Poryphanes

Li'Omrut's page

73 posts. Alias of Andostre.


Race

Demon Unchained Monk 7 - AC 17 20 (t 17, ff 16) | F+9, R+7, W+6 | Init +1 | Perc +10 |

Classes/Levels

stunning fist 7/7 | ki 6/6 | hp 67/67

About Li'Omrut

Li'omrut
Demodand-spawn tiefling unchained monk 7 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder Unchained 14)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 17, touch 17, flat-footed 16 (+1 deflection, +1 Dex, +1 enhancement, +1 monk, +3 Wis)
hp 67 (7d10+21)
Fort +9, Ref +7, Will +6; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 50 ft.
Melee unarmed strike +12/+12/+7 (1d8+5) or
. . alchemical silver/cold iron double-chained kama +12/+12/+7 (1d6+5)
Ranged mwk shuriken +9/+9/+4 (1d2+4) or
. . sling +8 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with alchemical silver/cold iron double-chained kama)
Special Attacks flurry of blows (unchained), stunning fist (7/day, DC 16), style strike
Spell-Like Abilities (CL 7th; concentration +7)
. . 1/day—bear's endurance
Monk (Unchained) Spell-Like Abilities (CL 7th; concentration +7)
. . —barkskin (self only, 1 ki)[UM]
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Statistics
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Str 19, Dex 13, Con 16, Int 8, Wis 16, Cha 10
Base Atk +7; CMB +11 (+13 trip); CMD 27 (29 vs. trip)
Feats Combat Reflexes, Improved Trip, Improved Unarmed Strike, Jabbing Style[ACG], Mobility, Power Attack, Pummeling Style[ACG], Stunning Fist, Vicious Stomp[UC]
Traits axe to grind, ever wary
Skills Acrobatics +11 (+19 to jump), Climb +8, Escape Artist +11, Intimidate +4, Knowledge (religion) +6, Perception +10, Ride +5, Sense Motive +7, Stealth +5, Swim +8
Languages Abyssal, Common
SQ fast movement (unchained), ki pool (6 points, cold iron, magic, silver), ki powers (elemental fury, qinggong power), style strike (flying kick)
Combat Gear adhesive strip (2), alchemical solvent[APG], antitoxin, caltrops, thunderstone; Other Gear alchemical silver/cold iron double-chained kama[UC], mwk shuriken (50), sling, backpack, bedroll, belt pouch, bit and bridle, blanket[APG], candle (10), earplugs[APG], flint and steel, grappling hook, hammer, hemp rope (50 ft.), heratic's fork, iron spike[APG] (5), manacles, signal horn[APG], thumbscrews, tindertwig (3), trail rations (5), waterskin, 309 gp, 7 sp, 2 cp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Fury (1d6 acid, 3 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Immunity to Disease You are immune to diseases.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Stunning Fist (7/day, DC 16) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
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Background
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"Your allies have abondoned you, demon!"

These were the first words spoken that began an unprecedented relationship. They were spoken by an aged man in simple monk's clothing, standing on a crest at the edge of a battlefield. Bodies of demons, angels, and mortals alike were strewn across this battlefield. The skies were darkened with the smoke and ash, the leavings of fires both magic and mundane.

The demon scoffed. 'Betrayal' implied loyalty and belonging. These are mortal conceits, of no concern to the demon, just like the monk's words and the monk himself. The demon's only concern was making it down the crest and into the forest beyond. He would rejoin the demonic host and they would spread further chaos and ruin. But this old man stood in his way. This old man who had broken the bodies of every demon who lay at his feet.

"Your form is powerful. You show little fear when you strike. I could mold you into a weapon that would be... most formidable."

Now the old man had the demon's interest.

"Bah, you think me a fool? You would not create a weapon out of turmoil! Out of pure CHAOS!"

"Ah, a thinker," the old man replied with a near-smirk. "Hear me: the forging of a weapon has no relation to good and evil, law and chaos. Such ideals will be stripped away in the toil of discipline. When... IF... you emerge from my training, you will be free from your conditioning to destroy. You will understand your place in the world and its place in yours."

Still the demon had many questions. The old man was wise and answered them all with a single answer.

"The angels have abaondoned Church of Avacyn, and so the Church has abaondoned Innistrad. New ways of opposing corruption must be made."

In the end, the demon accepted the old man's charge, although many times in the years since he wished he hadn't. But when the pointlessness of the endless drills and mantras became too much for the demon, he was each time beaten into submission and, eventually, into discipline.

But the old man was wrong. When the demon's training was complete, and he emerged on the other side a being of power and resolve, the instincts to destroy and cause pain remained. For how can you strip away something so fundamental to a demon and have anything remain? Instead, the demon (now called Li'omrut) has learned to temper those needs when it is necessary to embrace the discipline of his teachings. He still revels in violence and destruction, but in both combat and in life, he knows when to hold his power and patiently wait for the best opportunity to strike.

Today, Li'Omrut lives in the city of Havengul, where his sensei, Hahmur Mahlu, trained him. Master Mahlu has left the city for reasons he would not say, leaving his daughter Fantina Mahlu and his lone demon student in charge of his estate/monastery.

Li'Omrut holds Fantina in an affectionate regard that his demon mind cannot fathom, but he frequently thinks about the terrible pain he would cause anyone who would harm her. To hide from this alien feeling, he has taken to hiring himself out as a bodyguard or extracurricular muscle for the various merchants or government officials in Havengul. He enjoys his infamous celebrity status, especially when it puts him in conflict with anyone who thinks a demon shouldn't be roaming unchecked through the city's streets.

Li'Omrut is loud and brash, but he can be patient when he sees that being silent would be more... entertaining.

He is growing restless in the city. He feels that he has restrained himself for too long during his years in training, and he yearns to leave the city and rediscover the chaos of the wider world now that Avacyn is dead. He just needs to resolve he and Fantina, first, for good or for ill.

Description
At nearly 7 feet tall, Li'Omrut towers over most humans. His skin is dark gray, and he never hides the two black horns that sprout from the top of his head and curl backwards around his ears. It also isn't difficult to make out his digitigrade legs that end in cloven hooves despite his flowing monk breeches.