Rogue

Bleyz's page

750 posts. Alias of JAF0.


Full Name

Bleyz

Race

oni-spawn Tiefling monk/10

Classes/Levels

skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Gender

hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15

Size

M

Special Abilities

alter self

Alignment

LN

Strength 18
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 22
Charisma 6

About Bleyz

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
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.
fiendish resistance cold 5, elec 5, fire 5
60' darkvision
spell resistance = 10 + 1/2 hit dice

traits:

Reactionary(combat) +2 init
Wisdom in the Flesh (religion) Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. - Acrobatics

monk class info:

Monk (Monk of the Four Winds)
class features:
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.

improved unarmed strike You are skilled at fighting while unarmed. (Currently 1d10 dmg with unarmed strike)
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.
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 (see table)

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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 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.

flurry of blows (Ex) (+8/+8/+3/+3)
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 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.

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.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
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 do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

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) (50') 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.

feats:

Improved Unarmed Strike (bonus feat)
Elemental Fist (3d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
fiendish heritage (1st lvl feat]
Armor of the Pit (gain +2 natural armor bonus, 3rd lvl feat)
Power Attack (-1 to hit, +2 to dmg on all attacks - chgs with bab, 5th lvl feat)
Dodge (6th lvl bonus feat) +1 dodge bonus to AC
jabbing style Benefit: When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target. (7th lvl feat)
Mobility Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. (9th lvl feat)
Improved Critical Benefit: When using the weapon you selected, your threat range is doubled. (unarmed strike) (10 lvl bonus feat)
saving for 11th lvl featJabbing Master Benefit: While using Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6.

skills:

acrobatics 13, climb 4(-4=0), escape artist 11, heal 5, perception 13, sense motive 5, stealth 11, swim 4(-4=0)

equipment:

key from Sazed
MW thieves' tools
clothing
pack
rations (x7)
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
7706gp 2sp 5cp
1 alchemist fires
boots of the cat
+1 rop
cloak of resistance +3
belt of tumbling
wand of cure light wounds 50 chgs
monk's robe
amulet of might fists +1
headband of inspired wisdom +2

Grasp of Torag Gauntlet* - +1 adamantine gauntlet, +2 str, +1 natl armor, meld with stone 1/day, stone shape 1/day
2 sending stones (He passes out two small stones to each of you. "These stone can be used once each to send a mental message to anyone you concentrate on. Much as I have done a few times already to contact you. The person you contact will also be able to reply with a single message, both the sending and the reply are however limited to 25 words. )

*see full text spoilered below

attacks:
+1 adamantine gauntlet, +12 to hit (+18/+18/+13/+13 flurry), 2d6+6 dmg B x2 crit
sling, 18 bullets +7 to hit, 1d4+4 dmg B x2 crit
MW kama, cold iron, +10 to hit, 1d6+4 dmg, S, x2 crit
kama silvered +9 to hit, 1d6-1+4 dmg, S, x2 crit
single unarmed attack +10 to hit, 2d6+4 dmg, x2 crit (but see above)
flurry of blows +16/+16/+11/+11 to hit (4 attks), 2d6+4 dmg, x2 crit (but see above)

gauntlet:

Grasp of Torag
Aura moderate transmutation and divination;
CL 10th
Slot gauntlet; Price 22,302 gp

Description
This left-handed iron gauntlet appears little more than a dull plated glove at first glance, but in truth it is a powerful boon granted by Torag to his most faithful subjects. Placing the glove on your left hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to supernaturally hard stone, this process applies a -2 penalty to constitution. You cannot use your left hand for anything beyond smashing it into objects or creatures (you cannot carry a shield or secondary weapon and you take a –4 on skill checks that usually require two hands).

The gauntlet cannot be removed without a successful casting of remove curse, break enchantment, or a similar spell. The gauntlet grants you a +2 enhancement bonus to Strength, +1 natural armor and acts as a +1 adamantine gauntlet. The item also grants you the ability to use the gauntlet as a secondary natural weapon.

In addition, the
Grasp of Torag allows its wearer to use stone shape and meld with stone once per day as a spell like ability.

mask:

This mask is a rather unique item. It seems to have the ability to store memories inside of it.

