Sea-Sworn

Obadi's page

1 post. Alias of Freddy Honeycutt.


Full Name

Obadi

Race

Githzerai, half Rakshasa

Classes/Levels

Monk of the four winds 2 / Fighter 1

Gender

Male

Size

Medium

Age

24

Alignment

LG

Location

Ever-Changing Chaos of Limbo

Languages

Githzerai, common

Strength 16
Dexterity 26
Constitution 14
Intelligence 16
Wisdom 20
Charisma 10

About Obadi

The creature before you appears as a goblin green skin, and yellow eyes, clothed in only a loincloth and carrying a sash of equipment, the creature has sandles upon it's feet. The loincloth is covering the business end of both sides and is held by another strip of cloth.

The lanky creature looks at you intelligently....

Githzerai

Spoiler:

This creature is a thin and tall humanoid with sharp features, a somber face, and yellow eyes. Githzerai are a hard-hearted, humanlike people who dwell on the plane of Limbo, secure in the protection of their hidden monasteries. Githzerai average more than 6 feet tall and weigh about 160 pounds. Some have gray eyes instead of yellow. All of them dress in drab, unadorned clothing. As a rule, githzerai are close-mouthed, keep their own counsel, and trust few outside their own kind. They speak their own language (similar enough to the tongue of the githyanki that either could understand the other if they chose to speak instead of fight), but many also speak Common. The statistics block describes a 1st-level warrior. Many githzerai are monks; however, sorcerers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery.

Githzerai, 1st-Level Warrior
Size/Type Medium Humanoid (Extraplanar)
Hit Dice 1d8+1 (5 hp)
Initiative +3
Speed 30 ft. (6 squares)
Armor Class 17 (+3 Dex, +4 inertial armor), touch 13, flat-footed 14
Base Attack/Grapple +1/+2
Attack Masterwork short sword +5 melee (1d6+1/19–20) or
composite longbow (+1 Str bonus) +4 ranged (1d8+1/×3)
Full Attack Masterwork short sword +5 melee (1d6+1/19–20)
or composite longbow (+1 Str bonus) +4 ranged (1d8+1/×3)
Space/Reach 5 ft./5 ft.
Special Attacks: -
Special Qualities Darkvision 60 ft., psionics, inertial armor, spell
resistance 6
Saves Fort +3, Ref +3, Will +0
Abilities Str 13, Dex 17, Con 12, Int 8, Wis 11, Cha 8
Skills Concentration +1, Spot +2
Feats Weapon Finesse
Environment Ever-Changing Chaos of Limbo
Organization Fellowship (3–12 3rd-level students), sect (12–24
3rd-level students, plus 2 7th-level teachers and 1 9th-level
mentor), or order (30–100 3rd-level students, plus 1 7th-level
teacher per 10 adults, 5 9th-level mentors, 2 13th-level masters,
and 1 16th-level sensei)
Challenge Rating 1
Treasure Standard
Alignment Any neutral
Advancement By character class
Level Adjustment +2

COMBAT
Able to fight without weapons and armor, githzerai monks yearn to bring the “good fight” to their enemies, the githyanki and the mind flayers. In melee, githzerai sorcerers often use their powers to enhance the monks, warriors, and rogues.

Psionics (Sp):
At will daze
3/day—feather fall, shatter. A githzerai of 11th level or higher can use plane shift once per day. Effective caster level equals the githzerai’s class levels. The save DCs are Charisma-based.

Inertial Armor (Sp):
Githzerai can use psychic force to block an enemy’s blows. This ability gives them a +4 armor bonus to AC as long as they remain conscious. This is the equivalent of a 1st level spell.

Spell Resistance (Ex):
A githzerai has spell resistance equal to its class levels + 5.

Challenge Rating:
Githzerai with levels in NPC classes have a CR equal to their character level. Githzerai with levels in PC classes have a CR equal to their character level +1.

