Thief

Masao's page

274 posts. Alias of JAF0.


Full Name

Masao

Race

M oni-spawn tiefling

Classes/Levels

monk (of the 4 winds)/2; inquisitor(preacher)/2

Gender

hp 20/20 AC 17, 17, 15, fort +4 refl +6, will +7, bab 1, melee 4, ranged 3, cmb 3 cmd 15, init +6, perc +10

Size

M 5'8" 165 lbs

Age

72

Alignment

LE

Deity

Asmodeus

Languages

Common, Infernal, Draconic

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 18
Charisma 9

About Masao

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
prehensile tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
fiendish resistance cold 5, elec 5, fire 5
120' darkvision, low light vision
spell resistance 10 +1/2 lvl= 11

villain points:

2

traits:

Kidnapper +1 to disarm and trip
Wisdom in the Flesh (religion) Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. - Acrobatics

monk class info:

Monk (Monk of the Four Winds)
class features:
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.

improved unarmed strike 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.
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 (see table)

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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.
At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

flurry of blows (Ex) (-0/-0)
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.

Evasion (Ex)

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.

inquisitor class info:

Inquisitor (Preacher)

fire domain
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgement 1x/day
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

feats:

Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
fiendish heritage (1st lvl feat]
Dodge (bonus feat)
fiend sight (bonus non-combat feat)

skills:

acrobatics 10, climb 4, escape artist 8, heal 5, intimidate 6, know arcane 4(8), knowl dungeoneering 4(8), know planes 4(8), know religion 4(8), perception 10, sense motive 8, stealth 8, survival 8, swim 4

spells:

lvl 0: Acid splash, bleed, brand, stabilize, create water
lvl 1: (3/day) interrogation, wrath, cure light wounds

equipment:

clothing
pack
rations (x7)
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
2 alchemist fires
potion CLW
attacks:
sling, 20 bullets +3 to hit, 1d4+3 dmg B x2 crit
kama +4 to hit, 1d6+3 dmg, S, x2 crit
single unarmed attack +4 to hit, 1d6+3 dmg, x2 crit
flurry of blows +4 to hit (2 attks), 1d6+3 dmg each, x2 crit

crunch:

hp 20/20 AC 17, 17, 15, fort +4 refl +6, will +7, bab 1, melee 4, ranged 3, cmb 3 cmd 15, init +4, perc +10

background:

Masao was born to Mael and Elsinder Brogan, and it was obvious to all who saw him that he was not fully human. Mael never forgave Elsinder for cheating on him, when it was not even really her fault, as the creature who came to her that night came in the guise of Mael himself. She had no idea what she was sleeping with. Mael abandoned Elsinder, taking their other three children with him, leaving her with only Masao to care for. But she was a broken woman, depressed and reduced to using drugs and alcohol to numb her psychic pain. She gave Masao only mediocre attention and care while he was growing up. And he grew and developed slowly, shunned by other children his own apparent age for his strange looks and behavior. He was sullen and angry as a child, and prone to petty acts of vandalism to take revenge on a world that seemed to have abandoned him. He stole frequently for food or the the pleasure of the deed itself. No one wanted him and he wanted no one. When he was 27, he still appeared to be a child of about 9 or 10, when Elsinder, his all but absent mother, began dying slowly of a wasting disease. Having been all but abandoned by her already, he exhibited no signs of sadness at her illness. When she finally passed, he didn't grieve for her. The neighbors called him a cursed child and shunned him. No one would take him in.

The local priest of Mitra sent Masao to live with the monks, hoping their influence might bring him around. Their training was strict, as they recognized his outsider nature and were determined to exorcise the evil out of him. Their treatment of him was harsh to say the least, including frequent beatings and extremes of training regimens. Instead of 'curing' him of evil, their treatment of him merely exacerbated his natural tendencies and he fell deeper and deeper into dark and disturbing thoughts and dreams.

One Master alone at the monastery treated him with kindness. Master Lorenz tried hard to undo the harm the other masters would do, by counseling Masao and advising him how to obfuscate his natural proclivities. Master Lorenz himself did not share in the service to Mitra like most in the monastery, but served a darker master. Slowly, over the years, he introduced Masao to the faith of Asmodeus and trained him in darker arts than the monastery openly taught. Travis began to flourish under Master Lorenz's tutelage and the other monks were pleased that Masao finally seemed to be coming around. In truth, he was simply learning how to obscure his true leanings.

For the last several years he spent in the monastery, Masao was finally content with his life. But nothing remains forever, and Master Lorenz died of old age while Travis was but 66, just coming into adulthood. He was devastated. He stayed on at the monastery another year, but felt the call to leave and seek out other worshipers of the faith outside the cloistered walls.

On his own, he traveled a bit, but as he expected, he was shunned by most of the outwardly righteous folk of the land. He lived in the shadows, traveled by night, and obscured his nature as much as he could. His hatred of the followers of Mitra went with him where he traveled, and he took his revenge on them when and where he could. Clerics traveling alone at night sometimes never returned to their temples when he was passing through town. They simply disappeared, never to be heard from again.

It took him very little time to be sought out by a dark cult dedicated to Asmodeus. His otherworldly looks brought him to their attention and he joined their ranks eagerly. This group, who called themselves The Black Hand, a small adjunct of a hidden temple to Asmodeus in the capital city, was determined to bring down the monarchy of Talingarde and re-establish open worship of their own god. Masao finally felt like he was welcomed into a family and not only joined the cult, but lived in the temple, rarely stepping foot outside during the daylight hours.

To further their aims of seeing the worship of Asmodeus once again practiced openly in Talingarde, The Black Hand devised a plan whereby they would corrupt Lord Visingir, the king's own physician. Their plan was that they would kidnap and hold his oldest child to ensure his cooperation. Once he could be coerced to action, he would poison the king and his daughter, leaving the country leaderless and in turmoil. This would give the hidden cults to Asmodeus throughout the country the chance to rise up and be recognized openly.

Masao wasn't sure about all the details of the plan nor the outcome, but he was eager to prove himself to his new 'family.' He volunteered for the mission to kidnap the child. Everything was planned and ready to be put into motion at an opportune moment. The moment came... the child was alone with his nanny and guards while his father was attending to the king.

Unknown to the three would-be kidnappers who had slipped unseen into the house, however, the Lady Visingir was a skilled wizard and had stayed home that evening. She came into the room, just as the trio finished disabling the guards. She sent off a series of magical force missiles that took down Masao's two companions, but seemed not to affect Masao at all. Snarling, he grabbed the child and leaped for the window. She set off another spell and Masao found himself rooted to the windowsill, the child held tightly in his arms.

The Lady called for more guards and Masao, the only survivor of the attack was taken prisoner. Once he could move again, he fought the guards, almost killing two of them, but the Lady cast yet another spell and he was rendered senseless and asleep. When he awoke, he was in chains and had further reason to hate the followers of Mitra and the Lords of Talingarde.

He was condemned to death for his part in the failed kidnapping. Angry at his fate, he awaits his doom in a state of cold rage, constantly seeking a chance to escape, and hoping the Hand has a rescue plan for him.