Obherak

Korvak Sunsoul's page

195 posts. Alias of Tharasiph.


Full Name

Korvak Sunsoul

Race

Oread Monk 1 (MOMS) / Ranger 1, HP:13/13|AC:16|T:15|FF:10|CMB+4|CMD:16|Fort:+4|Ref:+4|Will:+5|Init:+2|Perc: +7|

Classes/Levels

Stunning Fist 1/1 SPD: 20 foot;

Gender

M

Size

M

Age

18

Alignment

LG

Deity

Sarenrae

Languages

Common,

Strength 18
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 17
Charisma 8

About Korvak Sunsoul

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Korvak Sunsoul

Male Oread Monk 1 - Master Of Many Styles Archetype/ Ranger 1
LG Medium
Init +2; Senses Darkvision 60ft

Statistics
Str 18, Dex 14, Con 14, Int 13, Wis 17, Cha 8
Base Atk +1, CMB +5, CMD 17

Favoured Class

Combat
Defense
AC 16, Touch 16, Flat-footed 10 (+3 Wis, +2 Dex, +1 AC Monk)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +5;

Favoured Class+1 hp
Offense
Speed 20 ft
Melee
Unarmed Strike +5 (1d6+4) (Lethal or Non-Lethal)
Unarmed Strike Dragon Style +5 (1d6+6)(First strike)

Dagger +5 (1d4+4/19-20)(SorP)

Ranged
Cold Iron Shuriken +3 (1d4+4)

Feats/Ki Powers/Traits/Skills:

Feats
Stunning Fist [DC 14)(Bonus Feat)

Dragon Style 1.5* dmg on first UA strike. (1st level bonus feat)

Weapon Focus Unarmed Strike (Level one feat)

Favoured Enemy: Goblinoid
Favoured Enemy: Giant

Traits

Fates Favoured: +1 luck bonuses.

Ironfang Survivor +2 AC Goblinoids,

Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the
better result.

Skills: 7

*Climb (Str) +8 (1R)
*Swim(Dex) +3 (0R)

*Acrobatics (Dex) +6 (1R)
*Escape Artist(Dex) +2 (0R)
*Ride(Dex)
*Stealth (Dex) +6 (1R)

*Kn History(Int) +0 (0R)
*Kn Nature(int) (0R)
*KN Religion(Int) +4 (1R)
*Spellcraft(int) (0R)

*Heal(Wis) (0R)
*Perception(Wis) +7 (1R)
*Sense Motive(Wis) +3 (0R)
*Survival(Wis) +7 (1R)

*Intimidate(Cha) -1 (0R)
Use Magic Device(Cha) -1 (0R)

Languages Common

Background Skills
*Handle Animal (Cha)

*Kn (History) (Int) +4 (1R)
*Kn *Geography) (Int) +1 (1R)

Gear:

Magical Gear

Combat Gear

Dagger (1/2gp)

Cold Iron Shuriken *20 (2/8gp) (Silver Blanch for 20 = 10gp)

(3/10)

Magical Gear

Alchemical Gear

Smoke Pellet
Acid Flask *4 (4/40)

Gear
Backpack(2/2)
Waterskin *2(8/2gp)
Flint and steel(1/0)
Explorers outfit(Free)
Iron Holy Symbol of Sarenrae (1/5gp)
Wood bound Book "The Birth of Light and Truth" (1/1)
Wandermeal *20 (10)
Trail Rations *10 (10/5)
Mess Kit(1/.2)
Bedroll 5
Blanket 3
Compass .5
Fishing Kit 3
Flint and Steel
Hammer 2
Ink and Ink Pen
Journal 1
Piton *4 2
Pot Common
Signal Whistle(.8/0)
Soap*2 (.02/1)

Gear Weight: (76 = Light ) 58 lbs
Gold:74
Silver:3
Copper: 10

Special Abilities

Racial Abilities
Dark Vision

Unchained Monk Class Abilities:

AC Bonus

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.

