Lassiviren

Loba's page

16 posts. Alias of Tensility&Momentum.


About Loba

Background:

The child of a noble house that could not bear to have its name tarnished by the presence of Tiefling brood under its roof, especially one with such a obviously non-human face, she was abandoned on the monastery steps in a basket one morning as a howling babe (her family claimed the infant had died during childbirth).

The following background material from a post on the main thread needs to be edited and integrated with the paragraph above...

She was the child of some unknown, to her, Chelish noble house. Her mother, upon seeing the Infernal heritage obvious from the newborn infant's hideous face and disfigured body, knew that her daughter would be killed once the lord of the house returned from the trip he was on. So, the mother had the midwife smuggle the poor babe away to be left on the doorstep of one of the Sisters of Golden Erinyes monasteries, after which they conspired to concoct a story and "evidence" indicating that the infant had died during childbirth.

The Devil Nuns raised the child along with the other orphans, training her in their secret martial arts, keeping a close watch on the rather "special" orphan in their midst. Loba has recently been fully ordained into the order, and the monastery's leaders have started giving her errands requiring that she go out into the world beyond the monastery's walls, a radical change from her previously completely sheltered life. Although they understand that there is significant danger in doing this, they also know that the young monk needs to start coming to terms with interacting in a world that may often be outright hostile to her obviously Infernal nature.

Appearance:

TODO: description of barbed-devil derived features. Work is taking an intense toll on my time at the moment (14+ hour days), but I'll try to spend some creative writing time on this soon.

Due to a life of constant asceticism and exercise, Loba's body is both quite lean and relatively well-muscled, with only a hint of breasts and a distinctly non-male hip architecture to give away her female nature.

Because of her marred appearance, when outside the walls of the monastery, Loba veils her face and keeps the deep cowl of her monk's robes pulled over her head whenever possible.

Barbed Devil-Spawn Tiefling Racial Traits:
  • +2 Con, +2 Wis, –2 Cha: Stalwart and conniving, diabolical tieflings know the discipline and might of Hell’s legions.
  • Darkvision: Barbed Devil-Spawn Tieflings see in the dark up to 60 feet.
  • Skilled: Barbed Devil-Spawn Tieflings have a +2 racial bonus on Intimidate and Perception checks.
  • Variant Ability: Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
  • Tiefling Feature: Arms: elbow spurs, Ears: pointed, Eyes: slitted, Tail: fiendish, Teeth: needle-like.
  • Fiendish Resistance: Barbed Devil-Spawn Tieflings have acid resistance 5, and cold resistance 5.
  • Fiendish Sorcery: Barbed Devil-Spawn Tiefling sorcerers with the Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
  • Languages: Barbed Devil-Spawn Tieflings begin play speaking Common and Infernal; with high Intelligence scores they can choose any of the following: Celestial, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.

Monk Class Features:
  • Hit Die: d8
  • Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
  • Skill Ranks per Level: 4 + Int modifier.
  • Flurry of Blows Attack Bonus: -1/-1
  • Unarmed Damage: 1d6
  • AC Bonus: 0 + 3 (WIS) = +3
  • Fast Movement: +0'
  • Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
  • AC Bonus (Ex): 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.
  • Flurry of Blows (Ex): 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 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 f lurry 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 f lurry 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 f lurry of blows attacks.
  • 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 3–10. The unarmed damage values listed on Table 3–10 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.
  • Bonus Feat: 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.
  • Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk must choose which condition will apply before the attack roll is made. 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. 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.

Traits:
  • Raised by the Sisters of the Golden Erinyes: As an orphan raised by the Sisters of the Golden Erinyes monastic order, Knowledge(planes) is always a class skill for you and have a +1 trait bonus on any checks to identify monsters of the devil subtype and their special powers or vulnerabilities. You also gain access to the (modified version of the) Hamatulatsu feat if you otherwise qualify for its prerequisites.
  • Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.

