About Lupic
Lupic
Lupic's earliest memory is as a slave. He doesn't recall his mother, certainly has no idea about his father, just remembering the slave quarters that were his home.
The master and the overseer weren't so bad. They understood that there was no benefit in abusing the slaves since they were property. They were well fed and clothed as long as they fulfilled their duties. Lupic was an odd looking kid, always large for his size, and grew up into a mountain of a man with a huge frame and bulging muscles. This helped him work well in the fields. However a few seasons of drought and the master was facing hard times financially. He was forced to sell Lupic to a gladiatorial school to be trained to fight in the arena.
While at the time this was pretty upsetting to Lupic, it turned out to be the key to his future. He excelled as a fighter with his great strength and tough hide which could ward off many blows. He was trained in martial arts that gave him the ability to take advantage of his strength and combat intuition. He excelled in his training and soon was sent to the arena at an unusually young age. There he beat all comers, even ranking champions, using his training fused with his natural ability.
Eventually the fighting pits of the arena proved to be his road to freedom. His new master won so much that he eventually released Lupic from his bondage. This taught Lupic an important lesson- that if you have self discipline and live within the rules, things will turn out for the best. He has since travelled, sometime taking jobs with local constabularies to keep order or even just removing threats to the general well being himself. He's really big on order.
Oni-Spawn Tiefling Brawler 1/Monk (Master of Many Styles) 2 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 16, flat-footed 15 (+2 Dex, +2 natural, +1 dodge, +3 untyped)
hp 25 (1d10+2d8+6)
Fort +8, Ref +8, Will +7; +2 bonus vs. sleep, paralysis, and stunning
Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1d6+7)
Special Attacks stunning fist (3/day, DC 14)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—alter self
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +6; CMD 22
Feats Armor of the Pit[ARG], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Stunning Fist
Traits mizu ki hikari rebel, reactionary
Skills Acrobatics +8, Climb +10, Disguise +1, Intimidate +1, Perception +9, Stealth +7, Swim +10
Languages Common, Dwarven
SQ ac bonus, fuse style, martial maneuvers, stunning fist (stun), unarmed strike
Other Gear boots of the cat, cloak of resistance +1, dungeoneering kit, deluxe, 870 gp
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Special Abilities
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Boots of the cat When falling, always land on feet and take the minimum damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
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 you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (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 whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (1/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Stunning Fist (3/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) 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 conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.