Raistlin

Asura of the Iron Fist's page

57 posts. Alias of Markus Freeman.


Full Name

Asura

Race

Tiefling (Oni-Spawn)

Classes/Levels

Monk 1

Gender

Male

Size

Medium

Age

23

Alignment

Lawful Neutral

Deity

Irori

Languages

Tien

Strength 17
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 16
Charisma 8

About Asura of the Iron Fist

INITIATIVE: +4 (+2 Dex, +2 Trait Bonus)

MOVE: 30'

HIT POINTS: 10 (1d8 Monk, +1 Con, +1 Favored Class Bonus)

AC: 15 (+2 DEX, +3 WIS)
Flat-footed: 13
Touch: 15

SAVES:
Fort: +3
Ref: +4
Will: +5

BASE ATTACK BONUS: +0
Melee Attack: +3
Ranged Attack: +2

ATTACKS:

Unarmed Strike 1H: Melee
Attack: +3, Dmg: 1d6 +4, Crit: 20/x2, Type: B, Range: --

Flurry of Blows 1H: Melee
Attack: +2/+2, Dmg: 1d6+4/1d6+4, Crit: 20/x2, Type: B, Range: --

FEATS:
Fiendish Heritage: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages

Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.


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

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

Darkness 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.


TRAITS:
Mizu Ki Hikari Rebel: You have trained in martial arts under the banner of Mizu Ki Hikari rebels. You gain a +1 trait bonus on damage rolls made with unarmed strikes.

Reactionary: You gain a +2 trait bonus on Initiative checks.


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: 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: 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 from his monk class levels. 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. The unarmed damage values listed on Table: Monk is 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 Small or Large Monk Unarmed Damage on the table given below.

Stunning Fist: 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.


SKILLS:
Acrobatics* +6 (1 Rank, +2 DEX, +3 CS)
Appraise +0 (0 Ranks, +0 INT)
Bluff +1 (0 Ranks, -1 CHA, +2 Racial Bonus)
Climb* +3 (0 Ranks, +3 STR)
Diplomacy -1 (0 Ranks, -1 CHA)
Disguise -1 (0 Ranks, -1 CHA)
Escape Artist* +2 (0 Ranks, +2 DEX)
Fly +2 (0 Ranks, +2 DEX)
Heal +3 (0 Ranks, +3 WIS)
Intimidate* -1 (0 Ranks, -1 CHA)
Knowledge* (history) +0 (0 Ranks, +0 INT)
Knowledge* (religion) +0 (0 Ranks, +0 INT)
Perception* +7 (1 Rank, +3 WIS, +3 CS)
Ride* +2 (0 Ranks, +2 DEX)
Sense Motive* +7 (1 Rank, +3 WIS, +3 CS)
Stealth* +8 (1 Rank, +2 DEX, +3 CS, +2 Racial Bonus)
Survival +3 (0 Ranks, +3 WIS)
Swim* +3 (0 Ranks, +3 STR)

*Class Skill


EQUIPMENT::
Monk's Outfit - 2 lbs
Shuriken (10x) - 5 lbs
20 gp

BACKGROUND:
Sired be an Oni, Asura was born into the oppressed realm of Chu Ye as an abomination amongst the Tien people. Tainted with the blood of malevolent spirits, Asura’s Tien mother was ashamed and left him at a monastery at the foot of the Nightford Mountains as an infant. The child was a spawn of an Oni and under the rule of the evil spirit demons, all aspects of Chu Ye was corrupted by their kind. The monastery was a twisted reflection of what it once was and its Dark Abbot sought to cultivate his young students into warriors to enforce the will of the Oni Empire. Asura was named by the Dark Abbot, favored amongst the monastery for his tainted heritage.

Asura was pitted against the other children to entertain the guests of the Dark Abbot in duels to the death. These matches were arranged by the abbot to weed out the weak from the ranks of the monastery brotherhood. His infernal strength and cunning enabled him to dominate his opposition, inspiring fear amongst the brotherhood. Asura was taught the Way of the Iron Fist and his lessons were learned from pain and consequence; failure was punishable by death, displeasure in the eyes of the Dark Abbot resulted in lashings. The tiefling child grew into a strong and disciplined warrior under the tyranny of the abbot. When his training was complete he was elevated to the status of sensei amongst the Tetsu Genkotsu-do sect and instructed the younger students in the Way of the Iron Fist.

