Fey Creature

Gwlybwr's page

229 posts. Alias of heliopolix.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

About Gwlybwr

Deep one monk 1 kuo-toa 2 (monstrous humanoid [amphibious, aquatic, evil], <aberration>)

Senses: Perception +10 [-6 in bright light, +4 underwater], darkvision 60 ft., low-light vision, light blindness, see invisibility
Initiative: +1
Speed: 30 ft., swim 20 ft.

HP 35 (LW 17 / HW 8)
AC 17 T 15 FF 16 (+1 dex, +1 dodge, +3 insight, +2 natural)
BAB +3 CMB +7 CMD 22 (FF 21)
Fort +7 Ref +4 Will +2 Intu +8

Short Spear +7 (1d8+4/x3 piercing) brace, one handed
*+1 atk to readied attacks and AoO
*Opponent's full attack or charge provokes AoO
*AoO against charging opponent counts as braced
*Braced attacks do triple damage

Unarmed Strike +7 (1d6+4/19-20x2 bludgeoning) lethal/non-lethal
*treated as both natural & manufactured weapons

Two-Weapon Fighting
* one handed / light: -2/-2
* one handed / one handed: -4/-4

Natural Attacks
* 2 claws +7 (1d4+4 bludgeoning & slashing), primary, magic
* bite +2 (1d4+2 bludgeoning, piercing & slashing), secondary, magic

Short Spear (thrown) +4 (1d8+4/x3 piercing) 20 ft.


Str 19 +4
Dex 13 +1
Con 18 +4
Int 10 +0
Wis 16 +3
Cha 8 -1

Hero Points: 0
*Pulled Uro away from Drowned Pirate in Parrot Bay's smuggler's tunnels.

Deep One:

Attribute Modifiers: +2 Con, +2 Wis, -2 Cha

Adaptabile Nature: You receive one of the following as a bonus feat: Adaptability, Deep Intuition, Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (any one), or Toughness.

Favored Terrain: Water(Underwater) +4
*Terrain Skills: You gain a +4 competence bonus on initiative checks and on certain skill checks when in this terrain (these skills are Athletics, Perception, Stealth, and Survival). Certain terrains also provide this bonus to an additional skill, as indicated in Appendix A. You can always take 10 on applicable skills while in a favored terrain, even if conditions would normally prevent you from doing so; if not threatened or distracted, you can take 20, even if there is a penalty for failure. You can use the Stealth skill in your favored terrain even if the terrain doesn’t grant cover or concealment. While in your favored terrain, you can also use the Stealth skill while being observed.
*Terrain Sight: You suffer no penalties to Perception for being under water or looking into water from the surface.
*Terrain Movement: Expert Swimmer (Ex): You gain a Swim speed equal to 5 ft. x your favored terrain bonus. You also ignore difficult terrain due to light or heavy surf.
*Hold Breath (Ex): You can hold your breath a number of rounds equal to (your favored terrain bonus +1) x your Constitution score.
*Seaborn (Ex): You gain the [aquatic] subtype and the [amphibious] trait. You are also inured to the chill of the depths, and can endure cold effects as if by endure elements.

Racial Traits
*Keen Senses (Ex): +2 Perception (not in bright light)
*Light Sensitivity (Ex): Dazzled in bright light.
*Low-Light Vision (Ex): Deep Ones can see twice as far as humans in conditions of dim light.

Weapon Familiarity: Deep Ones have Simple proficiency with daggers and with all spears.


Type: Monstrous Humanoid

Senses: Darkvision (Ex): 60 ft.

Saving Throws: Kuo-toa, as monstrous humanoids, gain a +2 class bonus to Reflex and Will saves.

Bonus Skills: You gain 1 free rank per kuo-toa level in Athletics, Bluff, Escape Artist, and Planar Sense. These are otherwise treated as class skills.

Class Skills: Concentration, Craft (any), Handle Animal, Knowledge (any), Perception, Sleight of Hand, Stealth, Survival.

