Sajan

Demetrius Paleolog's page

9 posts. Organized Play character for Gavmania.


Full Name

Demetrius Paleolog

Race

Human

Classes/Levels

Monk (Unchained) 1//Sorceror (Empyreal) 1 (Init+2 HP 13/13 AC15 (T15, FF13) Per+7 F/R/W4/4/5)

Gender

Male

Size

5'10""

Age

22

Alignment

Lawful Neutral

Deity

Irori

Languages

Common, Infernal

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

About Demetrius Paleolog

Background:
The young Novice stood uneasily before the Grand Master's desk. The Grand Master took a perverse delight in finishing his assigned task, making him wait. Privelige of age He thought to himself.
Finally he lay down his pen and turned to the nervous young Novice.
"Tell me, are you happy here?" He asked.
"Yes, Grand Master." the young man replied, bowing.
"Do you find our curriculum inadequate?" he enquired.
"No, Grand Master." Again, the bow.
"So why have you requested permission to leave the Monastery?"
"Grand Master, my parents killer is still at large. I know this, but I don't know how. I must seek him out." The boy sounded sincere enough. The Grand Master looked at him a moment, then sighed.
"Do you know what how you came to be at the monastery?" He asked.
"Yes." the boy replied, "My parents left me here shortly before they died."
"As you say, and yet there is a deeper mystery here. Why did they leave you here and not with friends, family or colleagues? Did you know the Monastery was attacked several times shortly after you joined us?"
"No, Grand Master," the boy said, puzzled.
"It is my belief - though there is no evidence to confirm it - that they were after you. Had you been in the hands of friends, family or colleagues they might well have succeeded. If that is true, you have an enemy, and just because they have not attacked here recently does not mean they are waiting for the chance to strike. If you leave, you are vulnerable."
"I understand, Grand Master. Nevertheless, it is a risk I am willing to take."
The Grand Master nodded, and opened a drawer, from which he pulled out a sealed envelope.
"Your parents left this envelope with instructions to open it on the day you chose to leave the Monastery. It seems they were remarkably well informed about your future. One detects a great deal of divination at work. It is addressed to me, to be read aloud to you" The Grand Master slit the envelope open with a knife opener.
It says: Dear Son,
If you are hearing this, then our last mission failed and you have been brought up by the Monks as we requested. Divinations revealed that only they would be able to protect you and prepare you for what is to come. At your birth, several portents indicated your importance as a force - either for good or evil. For this reason, and because the divinations predict it, we know that one day you will make your way into the world where you will make your mark. We do not know your path, but you are of a long line of sorcerors, so no doubt some of that will manifest in your life, and also no doubt the Monks will train you in their ways. We are so sorry that we could not be there for you when you needed us most, and ask that you will forgive us for allowing you to be brought up by strangers. We have loved you always,

Xander and Imelda Paleolog"
The Grand Master looked up at the boy, who was turning away to hide his tears.
"Your request is granted, Demetrius. You may leave the monastery."


Miscellaneous:
Init +2; Perception +7,
Languages Common, Infernal
AC 15, touch 15, flat-footed 13 (Dex+2, Wis+3)
hp 18 (1HD)
Fort +4, Ref +4, Will +5,
Speed 30 ft. (6 squares), Fast Movement

OFFENSE:
Melee kama (double-chained/alchemical silver) (two handed) +4 ((two handed) 1d6+3 Reach 10')
Melee kama (double-chained/alchemical silver) (two handed) FoB +4/+4 ((two handed) 1d6+3/1d6+3 Reach 10')
Melee unarmed +4 (1d6+2)
Melee unarmed FoB +4/+4 (1d6+2/1d6+2)
Melee Enlarged kama (double-chained/alchemical silver) (two handed) +4 ((two handed) 1d8+4 Reach 20')
Melee Enlarged kama (double-chained/alchemical silver) (two handed) FoB +4/+4 ((two handed) 1d8+4/1d8+4 Reach 20')
Melee Enlarged unarmed +4 (1d8+3)
Melee Enlarged unarmed FoB +4/+4 (1d8+3/1d8+3)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4 (+5 Enlarged); CMD 16 (17 Enlarged)
Atk Options Flurry of Blows, Stunning Fist, Axe to grind

