Sheriff Belor Hemolock

Aannraa Sal Da Qill's page

221 posts. Alias of Johnny_Panic.


Full Name

Aannraa Sal Da Qill

Classes/Levels

STATES:
Mov 60' Clime 30' Swim 20'/ HP 94/94| A25/FF22/TA20 |CMB+11 CMD+32 |Ini +4 | DV60' | Per +15 | F+9/R+10/W+7 |Ki Pool 10/10 | R/Acid/Cold/Elect 5

Gender

Beast-Blooded Aasimar Unchained Monk Aannraa Sal Da Qill

Size

5'10" 250lb

Age

212

Alignment

LG

Strength 18
Dexterity 18
Constitution 18
Intelligence 18
Wisdom 20
Charisma 18

About Aannraa Sal Da Qill

Prince Aannraa Sal Da Qill of The Calim Desert IMAGE HERE
Beast-Blooded {Bear} LG Aasimar Unchained Monk

Description
Prince Aannr Qill of The Calim Desert is a bear of a man, by the looks of him a half-elf {Really a Beast blooded Aasimar}. looks aged around his mid 40s {but he is a lot older}, height 5'11" and 250lb he is wide of body, and powerfully built. Oddly his body is very hairy while his head is Bold and clean of shaven, with a hard grim expression as a resting face. His eyes are a deep green {like his clothing} and his skin olive in tone. Marking him as someone who has seen much sun. He is a brute of a man but his manner tells you he is of noble blood. His clothing is also noble, If you ever see him stripped his body is covered in magic tattoos. As a monk seems to carry no weapons or armor/ yet if you look closely he nails are more claw. In combat he moves with shocking speed and brutal efficiency, ripping apart opponents with his hands.

Personality
Prince Anra Qill is a good guy, for all the gruff hard exterior of a man, he has a soft spot for Children, making wood toys for them is his hobby. He also has a strong sense of right and wrong. Aften standing up for those who can not stand for themselves. His outlook on life is simple. Be respectful, Be kind and hit hard. As the 5th price to kingdom some way over the horizon. He lift to get away from the politics and backstabbing of his siblings. Traveling to learn and honing his discipline. In a fight he is a honorable skilled Pugilist, and will if he can offer any opponent a chance to surrender. To that effect he never lies of hides behind half truths. Discipline and honor mean a lot to him, he has taken vows of Truth and Cleanliness.

Crunchy Bits

Speed 60' Climb speed 30' swim speed 20' Init +5; Senses Dark Vision 60', Perception +15

------------=DEFENSE=-------------

AC[25] TAC[22] FF[20]
[10 +0Armor* +4Dex +8Monk +1Dodge +0Defection +2NA +0Size ]

HP: 94/94 10+[7x{8+4Con}]

Fort: +09, {+5Base,+4Con+0Item}
Reflex: +10, {+5Base,+4Dex+0Item}
Will: +07,{+2Base,+5Wis+0Item}

Resistance:
Immune to all diseases, including magical ones.
Acid resistance 5
Cold resistance 5
Electricity resistance 5

-------------=OFFENSE=-----------
Speed: 50 ft.,
CMB: +11; {+7level +4Str -0size +0misc}
CMD: +33; {10+7level +4Str +4Dex +8Monk}
Base Atk: {+7/+2}
Melee:+11/+6{+7/+2Base,+4Str}
Ranged:+11/+6{+7/+2Base,+4Dex}
Reach 5' 5'

--Melee:
Unarmed Strike {Bleeding DMG Feat}
TH+12/+7 DMG{2d8+4+1} {B} Crtx2 {Counts as Magic/cold iron/silver}
Unarmed Strike - Two Weapon Fighting
RH TH+10/+5 DMG{2d8+4+1} {B} Crtx2 {Counts as Magic/cold iron/silver}
LH TH+10/+5 DMG{2d8+4+1} {B} Crtx2 {Counts as Magic/cold iron/silver}

2x Claw-Attacks / Primary Natural weapons
Unarmed Strike TH+12/+12 DMG{1d6+4+1+1d4 bleed damage} {P/S} Crtx2 {Counts as Magic}
2x Claw-Attacks / Primary Natural weapons - Two Weapon Fighting +
RH/TH+10/+5 DMG{1d6+4+1+1d4 bleed damage} {P/S} Crtx2 {Counts as Magic}
LH/TH+10/+5 DMG{1d6+4+1+1d4 bleed damage} {P/S} Crtx2 {Counts as Magic}

When Fighting Undead
Improvised weapons.