Stunning Fist

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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.

Master of Many Styles Archetype Abilities:

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.

At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

This ability replaces flurry of blows.

Perfect Style (Ex)
At 20th level, a master of many styles can have the stances of five style feats active at once, and can change those stances as a free action.

This ability replaces perfect self.

Appearance:

Just over 6 feet tall, Korvak tries not to loom over others as it can make them uncomfortable.

With light stony blue metal and brown skin he tries to keep a beaming smile in place when he can.

He wears a simple travelers outfit with large cloak and hat to better hide his identity and less scare others.

He wears the symbol of Sarenrae openly on his chest as a symbol of his nature.

Personality:

Determined but kind, he seeks to lead by example and to shine a beacon of hope to those in need. He knows he cannot save all but he wants to try and show others that their efforts are needed if the good folk are to drive of the darkest elements.

He follows the tenets of Sarenrae's faith, which means he is naturally generous, heroic and at times merciless to agents of evil.

He makes attempts at humour and they are just that, but he laughs at his jokes and that seems to be enough for him.

Fear1: That he cannot save those he has given his word to.
Fear 2: That all his study and meditation will be for naught that he is just not good enough to be a monk

Background:

Korvak does not know how he was separated from his family, he was left on the steps of the shrine of Sarenrae in Phaendar, presumably after his parents had abandoned him. He was found and taken in by the kindly monk Merilla. She raised him as her own, she taught him the ways of humans and also of the ways of the Oread people, she never allowed him to be ashamed of what he was and she always made sure he made his own informed choices on how he would live.

He was educated within the church and attended classes with other children of the faithful of Sarenrae. His only real friends are the other children of his age who grew up within the church and only saw another child to play with. Now that they have all reached their majority, they know Korvaks quality and are not afraid to call him friend.

Out and about the town Korvak faced much discrimination as a child and into being an adult, he wore his faith in Sarenrae as a shield as he helped those in need and tended to the sick and injured.

Very strong from hard work and the labours he performed helping people, he sought instruction from the temple guards in how to fight, for he reasoned he would need these tools so that he may help defend the weak.

Father Yelkut Mushafir saw Korvak training one day and he was impressed, he knew of Korvaks piousness and generous helping of those in need and thus he suggested that Korvak should devote himself to Sarenrae and train as a monk, where he can truly get to know his sense of self and be armed to help others more capably..

Brother Arcus Seders was not happy about the acceptance of a savage into the order and he did everything he could before and after to downplay Korvaks achievements and to get him kicked out, he did not succeed, but he is still there working towards purity for the order.

In his training Korvak was always careful to only use the force he needed and upon victory to not humiliate his opponents but to encourage them for next time with advice. He applied himself to his training and studies and he was eventually granted the status of brother within the order.

Several times he accompanied caravans or missions from the shrine to outlying properties so that he could learn and help protect. He had encounters with bandits and even a few types of creatures, but he was able to drive them off each time.

Eventually the calling of the Dawnflower got to him and he decided to make his way in the world, with many a tearful hug and goodbye he bade farewell to Merilla. He joined an adventuring group and he traveled to many locations.

During his travels he was badly injured in a run in with what he assumed were bandits but it was actually an Ironfang Legion scavenging/foraging party. Outnumbered by the goblinoids that fell on their caravan, Korvak fought til he was taken down, he was rescued by a survivor of the caravan after he had been left for dead.

Because of this, he traveled back to Phaendar to visit Merilla and heal and wait until his next job comes along.

Enemies
Brother Arcas Seders

Childhood Friends - Current day status
Alain Cater - A stone mason who works on Sarenraes temples.
Kestasia Allazane - A priestess of the Dawnflower.
Miklos Petrovice - A fellow Monk and supported of Korvak, as it was Korvak who studied and practiced with him so he could pass several tests.

Lijan Ghael - A farmer who owns a large swath of land and often had Korvak work the land for money.