“The weak die and the strong survive.” Those words became his creed and he enforced the will of the Dark Abbot. The monastery garnered the attention of the Oni overlords as the Dark Abbot gifted his prized students to earn favor amongst the fiendish Shogunate. The monastery was given the honorary title of The House of Blood and Bone and amongst the dark courts of the Empire, the renown of its students swept from the borders of Zi Ha to the coasts of the Sapphire Sound. Even in the capital of Jyito, the seat of the Shogun, the grim monastery was well known.

One day while deep in meditation the tiefling had a vision. A white tiger appeared before with the eyes burning with the strength of the heavens. The divine creature spoke to him and told him the errors of his ways. He was preventing his students from reaching their potential and walking their own paths of enlightenment. By bending to the will of the Dark Abbot, he was harming the well being of the impressionable minds he was privileged to instruct. Despite his own tainted heritage, he still possessed the blood of a mortal and was in control of his own destiny. If he wanted to walk the path of enlightenment, he needed to look to Iro-Shu – the Deity of Self Perfection, Irori.

From that day forward his eyes were opened and he looked upon the monastery under a new light. All he saw was corruption and taint and despite the taint in his own soul, he could not let it plague the oppressed Tien people. Under the cover of night Asura razed the monastery after seeing his students to safety. Those who opposed him were disabled and he escaped the ire of the furious Dark Abbot. He then left with his students and fled south across the Nightford Mountains, evading the minions of the Dark Abbot and the Shogunate. They were harassed day and night until they finally reached the edge of the Chuyokai Forest. It was there the rebels of the Mizu Ki Hikari offered the brotherhood of the razed Tetsu Genkotsu-do sect protection. Asura pledged himself to their cause and his loyal students joined him in the rebellion. While at first his heritage was questioned, his devotion was resolute and he became an influential member of the rebellion.

The Mizu Ki Hikari conducted guerilla warfare against the Oni and their minions, staged out of the Chuyokai Forest. Asura participated in the rebellion along with his students. The Shogunate ruled the lands of Chu Ye with an iron fist and night and day the rebels hounded the Oni overlords. It was while fighting to the south of Jyito that their ambush was turned against them. His small group was overwhelmed by the minions of the Shogunate and they were chased south to the realm of Xidao. They were slaughtered by the ogres they attacked and left for dead. Their bodies were cast into the waters to dispose of them.

The native Locathahs of the watery realm found him and to their surprise, found hi, barely clinging to life. He was safely carried south through the gulf to the Benchu Bay where the Locathahs left him on the shores of Bachuan. He was found by a fisherman who took him in despite his obviously tainted appearance. He was nursed back to life by the fisherman’s wife and in his consciousness he proved to be less of the monster he appeared as. He gave back to the fisherman and his family; the tiefling cut wood, worked the garden, tended to their livestock, and worked with the fisherman bringing in fish to sell at the local market.

The Bachuan people were fearful of the outsider and under the rule of Grandmother Pei, did not wish to bring her fury. Agents of Grandmother Pei’s reign came to the fisherman and fearing for his family’s well being, Asura fled when they called for his arrest. Much like his native Chu Ye he found the land under a tyranny he felt needed to be lifted. He secretly spread the teachings of Irori throughout the countryside of Bachuan, evading the agents of Grandmother Pei and giving their hope. While Grandmother Pei twisted the visions Grandfather Pei had for his people, Asura spoke or enlightenment, self perfection and learning that would free the Bachuan people.


APPEARANCE:
Asura stands at a tall 6'0", weighing a solid 180 lbs with chords of tight muscle beneath dark flesh. His eyes burn with an infernal fire and his hair is stark white, a trait associated with the accursed and the powerful. Two small horns protrude from above his brows, curling up and back that reinforces a fierce appearance. He dresses in the robes of a monk, favoring the dark colors of the notorious Tetsu Genkotsu-do sect to remind him of his heritage. A hood is commonly worn to hide his fiendish appearance and he carries a set of polished wooden prayer beads, a testament to his faith. His taut frame is wrought with scars, each a painful lesson and memory from his youth as a monk at the House of Blood and Bone.