--Ranged:
When Fighting Undead
Throw Anything TH+11+6 DMG{1d6/Per 5lb +6} Crtx2 Range {10'}}

---------=STATISTICS=---------
25 point Buy
Advanced Template +4 all states

Str=[18][+4][18][5p][+4Templates]
Dex=[18][+4][18][2p][+4Templates][+2Race]
Con=[18][+4][18][5p][+4Templates]
Int=[18][+4][18][5p][+4Templates]
Wis=[20][+5][20][3p][+4Templates][+2Race][+1Level]
Cha=[18][+4][18][5p][+4Templates]

Feats
-------------=Feats=-----------------
Level Feats:
1:Bleeding Attack (Combat)
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
2:Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
3:Greater Unarmed Strike (Combat)
Prerequisites: Improved Unarmed Strike, character level 3rd.
Benefit: If you are a monk, brawler, or other class that gains increased unarmed damage based on your level, you instead add 4 to your effective class level to determine your unarmed strike damage dice.
4:Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

Class Feats
Free:Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Free:Stunning Fist {7/day DC18}(Combat))
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
At 4th level, he can choose to make the target fatigued.
1:Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
2:Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
3:Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Weapon and Armor Proficiency
Monks are proficient with the 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. Armor and Shield Proficiency: 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.

----------------=Traits=-----------------
1:Prince {Social Traits}
Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
2:Trap Finder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
----------------=Drawbacks=-----------------
1:Vow of Truth
Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent.
2:Vow of Weapons
Restriction: A monk undertaking this vow must use only Unarmed attacks, Natural weapons or improvised weapons. They are restricted form using any manufacturer weapons in combat. They may used such weapons for other means such as manual laber, so they can use an Axe to fell a tree for instance, But in game terms not for combat. If they DO they lose their us of Chi and all Chi points in their pool until they undertake a 24 hours medication to become Chi refocused.

----------------=Race Traits=-------------------

Beast-Blooded Aasimar
Typical Alignment NG
Ability Scores:
You gain +2 Dex, +2 Wis.
Simple Template: Advanced (CR +1)
AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.You gain fire resistance 5.
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Wild Attack Traits:
You gain your choice of either two claw attacks these are primary natural attacks that deal 1d4 damage each.
Natural swim speed
You have a natural swim speed of 20 feet.
Wild Movement:
Select one of the options below at 1st level; once you have made this choice it cannot be changed. (Recommended animal types for each selection are listed in parentheses.)
Climb (bear):
Your lithe limbs and sharp nails make it easy for you to gain a foothold. You have a climb speed of 30 feet, and gain the +8 species bonus on Climb checks that a climb speed normally grants.
Scion of humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (Half-elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. they can pass for elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

---------------=Skills=- {2+4}+{7x(4Class+4INT) 14 Background skills = 76
Skill Ranks per Level: 4 + Int modifier. 8x{4+3}+BS16=71
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

^Acrobatics*(Dex)+19{+4Dex+7rank+3Class+5Item}
Appraise(Int)+4{+4Int+0rank,+0Class}
Bluff(Cha)+4{+4Cha+0rank,+0Class}
^Climb*(Str)+20{+4Str+5rank,+3Class+8Race}
^Craft [Toys] (Int)+8{+4Int+1ranks+3Class}
^Diplomacy(Cha)+10{+4Cha+2ranks+3Class+1Trait}
^Disable Device+17{+4Dex+7ranks+3Class+1Trait+2Item}
Disguise (Cha)+4{+4Cha+0ranks+0Class}
^Escape Artist*(Dex)+10{+4Dex+3ranks+3Class}
Fly(Dex)+4{+4Dex+0ranks+0Class}
Handle Animal (Wis)+5{+5Wis+0ranks+0Class}
Heal(Wis)+10{+5Wis+3ranks+0Class+2Item}
^Intimidate(Cha)+10{+4Cha+2rank,+3Class+1trait}
Linguistics(Int)+4{+4Int+1ranks+0Class}
^Perception(Wis)+15{+5Wis+7ranks+3Class}
^Perform[Dance](Cha)+8{+4Cha+1ranks+3Class}
^Profession[Prince]+5{+5Wis+0ranks+0Class}
^Ride*(Dex)+10{+4Dex+2ranks+3Class}
^Sense Motive(Wis)+10{+5Wis+2ranks+3Class}
Sleight of Hand*(Dex)+4{+4Dex+0ranks+0Class}
Spellcraft(Int)+4{+4Int+0ranks+0Class}
^Stealth (Dex)+15{+4Dex+8ranks+3Class}
Survival(Wis)+8{+5Wis+1ranks+0Class+2Item}
^Swim*(Str)+10{+4Str+2rank,+3Class}{swim Speed 20'}
Use Magic Device(Cha)+10{+4Cha+1rank,+3Class}

