapon Proficiency: brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword

Racial:

Human

Ability Score Racial Traits: +2 to any Stat - Wisdom
Type: Humanoid(human).
Size: Medium
Base Speed: 30 feet
Languages: Common - High Intelligence: any

Skills: +1 Skill Point/level

Bonus Feat: One bonus feat at level 1.

Favored Class:

Favored Class: Monk
Lvl 1 (hp)
Lvl 2 ()
Lvl 3 ()

Monk:

Class Features

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

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.

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 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 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.

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, as shown above on Table: Monk.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. 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.

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.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Slow Time (Su): At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

[b]Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Aspect Master (Su): See APG

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Immortality (Su): See APG

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.

0 lbs

In Backpack

0 lbs

Scrolls

Belt Pouch

Chalk, 0 pieces
0 p.p.
0 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 0 lbs

Light Load: x < 116 lbs.
Medium Load: 117 < x < 233 lbs.
Heavy Load: 234 < x < 350 lbs

Appearance:

Of average height with a pale complexion and dark black hair, Xrezth will never be considered the pretty girl. Her face shows that she has been in more than a few fights in her life. Whether she won or lost is difficult to tell, but they were clearly rough. Her movements show her agility, and her bare arms show tough stringy muscles.

Background:

Marita of Havelyn was born into the wealth and luxury of Talingarde. Although far removed from the line of Darius, the Havelyn’s were a powerful family with close ties to the church of Sarenrae (Mitra? Iomedae?). However, Marita was not bestowed with the beauty of her cousins, rather she would be considered at best homely. Instead, Marita was born with great agility and strength, and a patience that even most clergy envied.

Unfortunately for her, as a girl, she was not invited to play because of her good judgment and strength, rather she was usually left out due to her rather course personality and average appearance. Thus, she frequently spent her time with the staff of the estate, helping the gardeners with their digging, the stablemen with their work, and other similar pursuits. Eventually, she became good friends with Laietha, an elderly maid who had been with the family for generations. What Marita most enjoyed about Laietha was her wealth of knowledge about the Havelyn family, not just their noble exploits, but also many of the darker stories about sordid affairs and noble backstabbing.

Unbeknownst to Marita, many years earlier, Laietha had served Marita’s great uncle, Sir Richard Havelyn. During this time, she watched as Sir Richard’s son Samuel fell from grace eventually turning to the worship of Asmodeus. This Laietha related to young Marita which caused Marita to develop an even greater dislike and distrust of her family and her siblings. If one as good and just as Samuel could be burned at the stake, then what chance would Marita, the ugly duckling of the family have?

By the time Marita turned sixteen, it was apparent that she was not going to be able to continue as a member of the Havelyn family. The distrust that had been slowly stirred and kindled over the years by Laietha turned into frequent fights between Marita and her siblings and cousins. On more than one occasion priests of Sarenrae (Mitra?, Iomedae?) had to be brought in to cure the injuries that Marita had caused. Thus, shortly after her sixteenth birthday, Marita was sent to a monastery dedicated to Sarenrae and the teaching of the martial arts, something which it was apparent Marita excelled at.

Over several years, Marita listened diligently to her instruction and excelled at her training. She became so skilled that she was moved to an advanced program in which she learned to not only use her body as a weapon, but even to channel her willpower into elemental forces which could be used to defeat even those creatures generally resistant to her fists.

While on the face of things, Marita presented the appearance of a dedicated Sarenraen, in her soul she spent many sleepless nights contemplating the vicious nature of her family and the manner that they had driven Samuel to fall from grace. At the monastery she found many texts relating to the history of her family. In this research she discovered that Samuel had been betrayed and ostracized from the family before he turned on them. This incited an even greater distrust of her family which over the years in the monastery slowly developed into hatred.

When she finally completed her training and was allowed to return to her home, she discovered that the famed witch hunter Sir Balin of Karfeld had come and taken her friend Laietha away on charges of consorting with the devil. It did not take Marita long to discover that her one friend had been executed while the family stood by and did nothing. This was the final straw.

Within a few weeks of returning home, Marita had uncovered various people in a nearby town with whom Laietha had infrequent contact. A few questions and Marita was eventually invited to a meeting. At the meeting, Marita learned that the small group consisted of several elderly people, such as Laietha had been, who had known Samuel while he was alive, as well as others who had been betrayed by the supposedly noble system and turned to Asmodeus for retribution. While Marita learned of these people and many of their backgrounds, one thing that she never learned were the faces of her new associates, for all meetings were done in private so that if any were found, as Laietha had been, then that person would be unable to reveal the identity of the others.

As all meetings were held in secret with people only knowing the identities of a few others, each person also adopted a new name in their service to Asmodeus. Marita chose the name Xrezth. She chose this name as it was the name of another noble scion she found in a history book, who centuries earlier had been betrayed by her family and turned to Asmodeus for retribution. She also took on the title of the Discordant, as her disdain and hatred of those who had all but banished her from the family and sent her off to the monastery had created in her a desire to sow discord in her family and across the land. To see the goodly people of this land brought to their knees was what she desired.

After two years of meeting, an order came down from higher up. The young daughter of Xrezth’s oldest cousin, a great niece to Samuel, was to be kidnapped. Xrezth did not care what was done with the girl, just the thought of the pain that having this girl taken would cause her family was enough to bring a rare smile to Xrezth’s lips. The kidnapping was to take place two weeks hence during a party celebrating Xrezth’s cousin’s 40th birthday. All went well, Xrezth attended the celebration in her monks robes of Sarenrae and all was smiles and cheer. Then, as the hours grew late and the alcohol flowed freely, the child was taken to bed. Xrezth then took the girl and left out a rear entry she knew of from her youth. All would have been perfect, except the girl’s nanny remembered that she had forgotten to give the girl her teddy bear. When the girl was discovered missing, rangers employed by the family during hunts immediately began to track Xrezth and she soon was caught in the woods just outside of the estate. Xrezth fought against capture and swore vengeance upon her former family, but it was for naught.

Two days later, Xrezth found herself in a sealed carriage being taken to the infamous Branderscar Prison where three days hence she was sentenced to lose her head. Xrezth smiled at the thought. While she might die, the group would live on. She had avoided revealing her associates. Today might have failed, but eventually they would succeed in bringing this nation to its knees.