GITHZERAI SOCIETY
The githzerai forerunners united under the command of the rebel Gith and threw down the plane-spanning empire of the mind flayers. Once free, the former slaves split ideologically and eventually racially, becoming the githzerai and their foes, the githyanki. The githzerai’s history of imprisonment was the foundation of their monastic lifestyle, in which all githzerai learn from childhood how to eradicate potential oppressors and enemies (anyone not a githzerai). Githzerai live within self-contained, fortresslike monasteries hidden deep in the swirling chaos of Limbo. While disorder rules outside, stability holds sway inside. Each monastery is ultimately under the control of a sensei, a monk of at least 16th level, and follows a strict schedule of chants, meals, martial arts training, and devotions, according to a particular sensei’s philosophy. A monastery contains noncombatants (mostly children) equal to 15% of the fighting population. Githzerai males and females may be found in almost any role or class.

Rrakkma: As a special devotion, githzerai sometimes organize mind flayer hunting parties called rrakkma. A rrakkma consists of 4–5 githzerai of 8th level and 1–2 of 11th level, mainly monks, but also containing at least one sorcerer and possibly a rogue. A rrakkma does not return to its home monastery before slaying at least as many illithids as its membership.

GITHZERAI AS CHARACTERS
Githzerai characters possess the following racial traits.

— +6 Dexterity, –2 Intelligence, +2 Wisdom.

—Medium size.

—A githzerai’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Feats: A githzerai gains feats according to its character class.

—Special Qualities (see above): Psionics, inertial armor, spell resistance equal to class levels + 5.

—Automatic Languages: Githzerai. Bonus Languages: Common, Slaad, Undercommon.

—Favored Class: Monk.

Half-Rakshasa

Spoiler:

by Wade Norton, Dragon #313

Infamous for their greed and avarice, rakshasas often seek their victories by altering their forms and seducing powerful leaders or popular heroes. During the course of the seduction, a rakshasa often attempts to bend or break such a figure's ethical foundations with insidious pillow talk and hidden manipulations. If it suits the rakshasa's plans, a scandalous pregnancy might result. The rakshasa rarely has interest in any offspring resulting from such a tryst, and the child is left in the hands of the now disgraced humanoid.

Half-rakshasa offspring are almost always reviled, both for the scandal associated with their births and for their inherent tendency toward evil and trickery. Half-rakshasas inherit the rakshasa love of an opulent lifestyle and surround themselves as best they can with fineries. They prefer to clothe themselves in the sheerest of silks and don the brightest gems.

A half-rakshasa tends toward evil, but since its non-rakshasa parent often raises it, virtues and morals can be instilled while the child is still young and its mind is malleable. Should the rakshasa parent see a future use for its half-blood offspring, rest assured it will try to corrupt the child.

Creating a Half-Rakshasa
"Half-rakshasa" is an inherited template that can be added to any humanoid creature (referred to hereafter as the "base creature") of Small to Large size.

A half-rakshasa uses all the base creature's statistics and special abilities except as noted here.

Speed: The base creature's land speed increases by 10 feet.

Armor Class: The base creature's natural armor bonus improves by +4.

Attacks: If the base creature lacked claw attacks, it gains two claw attacks. When not using weapons, the half-rakshasa may attack with both claws at its highest attack value and gaining its full Strength bonus to damage with each claw. When using a weapon, a half-rakshasa often uses a claw attack as a secondary natural attack.

Damage: The half-rakshasa's claw attack deals damage according to its size as shown below.

Size Claw Damage
Small 1d3
Medium 1d4
Large 1d6

Special Attacks: A half-rakshasa has all the special attacks of the base creature and gains the following special attacks.

Spell-Like Abilities: At will - empathy; 3/day - disguise self. Caster level equal to racial HD or 1st-level caster if the base creature lacks racial HD. Save DC equal to 10 + spell level + Charisma modifier.

Special Qualities: A half-rakshasa has all the special qualities of the base creature and gains the following special quality.

Damage reduction (Su): A haif-rakshasa has damage reduction 5/magic or piercing.

