Churgri of Vapula

Kreel Nordic's page

4 posts. Alias of Jagael.


About Kreel Nordic

*Free Archetype: Scarred
**Bkgd skills are History, Perform, Profession
***Free skill is Acrobatics
****Non-combat feat is Racial Heritage
*****Extra feat is Draconic Aspect

M Human Qinggong Scarred Scaled Fist Monk3
LE M Humanoid (human, kobold)
Init +2; Perception +5
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DEFENSE
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AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Cha)
(Cold Resistance 5)
HP 24/24 (3d8+6)
Fort +5, Ref +4, Will +6
(Evasion, +2 vs fear, paralysis, and sleep effects, +1 vs divine spells)
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OFFENSE
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Speed 40ft
Melee Unarmed Strike +5 (1d6+4, x2)
Flurry +4/+4 (1d6+4, 1d6+3, x2)
(+1 Damage if nonlethal)
Ranged Shuriken +3 (1d2+3, x2, 10ft)
Flurry +2/+2 (1d2+3, x2, 10ft)
Space 5ft, Reach 5ft
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SPECIAL ABILITIES
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AC Bonus:
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.

Bonus Feats:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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.

A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity. At 10th level, she adds Disheartening Display, Dragon Roar and Shatter Defenses. 

This ability modifies bonus feats. 

Draconic Fury (Cold):
At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level. 

This ability replaces maneuver training. 

Draconic Mettle:
At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. 

This ability replaces the still mind ability.

Draconic Might:
Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Evasion:
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:
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.
Flurry of Blows:
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.

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, he 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 sickened by Stunning Fist cannot become nauseated 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 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, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.


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STATISTICS
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Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 9 (-1), Wis 9 (-1), Cha 18 (+4)
Base Atk +2; CMB +5; CMD 15

Feats: Draconic Aspect (White), Draconic Glide, Dragon Style, Enforcer, Intimidating Prowess, Racial Heritage (Kobold), Steadfast Personality

Racial Traits: Skilled

Traits:

Absalom Bouncer* (Combat):
You learned to fight while serving as a bodyguard in the taverns of Absalom, where keeping the patrons alive through bloody bar brawls was just part of your job. When you make an attack that deals nonlethal damage with an unarmed strike, you gain a +1 bonus on your damage roll.
Frost Spitter (Race):
The icy breath of a white dragon fills your lungs. Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that’s as difficult to traverse as an ice sheet (Core Rulebook 430).
Heresy (Combat):
You have denied the supremacy of Mitra and been condemned
for it. For this to be a crime, you were not content
to keep your heresy to yourself. You tried to sway
others. Likely you were captured by the famed witch
hunter Sir Balin of Karfeld. The last thing he said to you
was: “Mitra may forgive you yet for your lies. Talingarde
will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving
throws against divine spells.

*I would like to reflavor this in the game world as a guard for the street vendors against thieves.

Skills: Acrobatics +7, Climb +7, Intimidate +13, Knowledge (History) +4, Knowledge (Religion) +5, Perception +5, Perform (Oratory) +10, Profession (Torturer), Sense Motive +3, Swim +7

Languages: Common
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GEAR/POSSESSIONS
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Alchemist Fire x5, Dagger, Dusty Rose Ioun Stone (Cracked), Ioun Torch, Backpack (Mwk), Belt Pouch, Blanket, Rope, Shuriken x50, Soap, Trail Rations x5, Waterskin

Carrying Capacity Light 100 Medium 200 Heavy 300

Currency 289.1gp (Will probably spend on mundane utility items)
Total Weight 25lbs

Background:
The Boy
Kreel's first memories are of the street. At the time he had no idea why everyone he met treated him like a leper. After a few years he realized he was different from the commoners. His skin had an odd white sheen to it and his eyes were slitted.

When times were tough and food was scarce, he often thought about stealing from the vendors, but he had seen what happened to other urchins who defied the law. Afraid to steal but worried about starving, Kreel used his ability to turn a phrase to make the vendors laugh. He befriended enough of them to survive through the cold seasons. Often he would guard their carts from those like him only resorting to violence when necessary. Normally he could send someone away with minor bruises rather than a broken bone.

In his thirteenth year Kreel angered one of the older boys who ran a street gang. Unable to talk his way out of a conflict, Kreel had to fight. He struck fast and hard, but he was no match for his attacker. The city guard broke up the fight, but rather than coming to Kreel's rescue, they arrested him along with the older boy for disturbing the peace.

At this young age, Kreel began to see the error of the law; the innocent, the law-abiding, the victims, were not safe from a twisted truth. Kreel only spent two days in jail, but the dangers of the law were already printed on his heart.

After two days, a guard escorted Kreel to the warden's quarters. The warden, a gruff old scoundrel, looked displeased. Sitting cross-legged on the floor was another man, younger, dressed in a flowing robe, his face partially obscured by a hood.

The warden explained that this man, a monk, had seen the fight in the marketplace. He supported Kreel's claim of innocence and asked for Kreel to be released into the custody of his monastery. The warden had begrudgingly complied.

Kreel followed the monk out of the prison, through the city, and out through the city gates, never to see his home again.

The Monk
Kreel was taken to a monastery in the mountains, and his training began immediately. Months of learning to control every muscle in his body, to clear his mind, to focus his attention on his opponent. Kreel excelled at the physical, but the mental challenges were difficult.

Kreel was assigned a mentor to instruct Kreel about his more unique abilities. Davrish was a quiet man, but he knew much about draconic beings. He told Kreel the strange white scaling that covered his skin were from a draconic ancestor, though precisely which he was unsure. Davrish quickly became the closest thing to a father Kreel ever had.

After a year under Davrish's instruction, the monk brought Kreel into his confidence. He was a follower of the god Asmodeus. The eager Kreel devoted himself to learning about Asmodeus and began to see how the flawed law of man paled in comparison to the law of the gods. Davrish initiated Kreel as an adept in the church.

The Heretic
As the years passed, Kreel became more and more devoted, but something happened in his mind. Whether it was simply caused by the stress of hiding his faith or the unnatural blend of his blood, the result was the start of ritualistic multilations to his skin. At first he simply hid his experiments under his robes, but eventually he arose suspicion.

Davrish warned his ward to cease the rituals, but Kreel paid no heed. It was inevitable that his "brothers" at the monastery would eventually discover his heresy. He was given the choice to renounce his faith and start a path to redemption, but he refused. In the end it was Davrish who made the final sentence on his "wayward" apprentice. Kreel was to be turned over to the high church of Mitra for trial and sentencing.

Was this the law at work? Kreel thought not. He leaned on his understanding of Asmodeus' law and began to plan.


Description:
The mix of Kreel's kobold and human bloodlines has resulted in his skin being covered in fine white scales. Over the years his mutilations have emphasized the more reptillian features of his body.