Skill Points per Level: 2 + Int bonus.

Weapon and Armor Proficiency: Kuo-toa have Simple proficiency with bludgeons, and Martial proficiency with daggers, heavy shields, light shields, mancatchers, nets, and spears. Those with proficiency in all martial weapons (as from a class feature), gain Exotic proficiency with one of the martial weapons listed above (usually the harpoon, mancatcher, or net). Kuo-toa gain no automatic proficiency with armor.

In addition, you gain a natural bite attack (base 1d4 damage). You can choose to give up all manufactured weapon and shield proficiencies in exchange for two claw attacks (base 1d4 each) and the Eldritch Claws feat.

Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. While you are wielding a shield, anyone who makes an unsuccessful melee attack against you must succeed on a Reflex save (DC 10 + half your BAB + your Strength modifier) or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grasp. Creatures using natural weapons are automatically grappled if they get stuck. You requires 1 hour and special materials costing 20 gp to coat a shield with adhesive. The adhesive remains good for up to three days or until it actually catches someone or something (in which case the shield can trap no additional items, since the adhesive is used up). Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.

Favored Terrain (Ex): Your favored terrain (underwater) bonus increases by +1 per racial level. At a bonus of +4 (2nd level), you gain the [aquatic] subtype and the [amphibious] trait, as described under Ranger (favored terrains).

Hybrid Vigor (Ex): You gain a racial bonus to Strength and Constitution equal to your kuo-toa level; these stack with any existing racial bonuses.

Natural Armor (Ex): You gain a natural armor bonus equal to your kuo-toa level.

Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. You gain Skill Focus (Escape Artist) as a bonus feat, and are immune to being trapped in webs and web spells.

Dreams of R’lyeh (Ex): At 2nd level, come into your full tainted heritage. You stop ageing, and no longer accrue attribute penalties (existing penalties remain). You also gain the [evil] alignment descriptor and, despite being a monstrous humanoid, you are also affected by abilities and properties that target aberrations. You are soulless, rendering you immune to abilities such as magic jar and trap the soul, but you also cannot be raised or resurrected.

Fisheye (Ex): At 2nd level, your staring eyes grant the following:
*Light blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds you for 1 round. On subsequent rounds, you are dazzled as long as you remain in the bright area.
*Perceive illusions: You gain Arcane Defense (Illusion) as a bonus feat.
*See invisibility as a continuous effect that cannot be dispelled.
*Staredown: Your hideous appearance and lidless stare inspire fear in others; you gain Staredown as a bonus feat.

Resistances (Ex): At 2nd level, you gain resistance 10 to electricity, resistance 4 to force, and immunity to poison.


Saving Throws: Monks gain a +2 class bonus to all saving throws

Bonus Skills: You gain one free rank per class level in Concentration and Endurance. These are otherwise treated as class skills, but do not count against your total number of skill points. You automatically succeed at Concentration checks to use ki powers defensively.

Class Skills: Acrobatics, Athletics, Bluff, Craft (all), Escape Artist, Heal, Knowledge (the planes), Perception, Perform (all), Planar Sense, Profession (all), and Stealth.

Skill Ranks Per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Monks have Simple proficiency with all weapons. In addition, they have Exotic proficiency in unarmed attacks, and with any one specific “temple weapon” of their choice. Monks are not proficient with any armor or shields. In addition to the proficiencies listed, all monks gain Canny Defense and Dodge as bonus feats.

Combat Style Feat: At 1st level, you may select a bonus combat feat. This feat can be any [Combat] feat (including [Strike] and [Stance] feats) for which you meet the prerequisites. In addition to combat feats, you may choose from the following: Alertness, Arcane Defense, Deep Intuition, Diehard, Fleet (you gain double the listed increase in speed), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, Skill Synergy.

For every 4 class levels you possess, you gain an additional combat style feat (as shown on Table 1).