Abilities: Change from the base creature as follows: Dex +2, Con +2, Cha +2.

Empathy
Divination [Mind-Affecting]
You can detect the emotions of a single creature.
Bard 1
Sorcerer 1
Wizard 1
Dragon #313

Monk of the Four Winds

Spoiler:

The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su)
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. 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.

Slow Time (Su)
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

This ability replaces abundant step.

Aspect Master (Su)
At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect’s alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect.

This ability replaces timeless body.

Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp.

Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin.

Aspect of the Monkey: The monk’s face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey.

Aspect of the Oni: The monk’s skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni.

Aspect of the Owl: The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl.

Aspect of the Tiger: Dark stripes appear on the monk’s skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger.

Immortality (Su)
At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once.

This ability replaces perfect self.

Initiative
[dice] 1d20+8 [/dice]
(+8 dex,)

Perception
[dice] 1d20+9 [/dice]

Speed 40

Offense

Spoiler:

Unarmed strike
[dice]1d20+10 [/dice]
Damage [dice] 1d6+3 [/dice]
Elemental Strike acid, cold, electricity, or fire
Elemental damage [dice] 1d6 [/dice]

Flurry of blows
[dice] 1d20+10 [/dice]
[dice] 1d20+10 [/dice]
Damage [dice] 1d6+3 [/dice]
Damage [dice] 1d6+3 [/dice]

Scorpion whip
[dice] 1d20+10 [/dice]
Damage [dice] 1d4+3 [/dice]
disarm, reach, trip

Rapier
[dice] 1d20+10 [/dice]
Damage [dice] 1d6+3[/dice]

Shuriken
Attack
[dice] 1d20+10 [/dice]
[dice] 1d20+10 [/dice]

Damage
[dice] 1d2+3 [/dice]
[dice] 1d2+3 [/dice]

Defense

Spoiler:

Hit points 35

Armor Class 27
Natural armor +4
Inertial Armor +4
Dex +8
Dodge feat

Damage reduction (Su): 5/magic or piercing

Fort 7
Reflex 11
Will 8

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.

SR 8

Skills

Spoiler:

*Acrobatics 13 (+1 rank, +8 dex, +1 trait, +3 class)
Appraise ()
Bluff ()
*Climb 7 (+1 rank, +3 Str, +3 class)
*Craft () ()
Diplomacy
Disable Device ()
Disguise
*Escape Artist ()
Fly
*Handle Animal 9 (+1 rank, +5 wis, +3 class)
Heal
*Intimidate
Knowledge (Arcana) ()
*Knowledge (Dungeoneering) 7 (+1 rank, +3 int, +3 class
*Knowledge (Engineering) ()
Knowledge (Geography) ()
*Knowledge (History) ()
Knowledge (Local) ()
Knowledge (Nature) 4 (+1 rank, +3 int)
Knowledge (Nobility) ()
Knowledge (Planes) 4 (+1 rank, +3 int)
*Knowledge (Religion) ()
Linguistics
*Perception 11 (+3 rank, +5 wis, +3 class)
*Perform
*Profession
*Ride
*Sense Motive
Sleight of Hand ()
Spellcraft 4 (+1 rank, +3 int)
*Stealth 14 (+3 rank, +8 dex, +3 class)
*Survival 10 (+1 rank, +5 wis, +3 class, +1 trait)
*Swim 7 (+1 rank, +3 Str, +3 class)
Use Magic Device

Feats [bonus]

Spoiler:

Elemental Fist (Combat)
You empower your strike with elemental energy.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
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.

Improved Unarmed Strike (Combat)
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.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Feat selected

Spoiler:

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Dodge (Combat)
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.

Traits

Spoiler:

Poverty-Stricken
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild.
Benefit: You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Equipment

Spoiler:

Adventurers sash
Scorpion whip
rapier
weapon cord (2)
Whetstone

shuriken:
100
10 weapon blanch, silver
10 weapon blanch, cold iron
10 weapon blanch, adamantine
rations 4 days