Kellid

Matoska Tayaya's page

69 posts. Alias of Gramork.


Race

Archon-Blooded Aasimar

Classes/Levels

Barbarian/Unchained Monk/1, HP:3/14 l AC: 16 T: 16 FF: 13 l Fort: +4, Ref: +5, Will: +3 l CMB: +4, CMD: 16 l Dark Vision 60, Perception +7, Survival +3 | initiative +4

Gender

Male

Size

Medium

Age

90

Alignment

Neutral Good

Languages

Common, Goblin.

Strength 16
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 16
Charisma 10

About Matoska Tayaya

Male Aasmiar Barbarian/1 Unchained Monk/1
NG Medium Outsider (Native)
Init +4; Senses: Dark Vision 60, Perception +7, Survival +3
Age 90 Height 6ft 0in Weight 190 lbs
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DEFENSE
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AC 16, Touch 16, Flat-footed 13 (+0 Armour, +2 Dex, +0 Shield, Natural Armour +0, Misc +3, Dodge +1)
Hp 14 (1d12+2)
Fort +4, Ref +5, Will +3
Resistances: Cold 5, Electricity 5, Acid 5.
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OFFENSE
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Speed
Land 40,

Melee
..Unarmed Strike: +4 (1d6+3) x2.
..Raging Unarmed Strike +6 (1d6+5) x2.
..Flurry of Blows +4/+4 (1d6+3) x2.
..Raging Flurry of Blows +6/+6 (1d6+5) x2.

Ranged
..Short Bow +3 (1d6) x3.

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STATISTICS
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Str 16, Dex 14, Con 15 Int 12, Wis 16, Cha 10
Base Atk +1; CMB 4; CMD 16

Traits
..Enlightened Warrior (Race):You may take levels in monk even while maintaining a neutral or neutral good alignment.

..Outlander: Exile (Campaign): +2 to Initiative Checks.

..Mentored (Social):A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another’s skill check with any skill. (Profession:Smith)

..Greenskin Stalker (Region):You’re a member of the Greenskin Stalkers. Due to your affiliation with this brotherhood of goblin slayers, you’ve learned to think and act like a goblin, as disturbing as that sounds. You receive a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against or concerning goblinoids. You can also attempt Knowledge checks concerning goblinoids untrained.

Drawback
..Burned: You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative

Feats
..Monk Bonus Feats:
..Dodge
..Unarmed Combatant
..Feats from Level:
..Totem Spirit (Sun):You gain a +1 bonus on Reflex saves and a +2 bonus on Acrobatics checks.

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Skills (4+1+1/level +2BG/level)
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Class skills*=ranked skills
..*Acrobatics +8 (Ability +2, Rank 1, Class +3, misc +2)
..Climb +3 (Ability +3, Rank , Class +)
..Escape Artist +3 (Ability +2)
..*Intimidate +6 (Ability 0, Rank +1, Class +3, Race +2)
..*Knowledge Nature +5 (Ability +1, Rank +1, Class +3)
..Knowledge Religion +1 (Ability +1 Ranked +, Class +) (Untrained)
..*Perception +7 (Ability +3, Rank +1, Class +3)
..Perform 0
..Ride +3 (Ability +2)
..*Sense Motive +9 (Ability +3, Ranked +1, Class +3,Race +2)
..*Stealth +6 (Ability +2, Rank +1, Class +3)
..Survival +3 (Ability +3)
..Swim +3 (Ability +3,Rank +, Class +)
Background Skills
..*Craft Weapon Smithing +5 (Ability 1, Ranked +1, Class +3)
..Handle Animal
..Knowledge History +1( Ability +1, Ranked +, Class +) (Untrained)
..*Profession (Smith) +8 (Ability +3, Rank +1, Class +3, Trait +1)

Non-Standard Skill Bonuses
..Skilled: Archon-Blooded gain +2 to sense motive and intimidate checks.
Languages: Common, Goblin.
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GEAR/POSSESSIONS
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Combat Gear: Short Bow (2 lb), 40 Arrows (6 lbs), Axe Knuckle (2 lbs)
Worn Gear: Adventurer's Gear (8 lbs), Backpack (2 lbs), Belt Pouch (1/2 lb), waterskin (4 lb)
Backpack: Soap (1/2 lb 50 uses), 5 days of Trail Rations (5),Artisan's Tools (5 lb), 3 Sunrods (3 lb), Blanket (3 lb), Bed roll (5 lbs), Manacles /w simple lock (3 lbs) a small pouch (1 lb).
Carrying Capacity
Light 76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 50 lb.
Load w/o Backpack:22.5
Gp:40 Sp:8 Cp:9
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SPECIAL ABILITIES:

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Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Aasimar have a +2 intimidate and sense motives.

Spell-Like Ability: Lawbringers gain continual flame as a spell-like ability.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

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:

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

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.

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 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.

Fast Movement (Ex):

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (Ex):

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Background:

Matoska Tayaya was born near a century ago in the middle of the Cinderlands. His parents were both humans, members of the Sun Clan of the Shoanti people. His birth took place in the middle of the day at the exact moment the sun was at its highest. Thus, he was marked as a chosen of the clan and was said to be tied to the sun itself, which his clan revered.
His clan was a nomadic one, following game and hunting it while building non-permanent structures to live in. Smithing was very important to the clan and as one of its chosen he had a blacksmith’s hammer placed in his hand at a young age.

As he became older, Matoska was trained in the art of battle. He demonstrated fair skill with hammer and axe and sword but had spent his whole life wrestling with his peers as they treated him differently for being an Aasimar. Thus, he was very skilled at hand to hand combat and it was his preferred fighting style.