Feats:
  • Improved Unarmed Strike (monk level 1 ability)
    You are skilled at fighting while unarmed.
    Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
    Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
  • Stunning Fist (monk level 1 ability)
    You know just where to strike to temporarily stun a foe.
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
    Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
    Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
  • Dodge (monk level 1 bonus feat)
    Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
  • Toughness (Character level 1 feat)
    You have enhanced physical stamina.
    Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skills:
  • Acrobatics: 1 + 2 (Dex) + 3 (Class) = +6
  • Appraise: 0 + 0 (Int) = 0
  • Bluff: 0 - 3 (Cha) = -3
  • Climb: 0 + 2 (Str) = +2
  • Craft: 0 + 0 (Int) = 0
  • Diplomacy: 0 - 3 (Cha) = -3
  • Disable Device: trained only
  • Disguise: 0 - 3 (Cha) = -3
  • Escape Artist: 1 + 2 (Dex) + 3 (Class) = +6
  • Fly: 0 + 2 (Dex) = +2
  • Handle Animal: trained only
  • Heal: 0 + 3 (Wis) = +3
  • Intimidate: 0 - 3 (Cha) + 2 (Race) = -1
  • Knowledge (*): trained only
  • Perception: 1 + 3 (Wis) + 3 (Class) + 2 (Race) = +9
  • Perform: 0 - 3 (Cha) = -3
  • Profession: trained only
  • Ride: 0 + 2 (Dex) = +2
  • Sense Motive: 1 + 3 (Wis) + 3 (Class) = +7
  • Sleight of Hand: trained only
  • Spellcraft: trained only
  • Stealth: 0 + 2 (Dex) = +2
  • Survival: 0 + 3 (Wis) = +3
  • Swim: 0 + 2 (Str) = +2
  • Use Magic Device: trained only

Equipment:

Combat Gear:
  • Kama, cold iron (4 gp; 1d6; x2; --; 2 lbs; S; monk, trip)
  • Siangham (3 gp; 1d6; x2; --; 1 lbs; P; monk)
  • Shuriken, x10 (2 gp; 1d2; x2; 10'; 1 lbs; P; monk)

Non-Combat Gear, worn:
  • Monk's Outfit (first outfit free; 2 lbs)
  • Backpack (2 gp; 2 lbs)
  • Pouch, belt; holds shuriken (1 gp; 0.5 lbs)
  • Pouch, belt; holds money (1 gp; 0.5 lbs)

Non-Combat Gear, in backpack:
  • Bedroll (1 sp; 5 lbs)
  • Rations, trail; 2 days (1 gp; 2 lbs)
  • Waterskin (1 gp; 4 lbs)

Money
  • pp: 0
  • gp: 19
  • sp: 9
  • cp: 0

Encumbrance: 20 lbs

Stats:
  • Name: Loba
  • Race: Tiefling
  • Class: Monk
  • Level: 1
  • Str: 10 + 5 (7 pts) = 15 (+2)
  • Dex: 10 + 4 (5 pts) = 14 (+2)
  • Con: 10 + 4 (5 pts) + 2 (race) = 16 (+3)
  • Int: 10 = 10 (+0)
  • Wis 10 + 5 (7 pts) + 2 (race) = 17 (+3)
  • Cha: 10 - 3 (-4 pts) - 2 (race) = 5 (-3)
  • HP: 8 + 3 (Con) + 1 (Favored) + 3 (Toughness) = 15
  • AC: 10 + 2 (Dex) + 3 (Monk) + 1 (Dodge) = 16
  • Initiative: 2 (Dex) = +2
  • Fort Save: 2 (Monk) + 3 (Con) = +5
  • Ref Save: 2 (Monk) + 2 (Dex) = +4
  • Will Save: 2 (Monk) + 3 (Wis) = +5
  • BAB: 0
  • Move: 30'
  • Light Load: 66 lbs
  • Medium Load: 133 lbs
  • Heavy Load: 200 lbs
  • Gender: Female
  • Age: 17
  • Height: 5' 11"
  • Weight: 132 lbs
  • Size: Medium
  • Languages: Common, Infernal
  • Alignment: LN