Special Qualities:

AC Bonus, Bloodline Arcana, Bloodline power, Bonus Feats, Fast Movement, Flurry of Blows, Stunning Fist

Feats and abilities:
Feats Combat Expertise, Combat Reflexes, Eschew materials, Exotic Weapon Proficiency: Double-chain kama, Stunning Fist, Improved Unarmed strike,
Traits Axe to Grind, Riftwarden Orphan
Favored Class Sorceror
Favored Class Bonuses Bonus HPx1

Spells:
Known Spells (CL 1st):
1st (4/day) - enlarge person (DC 15) , mage armor (DC 15)
0th (at will) - detect magic , light , prestidigitation (DC 14) , read magic (DC )
spells used:
1st: 0/4

Skills:
Acrobatics +6 (Ranks1 Dex +2 Class+3)
Appraise +1 Ranks0 Int+1)
Climb +7 (Ranks1 Str+3 Class+3)
Escape Artist +2 (ranks0 Dex+2)
Fly +2 (Rankso, Dex+2 Class+0)
Heal +3 (Rankso, Wis+3)
Knowledge (Arcana) +5 (Ranks1, Int+1 Class+1)
[b]Perception +7
(Ranks1 Wis+3 Class+3)
Ride +2 (Ranks0 Dex+2)
Sense Motive +3 (Ranks0 Wis+3 Class+0)
Spellcraft +5 (Ranks1 Int+1 Class+3)
Stealth +6 (Ranks1 Dex+2 Class+3)
Survival +3 Ranks0 Wis+3)
Swim +3 (Ranks0 Str+3 Class+0)
Use Magic Device +0 (Ranks0 Class+0)

Possessions:

Carried/Worn:
outfit (monk's)
Double-chain Kama (Alchemical silver)
Potion: cure light wounds
scroll: Magic weapon
scroll: grease
Belt pouch containing 10gp 10sp

Special abilities:
AC Bonus (Ex) 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.
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Bonus Feats 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.
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.
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).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
[spoiler=Background]The young Novice stood uneasily before the Grand Master's desk. The Grand Master took a perverse delight in finishing his assigned task, making him wait. Privelige of age He thought to himself.
Finally he lay down his pen and turned to the nervous young Novice.
"Tell me, are you happy here?" He asked.
"Yes, Grand Master." the young man replied, bowing.
"Do you find our curriculum inadequate?" he enquired.
"No, Grand Master." Again, the bow.
"So why have you requested permission to leave the Monastery?"
"Grand Master, my parents killer is still at large. I know this, but I don't know how. I must seek him out." The boy sounded sincere enough. The Grand Master looked at him a moment, then sighed.
"Do you know what how you came to be at the monastery?" He asked.
"Yes." the boy replied, "My parents left me here shortly before they died."
"As you say, and yet there is a deeper mystery here. Why did they leave you here and not with friends, family or colleagues? Did you know the Monastery was attacked several times shortly after you joined us?"
"No, Grand Master," the boy said, puzzled.
"It is my belief - though there is no evidence to confirm it - that they were after you. Had you been in the hands of friends, family or colleagues they might well have succeeded. If that is true, you have an enemy, and just because they have not attacked here recently does not mean they are waiting for the chance to strike. If you leave, you are vulnerable."
"I understand, Grand Master. Nevertheless, it is a risk I am willing to take."
The Grand Master nodded, and opened a drawer, from which he pulled out a sealed envelope.
"Your parents left this envelope with instructions to open it on the day you chose to leave the Monastery. It seems they were remarkably well informed about your future. One detects a great deal of divination at work. It is addressed to me, to be read aloud to you" The Grand Master slit the envelope open with a knife opener.
It says: Dear Son,
If you are hearing this, then our last mission failed and you have been brought up by the Monks as we requested. Divinations revealed that only they would be able to protect you and prepare you for what is to come. At your birth, several portents indicated your importance as a force - either for good or evil. For this reason, and because the divinations predict it, we know that one day you will make your way into the world where you will make your mark. We do not know your path, but you are of a long line of sorcerors, so no doubt some of that will manifest in your life, and also no doubt the Monks will train you in their ways. We are so sorry that we could not be there for you when you needed us most, and ask that you will forgive us for allowing you to be brought up by strangers. We have loved you always,