When Matoska was approaching manhood, his clan was near the banks of the Yondabakari river when they were ambushed by a clan of savage orcs. The battle was fierce and things were going well for the Shoanti. Matoska was fighting near the river when he noticed his niece had an orc creeping up behind her. He jumped to her side to save her but in doing so opened himself up to a pair of archers. With two arrows in his side he fell into the Yondabakari and was swept away by the current. Too weak to fight the current Matoska had no choice but to allow the river to drag him away. When he next awoke, he found himself on the bank of the river, at the base of the Storval Rise. To this day he is not sure how he made it down the cliff safely. Perhaps the gods were looking out for him. Others have suggested that an underground tunnel may exist under the river, which he fell into and took him through the stone.

He dragged himself out of the river and counted his blessings. He had survived an incredible journey and had only some broken fingers and an infected arrow wound to show for it. His good fortune would not last however and he was found by a tribe of goblins living near to the river, close to the Ashwoods. He was subdued and dragged back to their camp. The tribe’s shaman somehow recognized his tribal tattooing and learned he was of the sun clan. This made the goblins very interested for they love fire more than most races.

He then spent the next few months, enduring torture and forced labor. He would smith weapons for the goblins by day and have most nights would be burnt with hot pokers and flaming branches for amusement. One day he could no longer endure it however and managed to draw hidden reserves of strength. In his rage, he snapped the chains holding him in bondage and went on a rampage, he killed many of the goblins and fled into the woods in a feral state, his mind all but broken from pain. In lived this way for several weeks until he had a chance encounter with a small group of travelling monks. They were part of an order known as the Focused Might, men trained in the ways of unarmed combat who developed a technique for channeling all their negative feelings into controlled bursts of power. Not able to recognize people as anything but foes he attacked them but was quickly overwhelmed. They took him into their care and through beatings and gentle healing were successfully able to calm him and bring him back to his senses.

Matoska stayed with them for a time to heal and one of the monks felt he would be perfect for their training and took him on as an apprentice. He excelled at his training and spent twelve years learning all that he could. When he was a full-fledged member of the order he left to see the world, and learn his place. He spent several years travelling Varisia, earning his keep as a smith, a bodyguard and even as a miner. While working in a small band of mercenaries he became a junior member of the Greenskin stalkers, an order dedicated to the death of all goblinoids. He did not accept their offer to come with the band as he felt they were too bloodthirsty and far too quick to attack a goblin. To his thinking even Goblins were deserving of a chance to surrender.

Years later, he found himself working as miner collecting ore in the Fenwall mountains. He had heard rumors of a festival going on in Sandpoint and thought it might be a good place to sell his wares and look for the next opportunity at the same time. He was unsure what he would do after the festival as he could not return to the Cinderlands, he was no longer welcome after his association with non-Shonati he had learned when he went back to his how his family was doing. His Great-nephew was clan chief and they got into a vicious argument over his ties. He left in shame and was told never to return. He arrived in Sandpoint several days before the festival and sold his wares. He found some work helping an older man out at his forge and was even given a cot to sleep in, located in the forge. The morning of the festival he greeted the morning eager to enjoy the festivities.

Appearance and Personality:

Matoska is an Aasimar, born to Shonati parents, both human. His angelic blood is relatively weak however and physically he more strongly resembles a human. He is very tall for an Aasimar, standing six feet tall and weighing just under two-hundred pounds. His skim is naturally dark and is very tanned from all his time out in the sun. His hair is long and brown and hangs free behind his back reaching the bottom of his shoulder blades. He has a mustache and a beard covers his chin and lower parts of his cheeks, both a reddish-orange. Only his eyes are unusual and are an unnaturally deep shade of blue. His face is adorned with many tattoos, a series of twisting lines colored in reds and oranges run down the sides of his face and diagonally above each eye, away from the fore head he has a sun tattoo. His arms and legs are covered in tiny burn scars from his taste of Goblin hospitality.

Matoska wears an outfit made of silk. He wears loose shirt and pants held up and adorned with many sashes. The shirt is sleeveless and on his feet, he wears rugged leather boots. His outfit is black with red and orange highlights. In one ear, he wears a single silver earring and wears leather bracers around his wrists.

Matoska is a man who likes best to travel and help others. He has a strong vein of discipline instilled in him from his time with the focused might but tries not to take himself too seriously. He is slow to make friends though he wants them, as his upbringing was very xenophobic and he knows that he will outlive most people he encounters barring acts of God and men with axes. He loves to laugh and drink above all else and he loves a good, honest fight. He has a strong streak of justice in him, likely because of his archon blood but does not hold up the Law as an immutable force. He believes goodly folk should strive to help one another and that the evil and wicked must to be brought down. However, they must always be given a chance to surrender or redeem themselves. Unlike many Shoanti he does not hate Varisians or Korvosans unconditionally as he has spent years living among them and sees they are a hardy, hard-working people. A part of him can’t help but look down on non-Shoanti as weaker though he tries hard to fight this. Above all he hates Orcs and Goblins above all else due to his encounters with them over the years. He is usually honest and tries to always keep his word. He views rape and torture as the highest sins.

Motivations:

Matoska is a man who longs to experience adventure, as he is rarely satisfied staying in one place for very long. He wants to experience the world and help those whom he can. He wants to earn coin while doing so if possible and would like to retire one day and help to spread the teaching of the Focused Might. He thinks the best means of doing so is to create a permanent school for its teachings, with him at its head. He also wants to find the means of flawlessly combining his monk and barbarian abilities as his current mix is not perfect.