Ki Powers (Sp): At 1st level you gain a pool of ki, energy you can use to accomplish amazing feats. You gain the use of ki powers, similar to spells. You learn a limited number of ki powers and manifest them spontaneously, the way a sorcerer spontaneously casts spells. At 1st level, you gain one 0-level ki power, usable at will. Starting at 2nd level, your ki powers known and per day are as shown on Spellcasting Tables 1 and 2 in Chapter 7 (following the spell capacity shown on the Monk Table 1, above). Your manifesting (spellcasting) attribute is Wisdom.

Expended slots (spells per day) can be regained by meditating for 10 minutes per level of the slot to be regained. Alternatively, after 8 hours of sleep, you regain all expended ki slots.

There are only two types of ki powers:
*Personal powers have a target of “personal”?in other words, you can “buff” yourself, but not your companions.
*A strike power follows the general rules for [Strike] feats. It can be used as part of an unarmed attack (a melee attack that deals unarmed damage and spell effects on a hit) or as a melee touch attack that simply delivers the spell. In either case, the attack and discharge (if the attack hits) generally take 1 standard action. Other activating conditions for [Strikes] can also be applied; see Chapter 5.

Ki powers otherwise exactly resemble the spells or psionic powers for which they are named, except as follows.
*Components: Ki powers require no verbal, material, or focus components.
*Casting Time and Duration: “Sudden” powers have a casting time of 1 swift action and a duration of 1 round (i.e., until your next turn). “Immediate” powers have a casting time of 1 immediate action (they can be used even when it’s not your turn) and a duration of 1 round.
*Disruption and concentration: You need not cast defensively, even when threatened; monk ki powers cannot be disrupted the way spells can.

Serenity: Monks are trained in introspection and meditation. You gain Serenity as a bonus feat at 1st level, allowing you to calculate Charisma-based save DCs using your Wisdom modifier instead.

Sutra: At 1st level, you receive knowledge of a sutra, a form of ascetic mastery. You gain an additional sutra at 3rd level, and every 4 class levels thereafter. Sutras are described in Appendix A. Most have effects that scale with your class level, representing steps along your path to self-perfection; improvements occur at levels 5th (Improved Sutra), 9th (Greater Sutra), 13th (Superior Sutra), and 17th (Sublime Sutra), as listed for each sutra. Class synergy effects that apply to the level at which your sutras operate apply towards these improvements.

Ki Powers:

Oth (at will]
*feather fall


Sustenance (Ex): Your spiritual discipline enables you to suppress your basic needs. You can go without food for a number of days equal to 3 x your class level; without water for a number of days equal to half your class level; and without air for a number of hours equal to your class level. You also gain a permanent endure elements effect (as the spell, but cannot be dispelled).
*Improved: You no longer need food to survive.
*Greater: You no longer need water to survive.
*Superior: You are immune to altitude sickness.
*Sublime: You no longer need to breathe, and are immune to inhaled poisons, vacuum, etc.


Skill Bonus (ranks) [modifiers]
Acrobatics +5 (1)
Athletics* +8 (2) [+3 to swim]
Bluff +4 (2)
Concentration +7 (1) [uses Wis]
Endurance +8 (1)
Escape Artist +9 (2) [19-20]
Handle Animal +6 (1)
Knowledge (the planes) +5 (2)
Perception* +10 (2) [-2 in bright light]
Perform (acting) +3 (1) [disguise]
Planar Sense +8 (2)
Stealth* +6 (2)
Survival* +7 (1)

* +4 underwater, and can always take 10

* Monk 1 (4 + 0 int + 1 secondary) * 1 = 5 ranks + 1 * (Endurance, Concentration)
* Kuo-Toa 1 (2 + 0 int + 1 secondary) * 1 = 3 ranks + 2 * (Athletics, Bluff, Escape Artist, Planar Sense)