The mask can be used to do the following to anyone wearing it with a command word.

-Allow the subject to recall with perfect clarity an event stored in the mask.

-Implant a memory of an event the subject never experienced.

-Eliminate all memory of an event the subject never experienced.

The mask also stores all the memories of everyone who ever wears it and they cannot be removed from the mask once absorbed.

You can also attempt to delve into the mask to view random memories but this is very dangerous and can damage your mind and potentially drive you insane.

lvl 10 upgrades:

+1 bab, +1 all saves,
+8+8+3+3(flurry bonuses),
+1 use of elemental fist (to 10x/day),
+8 hp (rolled a 7, +1 fc),
+1 monk bonus feat (improved critical),
+4 sp (acro, stealth, perception, climb)

loot:

a rotting leather pouch of gems. There are a total 13 small gems in the satchel, mostly quartz, jasper, and agate, each worth 50 gp
-potion of Invisibility
-potion of eagle's splendor
-potion of fly
-wand of shield (44 charges)
-amulet of natural armor +2
-cloak of resistance +2
-headband of alluring charisma +2
-ring of protection +1

next phase of adventure:

Sazed: "I would like all of you to join this expedition and stop the followers of Razmir from getting their hands on any artifacts from that city. I'm afraid I cant join you just yet. I need to bring the Index to a secure location were it wont be found even if I am captured or killed. Once you are finished you can find me in Tamram in Nirmathas. If you need my help you can contact me using the sending stones I gave you and I will do what I can. I will arrange for your transport, when you are ready you can find the ship Black Mist in the harbor it's captain Walren is a friend and will be able to take you there."

crunch:

hp 10/10 AC 17, 17, 15, fort +4 refl +4, will +7, bab 0, melee 4, ranged 2, cmb 4 cmd 21, init +2, perc +9

background:

Bleyz was born to Mael and Elsindra Brogan, and it was obvious to all who saw him that he was not fully human. Mael never forgave Elsindra for cheating on him, when it was not even really her fault, as the creature who came to her that night came in the guise of Mael himself. She had no idea what she was sleeping with. Mael abandoned Elsindra, taking their other three children with him, leaving her with only Bleyz to care for. But she was a broken woman, depressed and reduced to using drugs and alcohol to numb her psychic pain. She gave Bleyz only mediocre attention and care while he was growing up. And he grew and developed slowly, shunned by other children his own apparent age for his strange looks and behavior. He was sullen and angry as a child, and prone to petty acts of vandalism to take revenge on a world that seemed to have abandoned him. He stole frequently for food or the pleasure of the deed itself. No one wanted him and he wanted no one.

When he was 27, he still appeared to be a child of about 9 or 10, when Elsindra, his all but absent mother, began dying slowly of a wasting disease. Having been all but abandoned by her already, he exhibited no signs of sadness at her illness. When she finally passed, he didn't grieve for her. The neighbors called him a cursed child and shunned him. No one would take him in. He was alone in the streets of Absalom.

The local priest sent Bleyz to live with the monks, hoping their influence might bring him around. Their training was strict, as they recognized his outsider nature and were determined to exorcise the evil out of him. Their treatment of him was harsh to say the least, including frequent beatings and extremes of training regimens. Instead of 'curing' him of evil, their treatment of him merely exacerbated his natural tendencies and he fell deeper and deeper into dark and disturbing thoughts and dreams.

One Master alone at the monastery treated him with kindness. Master Lorenz tried hard to undo the harm the other masters would do, by counseling Bleyz and advising him how to obfuscate his natural proclivities. From Master Lorenz, in time, Bleyz was turned from his darker nature to revere the balance between good and evil.

When Master Lorenz died Bleyz was just old enough to leave the monastery and set out on his own, which he did, finding himself back on the streets of Absalom, but no longer a lost and hungry child. He was a fully trained monk with a strong sense of law and balance.

diremerc's house rules:

Alright so a little something I put together and will be posting in the description section of all my games. Feel free to comment on this, in fact I would like your feedback.

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception(all of them).
Sense Motive.
Bluff
Stealth
Apraise
Knowledge (all of them)

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it!

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

original stats:

18
14
15
11
20
6