Knowledge (Arcana)(Int)+0{+4Int+1ranks+0Class}
Knowledge (Dungeoneering)(Int)+0{+4Int+1ranks+0Class}
Knowledge (Engineering)(Int)+0{+4Int+1ranks+0Class}
Knowledge (Geography)(Int)+0{+4Int+1ranks+0Class}
^Knowledge (History)(Int)+8{+4Int+1ranks+3Class}
^Knowledge (Local)(Int)+8{+4Int+1ranks+3Class}
Knowledge (Nature)(Int)+0{+4Int+1ranks+0Class}
^Knowledge (Nobility)(Int)+7{+3Int+1ranks+3Class}
Knowledge (Planes) (Int)+0{+4Int+1ranks+0Class}
^Knowledge (Religion) (Int)+8{+4Int+1ranks+3Class}

concentration [+12][+4Int+1CR/CL+7]

-=Languages=-
Common, elvish, Dwarvish, Celestial, Alzhedo,

-----=SPECIAL/CLASS ABILITIES=--------

Alignment: Any lawful
Hit Die: d8
BAB+7/+2 SAVES+5/+5/+2
Attacks +5/+5/+0 DMG 2d8 AC+2 Speed+20'.

Class Features
All of the following are class features of the monk.

Weapon Proficiency
Monks are proficient with the 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. Armor and Shield Proficiency: 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) {+8}
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Unarmed Strike {1d8}/{2d8 with feats/Items}
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. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.

Stunning Fist (Ex) {9/Day DC18}
Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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.

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) move +20'
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) +7
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.

Ki Pool (Su) {8+1+1 ki points} 10/day
At 3rd 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.

ki strike
As long as he has at least 1 point in his ki pool, he can make a ki strike. ki strike allows his unarmed attacks to be treated as magic weapons/cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool as a swift action,
a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.

The ki pool is replenished each morning after 8 hours of rest or 2 hours of Ki Power meditation; these hours do not need to be consecutive.

Ki Power (Su)
A monk gains additional powers that consume points from his ki pool as he gains levels.
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen.
Unless otherwise noted, a monk cannot select an individual ki power more than once.

1:Ki Metabolism (Su):
A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

2:Wholeness of Body (Su)
A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

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

Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
-:Shattering Punch:
The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.

-------=GEAR/POSSESSIONS=------

Starting cash 33,400gp

Belt: -
Body:Magic Tattoo of The Monks{13.1kgp}
Chest: -
Eyes:-
Feet: Magic Tattoo of striding and springing {5.6kgp}
Hands: Magic Tattoo of Lesser Tricks{1.1kgp}{prestidigitation at Will}
Head: -
Headband: -
Neck:Magic Tattoo of Mighty Fists +1 {4.1kgp}
Shoulders: -
Wrists: -
Ring L: Magic Tattoo of sustenance{2.6kgp}
Ring R: Magic Tattoo of Lesser Tricks{1.1kgp}{Meaning at Will}

Not Slotted
Wayfinder (Standard) {500gp}
Cracked: Iridescent spindle {500gp}
Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. {500gp}
Endure Elements
as the spell, as well as protection against exposure to vacuum and underwater pressure.

Bag of Holding, Minor 1 {Built into his clothing}{1000gp}[50lb]
MW Lock pick set {250gp}
spectacles-of-understanding {3kp}
Gloves {5sp}
Grooming set {5sp}
Potion Cure Light Wounds {50gp}
Healer's kit {10/10} [50gp] 1lb.
Books MA manuals and scriptures - 1lb {unknown}
Signal whistle {8sp} --lb
Earplugs {12cp} x4

Bag of Holding, Minor 2 {Built into his clothing}{1000gp}[50lb]
Bedroll kit {5sp}
Rope 50' Silk {50gp}
Small Toy making tool set {3gp}
Small blocks of wood {2cp}
Bread and Cheese {2.5gp}
Water Flask {5sp}

-=Carrying Capacity=-
Light 0-55 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 2lb.

-=Money=- 0 GP 0 SP 0 CP

Fluffy Bits:

Prince Aannraa Sal Da Qill of The Calim Desert IMAGE HERE Was board into the Sulten Court of a lesser kingdom in the magcily wasted Calim Desert. Unlike is many half brothers sisters, he had no aptitude for Blade or spell, but what he found more to his liking was the solitude of the deep desert and the Amkethran monaster wandering Monks there. Lead him to learn the way of the open hand. His blood has it some of the higher world. As such he was often called the Desert bear, know for malling any beast or monster that sort his flesh. After one of his trips into the desert he came home to a civil war between two side of the family. Siding with his father he ruthlessly hunted down and undertaking the Fratricide 4 of his half siblings brothers to end the conflict. And act for the greater good, but which has set havey in his heart. He left his home to take of a life of simplicity as a wandering monk, viewing to do good as he walked the world world until his death.