Class Skills:
Acrobatics, Athletics, Bluff, Craft (all), Concentration, Endurance, Escape Artist, Handle Animal, Heal, Knowledge (any), Perception, Perform (all), Planar Sense, Profession (all), Sleight of Hand, Stealth, Survival


Deep Intuition (Racial)
Benefit: You gain a +2 competence bonus to Intuition saves.
*If you have at least 6 ranks in Perception, if you are affected by a spell or effect as a consequence of failing a Intuition save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).
*If you have at least 11 ranks in Perception, instead of one additional attempt, you can instead choose to gain one attempt per unit of time in which the effect’s duration is measured(i.e., one additional attempt per round for an effects that lasts rounds per level or HD; 1 per minute for an effects with a duration measured in minutes, 1 per hour for an effect with a duration measured in hours, and 1 per day for an effect with a duration longer than 1 day (up to and including permanent).
*If you have at least 16 ranks in Perception, you are immune to [charm] effects.

Canny Defense [Wisdom] (Monk Bonus)
Benefit: Choose one mental attribute score (once chosen, this cannot be changed). When wearing light armor or no armor, and not carrying a medium or heavy load, you treat that attribute modifier as an insight bonus to Armor Class and CMD. This bonus applies even when you are flat-footed, but not if you are immobilized or helpless.
Special: The AC bonus granted by this feat overlaps with (does not stack with) the armor bonus granted by arcane mage armor.
Synergy: You can gain the benefits of this feat when wearing medium or heavy armor, but only if you are able to reduce the armor skill check penalty to –0 (e.g., through the Armor Training talent and/or sufficient ranks in Endurance as a class skill).

Dodge (Monk Bonus)
Benefit: You gain a +1 dodge bonus to AC and CMD. Any condition that makes you lose your Dexterity bonus to AC also makes you lose the benefits of this feat. If you meet the following conditions, the dodge bonus increases by +1 for every four points of your base attack bonus (to a maximum of +6 at BAB +20).These conditions are:
*You are not wearing armor (or are wearing armor for which you have a –0 armor check penalty)
*You are not carrying a shield; and
*You are not carrying a medium or heavy load.
Synergy: Certain classes can gain the scaling benefits of this feat even if some of the normal conditions do not apply, as follows:
*An unarmored barbarian can use a shield and still gain the scaling dodge bonus.
*A fighter gains the scaling bonus to AC even when armored and/or carrying a shield, as long as his or her total armor check penalty is –0.
*A monk applies the dodge bonus from this feat even when flat-footed.
*The rogue’s Opportune Strike class feature applies when determining the effects of this feat.

Exotic weapon proficiency (Monk Bonus)
*Short Spear

Serenity (Monk Bonus)
Benefit: Use your Wisdom modifier in place of your Charisma modifier to modify Concentration checks. In addition, you may use your Wisdom modifier in place of your Charisma modifier when calculating saving throw DCs of your spells and extraordinary, supernatural, and spell-like abilities that rely on Charisma.
Synergy: If you have levels in Prestige Paladin, you can also use your Wisdom modifier in place of your Charisma modifier for purposes of determining the benefits of Charisma-dependent paladin class features (divine grace, smite evil, etc.).

Spearfighter (Short Spear Exotic Proficiency)
Benefit: When using a qualifying spear, any foe within reach who makes a full attack against you, and any foe which charges you, provokes an attack of opportunity. The attack of opportunity provoked by a charging opponent counts as if you had braced your weapon (Chapter 6).

Steadfast Pike [Stance] (1st Level)
Benefit: You gain a +1 circumstance bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm with which you have at least Martial proficiency. The bonus increases by +1 for every four points of your base attack bonus (maximum +6 at BAB +20).
Synergy: If you also have Exotic proficiency with a polearm or spear with the “brace” property, you deal triple damage against charging opponents, rather than double damage, when set to receive a charge. Alternatively, when set to receive a charge from a mounted opponent, you can brace your weapon and deal double damage to the mount and normal damage to the rider if you hit the mount.

