About GwlybwrDeep 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
HP 35 (LW 17 / HW 8)
Melee:
Unarmed Strike +7 (1d6+4/19-20x2 bludgeoning) lethal/non-lethal
Two-Weapon Fighting
Natural Attacks
Ranged:
Attributes:
Attributes Str 19 +4 Dex 13 +1 Con 18 +4 Int 10 +0 Wis 16 +3 Cha 8 -1 Hero Points: 0
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
Racial Traits
Weapon Familiarity: Deep Ones have Simple proficiency with daggers and with all spears.
Kuo-Toa:
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:
Resistances (Ex): At 2nd level, you gain resistance 10 to electricity, resistance 4 to force, and immunity to poison.
Monk:
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:
Ki powers otherwise exactly resemble the spells or psionic powers for which they are named, except as follows.
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 Sutras:
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. Skills:
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 Ranks:
Class Skills:
Feats:
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)
Dodge (Monk Bonus)
Exotic weapon proficiency (Monk Bonus)
Serenity (Monk Bonus)
Spearfighter (Short Spear Exotic Proficiency)
Steadfast Pike [Stance] (1st Level)
Two-Weapon Fighting (Monk Combat Style)
Eldritch Claws (Racial)
Skill Focus [Escape Artist] (Racial)
Arcane Defense [Illusion] (Racial)
Staredown [Skill] (Racial)
Cursed by the Gods (3rd Level) [Abyssal]
Equipment:
mojo: minimun 1650, par 2700, maximum 6000 Phylactery of Mindfulness [900]
Background:
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.
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