Davashuum

Arvin Taki's page

37 posts. Alias of Edward Sobel.


Full Name

Arvin

Race

Undine

Classes/Levels

Monk 5

Gender

Male

Size

M

Alignment

LN

Languages

Common, Aquan, Terran

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Arvin Taki

backstory:

Eons ago the gods formed the world. Formed of the four elements needed to sustain all life; Earth, Air, Fire, Water. The gods then placed on the new world beings of the four elements as guardians of the world. But to bind the world together there was a fifth element. And element that had the power to unite as well as destroy.

The sylphs, Guardians of air, The Ifrits as guardians of fire, the strong Oreads as protectors of the earth, and finally the Undines as guardians of the seas and water. These races worked to together to keep the world pure and protected the numerous other creatures upon it. But as time passed the guardians lost their purpose. But every so often one of the guardian races is born with mastery over his element; the ability to manipulate that element to his will.

Arvin is one such being. From an early age Arvin knew he was tied closer to his ancestral heritage than others of his tribe. Arvin was a prodigy and as such was, at first, shunned by the others of his tribe. But as news of his talents spread to the other tribes Elders soon arrived to test Arvin and confirm the rumors.

Arvin passed the tests and he was given over to the tribal Elders to be educated in the history of his people and the importance of the 4 elements.

Only once before the four elements came together, and called forth the power of the fifth element; the time of the Earthfall. Unknown to most of the races the world was in danger of complete destruction were it not for the coming together of the four elements; the world was saved.

Arvin spent many years learning of his heritage and the knowledge of the elements, learning to harness his control over the water.

According to the Elders it is believed that when one such as Arvin is born there will also be one of each of the other elemental races, an element master of their respective elements. And that would be a sign of danger to come.

Arvin knew he had to find the Temple of the four elements and retrieve the keys to unlock the fifth element but he would also need to find the masters of each of the other 3 elements.

The Temple of the Four Elements was believed to reside in the city of Atlantis, now lost to the depths of the sea. To find the lost city is not a task Arvin can take alone. He needed to find others to make the journey with him and along the way learn about his destiny and about himself.

Arvin character stats:

Arvin CR 4
Male Undine Monk (Water Elemental Master) 5
LN Medium Outsider (Native, Aquatic)
Init +6; Senses Perception +11, Darkvision 60’, Blindsense 30’ (in water)

DEFENSE:

AC 21, touch 19, flat-footed 17. (+1 Bracers, +3 Dex, +3 Wis, +1 Monk, +1 Dodge, +1 Shield {style}, +1 Deflection)
hp 28 (5d8+5) (+1 con)
Fort +5, Ref +7, Will +7

OFFENSE:

Spd 40 ft. Swim 40’
Melee Unarmed Strike +4 (1d6+2/20/x2)
. . Flurry of Blows +4/+4 (1d6+2/20/x2)
. . Flurry of Blows (1 Ki point) +5/+5/+5 (1d6+2/20/x2)
. . MW Undine Weaponshaft Shortspear +5 (1d6+1/20/x2)
Ranged MW Undine Weaponshaft Shortspear +7 (1d6+1/20/x2, range 20’)

STATISTICS:

Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 21 (26 grapple)
Feats Monk Weapon Proficiencies, Improved Unarmed Strike, Aquatic Ancestry, Dodge, Snapping Turtle Style, Extra Ki

Traits Reactionary (+2 Intiative) / Quin Martial Artist (+1 unarmed damage)

Skills (5 points per level)
Acrobatics +11 (5 rank)
Climb +1
Escape Artist +11 (5 ranks)
Heal +3
Intimidate +1
Knowledge (History) +7 (3 rank)
Perception +11 (5 rank)
Sense motive +8 (2 rank)
Stealth +3
Survival +3
Swim +17 (5 rank, +3 class, +1 Str, +8 racial)

Languages Common, Aquan, Terran
SQ Amphibious
Combat Gear Bracers of Armor +1, Ring of Protection +1, MW Undine weaponshaft shortspear
Other Gear Wayfinder, Ioun stone (cracked dust rose prism), Headband of Ki focus, Waterproof belt pouch, potion sponges: Marid’s Mastery x3, Cure light wounds x3

Money 89gp

SPECIAL ABILITIES:

Water Sense can sense vibrations in water, granting them blindsense 30' vs. creatures in contact with the same body of water.
Hydraulic Push Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level). Bull rush CMB=+8
Hydrated Vitality: gain fast healing 2 for 1 round anytime submerged completely in a body of natural salt, fresh, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. Can heal up to 10 HP per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Water Element feat range 30' lower temp / does 5d4+1 Non-Lethal damage Fort DC 14 or 1/2 movement for 1 min
Improved Unarmed Strike Unarmed attacks do not provoke attacks of opportunity
Child of the Moon: at night gain a +2 bonus on Kata damage, during a full moon, gain an additional +5 bonus to damage.
Water blast Kata: range 30' inflict 3d6 +1 points of lethal damage to a single target. Reflex (DC 14) for 1/2 cannot target same creature more than once per round
Capture Kata: range 30', DC 14 reflex to avoid gets a save each round, damage 1d6/rnd, hardness-0 Hp-15, if captured - cannot breathe unless can breathe water while trapped
Water Armor Kata: cover body in a thick layer of liquid water, gain DR 3/piercing, and +2 to AC (including touch) move action.
Snapping Turtle Style +1 shield bonus to AC
Extra Ki Gain +2 Ki Points
Ki Pool 6 points
Chakra level Level 3
Evasion

Ki pool abilities
+1 attack with flurry of blows (1 point)
+4 dodge to AC for 1 round (1 Ki Point)
+20’ movement (1 Ki Point)
Make a Kata attack count as magic (1 Ki Point)
make an additional Kata attack (1 Ki Point)