Two-Weapon Fighting (Monk Combat Style)
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.
Synergy: A monk can use the Two-Weapon Fighting feat to perform a so-called “flurry of blows” in conjunction with any combination of weapons, unarmed attacks, and/or combat maneuvers (assuming the weapon(s) are in hand and the monk has at least Simple proficiency with them). For example, a 1st level monk can attack with two unarmed attacks, or with each of a pair of sickles, or twice with a single sickle, or with a sickle and an unarmed attack, etc., as long as the total number of attacks matches that gained with the Two-Weapon Fighting feat. Flurrying with a two-handed weapon limits your damage bonus from Strength and Power Attack to that of a one-handed weapon, however. You can flurry with ranged weapons, subject to the normal reload times (for projectiles) and Sleight of Hand requirements (for thrown weapons).
Special: In addition to attacking with two separate weapons (or a double weapon), Two-Weapon Fighting can also be used in conjunction with any of the following:
*A single polearm held in both hands (taking the off-hand attacks with the haft; treat as a staff). Secondary attacks gain 1/2 your Strength modifier for damage, as normal for two-weapon fighting, and gain damage bonuses from Power Attack as if using a light weapon.
*A finessable weapon used in one hand (attacking with the pommel as a knuckle-duster for your off-hand attacks; treat as a light club).
*Alternatively, you can activate two wands (one in each hand) as a standard action, applying the attack penalty as a penalty to Spellcraft checks made to activate them.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each (an unarmed strike is always considered light). Activating a wand is a standard action.

Eldritch Claws (Racial)
Prerequisites: Natural weapons.
Benefit: You natural weapons are considered magic for purposes of overcoming damage reduction.
*If your base attack bonus is at least +6, they are also considered +2 (and therefore penetrate DR/silver as well).
*If your base attack bonus is at least +11, they are also considered +3 (and therefore penetrate DR/cold iron as well).
*If your base attack bonus is at least +16, they are also considered +4 (and therefore penetrate DR/adamantine as well).
*If your base attack bonus is +21 or higher, your natural weapons are considered +5, and penetrate DR/—.

Skill Focus [Escape Artist] (Racial)
Choose a skill. You are particularly adept at that skill.
Benefit: If the skill in question is not a class skill for you, it becomes one. This gives you the +3 class skill bonus and access to the “class skill” abilities listed under that skill (Chapter 4). If the skill in question is already a class skill, you gain a competence bonus on all checks involving that skill equal to half your number of ranks (minimum +3). In addition, your critical success range for that skill (Chapter 1) increases to 19-20.
Special: If the skill is not a class skill for you, you can take this feat twice: once to make the skill a class skill, and a second time to gain the competence bonus and expanded crit range. If the skill is already a class skill, you can select this feat only once with that skill, but can still take Skill Focus with other skills.

Arcane Defense [Illusion] (Racial)
Choose one school of magic.
Benefit: You gain a +2 competence bonus to all saving throws against spells and effects of that school. This bonus improves by an additional +1 per 5 character levels you possess beyond the first, to a maximum of +5 at 16th level. At 20th level, you are immune to spells from that school of magic (as if you had unbeatable SR).

Staredown [Skill] (Racial)
Prerequisites: Base attack bonus +1, Bluff 1 rank.
Benefit: As a full-round action, you can make a demoralize check (see Bluff skill) against all foes within 30 feet who can see you, without the normal “mass demoralize” penalty. As your base attack bonus and number of ranks in Bluff improve, the speed at which you can intimidate nearby opponents also improves, as described below

Cursed by the Gods (3rd Level) [Abyssal]
You were cursed by the gods, but this curse comes with a benefit as well as a hindrance.
Benefit: Upon choosing this feat, select one of the curses below (once made, this selection cannot be changed). Level-dependent effects are based upon your total character level.
Tongues: In times of stress, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language-dependent. You gain the selected language as a bonus language. At 6th level, pick an additional language to speak in combat and add it to your list of known languages. At 11th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 16th level, you can speak and understand any language, except your speech is still restricted during combat.