Xander and Imelda Paleolog"
The Grand Master looked up at the boy, who was turning away to hide his tears.
"Your request is granted, Demetrius. You may leave the monastery."


Miscellaneous:
Init +2; Perception +7,
Languages Common, Infernal
AC 15, touch 15, flat-footed 13 (Dex+2, Wis+3)
hp 18 (1HD)
Fort +4, Ref +4, Will +5,
Speed 30 ft. (6 squares), Fast Movement

OFFENSE:
Melee kama (double-chained/alchemical silver) (two handed) +4 ((two handed) 1d6+3 Reach 10')
Melee kama (double-chained/alchemical silver) (two handed) FoB +4/+4 ((two handed) 1d6+3/1d6+3 Reach 10')
Melee unarmed +4 (1d6+2)
Melee unarmed FoB +4/+4 (1d6+2/1d6+2)
Melee Enlarged kama (double-chained/alchemical silver) (two handed) +4 ((two handed) 1d8+4 Reach 20')
Melee Enlarged kama (double-chained/alchemical silver) (two handed) FoB +4/+4 ((two handed) 1d8+4/1d8+4 Reach 20')
Melee Enlarged unarmed +4 (1d8+3)
Melee Enlarged unarmed FoB +4/+4 (1d8+3/1d8+3)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4 (+5 Enlarged); CMD 16 (17 Enlarged)
Atk Options Flurry of Blows, Stunning Fist, Axe to grind

Special Qualities:

AC Bonus, Bloodline Arcana, Bloodline power, Bonus Feats, Fast Movement, Flurry of Blows, Stunning Fist

Feats and abilities:
Feats Combat Expertise, Combat Reflexes, Eschew materials, Exotic Weapon Proficiency: Double-chain kama, Stunning Fist, Improved Unarmed strike,
Traits Axe to Grind, Riftwarden Orphan
Favored Class Sorceror
Favored Class Bonuses Bonus HPx1

Skills:
Acrobatics +6 (Ranks1 Dex +2 Class+3)
Appraise +1 Ranks0 Int+1)
Climb +7 (Ranks1 Str+3 Class+3)
Escape Artist +2 (ranks0 Dex+2)
Fly +2 (Rankso, Dex+2 Class+0)
Heal +3 (Rankso, Wis+3)
Knowledge (Arcana) +5 (Ranks1, Int+1 Class+1)
[b]Perception +7
(Ranks1 Wis+3 Class+3)
Ride +2 (Ranks0 Dex+2)
Sense Motive +3 (Ranks0 Wis+3 Class+0)
Spellcraft +5 (Ranks1 Int+1 Class+3)
Stealth +6 (Ranks1 Dex+2 Class+3)
Survival +3 Ranks0 Wis+3)
Swim +3 (Ranks0 Str+3 Class+0)
Use Magic Device +0 (Ranks0 Class+0)

Possessions:

Carried/Worn:
outfit (monk's)
Double-chain Kama (Alchemical silver)
Potion: cure light wounds
scroll: Magic weapon
scroll: grease
Belt pouch containing 10gp 10sp

Special abilities:
AC Bonus (Ex) 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.
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Bonus Feats 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.
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.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any bow as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
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).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Riftwarden Orphan You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage.
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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.
Heavenly Fire (Sp) Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Riftwarden Orphan You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage.
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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.
[/spoiler]