mojo: minimun 1650, par 2700, maximum 6000

Phylactery of Mindfulness [900]
* Ioun [450] (planned)
* phylactery of faithfulness for Zuoken [900]
* during Fist kata, gives psionic zaps for mistakes [0]

Gwlybwr - pronounced something close to Wilbur - was orphaned at an early age. Rather, he was abandoned by parents who could - or would - no longer care for him. He grew up on the streets of Sasserine and had to depend on his own wits and skill to survive. There was no one he could turn to in times of need, save one. Rothfuss was a balding, middle-aged man who lived in a damp basement in Shadowshore and cared for the sick and deformed children of the city. Endlessly patient, he spent his days tending to those the uncaring city discarded and forgot; children gone fever-mad, crippled by fate, or simply abandoned like Gwlybwr.

Though not a priest, Rothfuss had a quiet faith, which he shared with those who would listen. He spoke in reverant, halting tones about the might and magesty of Zouken, the Baklunish god of physical and mental perfection. He held to the tenant that everyone - regardless of appearance, deformity, or disability - could achieve perfection. Rothfuss also knew ways to defend oneself, and he passed these teachings onto the children as well.

Gwlybwr, as he grew, found no interest in seeking steady employment. Neither did he turn to heavy crime - petty crime being the domain of all orphans - as some of the other children did. He was content to remain, helping Rothfuss with his ministrations and learning from him. Gwlybwr's simple existance would come to an abrupt end, though that ending started innocently enough.

Skin rashes were not that uncommon, as the combination of poverty and perpetual damp took their toll on the basement's occupants. Over the course of a single day, Gwlybwr's skin cracked, and bled, and scabbed over, as though from a particularly bad sunburn. The mottled patches covered him from head to toe and were bitingly painful to the touch, and he began to fear he'd contracted leprosy or some similarly terrifying disease. Unwilling to infect the others, he left the city with the dreadful certainty that he was about to die. The pain soon overwhelmed him and he fell, and knew nothing more.

Awaking to the too-bright sun, he discovered the shredded remnants of his scabbed skin cast about him, abraded off as he thrashed in his sleep. His new skin was pale and smooth and blue beneath. His arms and legs seemed longer, and his face contorted with unfamiliar eyes. More than a little unnerved by his metamorphosis, but trusting in Zuoken and now disease-free, he returned to the basement to share the news with Rothfuss.

The basement was slick and damp, as always, but utterly quiet. There were always some small sounds, as the children played, or ate, or made mischief. Rothfuss too, tended to hum and fill the small space with martial melodies as he worked. The absense of all of these things struck Gwlybwr as his eyes adjusted, and he saw that the dampness of the room was mixed with blood. Small forms lay still in the pooled darkness, and a larger one was collapsed near the back wall.

Rothfuss' fingers gripped one of the wall-stones with a ferocity he'd never shown Gwlybwr in life, and it was obvious he'd drug himself across the room to reach it, bleeding and dieing. Overwhelmed by fresh tragedy, Gwlybwr tried to tend to the fallen, only to be startled by shrieking from the stairwell. A pair of orphans that had been away - likely out begging or theiving - had returned and were screaming at the sight of Gwlybwr handling the bodies.

When he turned and tried to calm and comfort them, they fled. He gave chase, but drew up short at the top of the stair, as the sun reminded him of his new, unwelcome appearance. Knowing the city watch would scarcely respond to screams in the district, he retreated to the task. He cleaned and prepared the bodies for burial, numb with grief. Finally, he returned to the stone that Rothfuss had died against and pried it out of the wall. A small space was hidden behind the stone, with an oilcloth sack within.

Inside the sack was a journal, a crystal, and some sentimental objects that Gwlybwr did not recognize. Fraught with guilt at stealing from the dead, he left, hoping that the mementos could give him to answers, guide him to the murderers.