About Pellius PavokruptPellius "Saringallows" Pavokrupt
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Present AC 21; Base AC 18 (+2 Dex +4 Cha +1 Bracers +1 Ring)
Resist Acid 7, Electricity 7, and Sonic 7 HP: 70 (5d10+15) [+5 HP favored class bonus] Fort +7 (4 base +3 con)
+1 to any save or +3 if using any investiture points as a swift action
Ignores the first 20 points of Bleed effects for 24 hours. --------------------
Speed 40 ft. Melee
Ranged
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Str 16 (+3), 15 Base + 1 4th Level bonus
BAB +5
Feats
Traits
Drawback
Skill (4+Int): 15 skill pts + 10 background skill pts, Ganzi have a +2 racial bonus on Sense Motive and Survival checks. Class Skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str). Class Skill Ranks: 3 ranks Know:Planes=+2, 3 ranks Heal=+5, 3 ranks Acrobatics=+8, 1 rank Climb=+7, 1 rank Esc Art=+6, 1 rank Percep=+5, 1 rank SMotiv=+7, 1 rank Stealth=+6, 1 rank Swim=+7, 0 rank Survival=+3 Background Class Skills: Craft (Int), Knowledge (history) (Int), Perform (Cha), and Profession (Wis) Background Class Skill Ranks: 5 ranks HndAnimal=+9, 1 rank Appraise=+0, 1 rank Lore:Isger=+0, 1 rank SltofHand=+3, 1 rank Know:Hist=+3, 1 rank Perform:Dance=+7 Languages: Common Weapon and Armor Prof.: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. 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. --------------------
Type: Ganzi are outsiders with the native subtype. Size: Ganzi are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Ganzi have a base speed of 30 feet. Darkvision (60 feet): You can see in the dark (black and white only). Energy Resistance: You have the specified base energy resistance against Acid 5, Electricity 5, and Sonic 5 (all at 7 currently from Unscathed trait) Maelstrom Resistance: +2 racial bonus on saving throws against spells of the polymorph subschool. Racial Modifiers: +2 Constitution, +2 Charisma, –2 Intelligence. Quibble (DC 15 Will): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (15 DC = 10 + 1/2 the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect. Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks. Monk Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. 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 6th level, A scaled fist adds adds Dazzling Display and Dragon Ferocity. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. At 10th level, A scaled fist adds Disheartening Display, Dragon Roar and Shatter Defenses. Flurry of Blows (+8/+8 bonus attack): 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). Stunning Fist (5/day, DC 15 Fort: Stun/Fatgiue): 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 condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. Unarmed Strike (1d8): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. 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. Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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. Ki Pool (Su, 5/day) and Ki Strike (Magic): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom/cha modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Fast Movement (+10 ft. mvt.): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Style Strike (Ex) (1/round; Foot Stomp): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike. AC Bonus +1 (+4 total AC): When unarmored and unencumbered, the monk adds his Wisdom/cha bonus (if any) to his AC and 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. Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma. Investiture (Su, 5/day): An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected. A character with this feature and the ki pool class feature tracks investiture points and ki points separately. This ability replaces the bonus feat gained at 1st level. Draconic Fury (Su): The scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level. For the unchained monk, draconic fury is the elemental fury ki power, and is gained in place of the ki power normally gained at 4th level. Elemental Fury (Su, Electricity): A monk who selects this ki power must select one type of energy: electricity. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level (2 rounds). Draconic Mettle (Su): A scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. For the unchained monk, this ability is gained at 4th level. Vested Power (Ex or Sp): At 2nd level and every 4 monk levels thereafter, an invested regent can select a vested power for which he qualifies in place of selecting a monk bonus feat. The invested regent need not do so and can instead take the bonus feat, but once the decision to take a bonus feat or a vested power is made, he can’t change it. This replaces the bonus feat the invested regent gives up for the vested power. Vested powers are abilities that draw on an invested regent’s investiture pool. Vested powers are divided into two categories: feats and spells. All vested powers have a minimum level requirement to select them. An invested regent who hasn’t reached the required monk level cannot select that vested power. Activation: Most vested powers require the invested regent to spend investiture points; the exact amount is listed after the vested power. Vested powers that cost 0 investiture points don’t require the invested regent to have any investiture points in his investiture pool to use the ability. The saving throw against an invested regent’s vested power, if any, is equal to 10 + 1/2 the invested regent’s monk level + his Charisma bonus (15). Spells: These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action. 2nd-Level Vested Power: Divine favor (1 investiture point) Monk Weapon Skill (Combat): Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). Benefit(s): You gain a +1 trait bonus on damage rolls with this weapon. Warded Against Nature (Drawback): Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. Unscathed (Magic): You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points. Cloistered Upbringing (Regional): Growing up among acolytes or monks, you were exposed to their supernatural power. You gain a +1 trait bonus on saving throws against the supernatural effects of channeled energy or abilities powered by ki, and regain 1 additional hit point when healed by supernatural effects. --------------------
free Bracers of Armor +1 1lb
Remaining Coins: 36 gp, 4sp (to be used later or not...) Current Equipment Weight: 31.5 lbs. (Light) Carrying Capacity: 17 Str (86/173/260) --------------------
Hailing from the town of Saringallow in Isger, Pellius was among those unfortunate enough to spend much of their formative years under the "care" of the local members of the “devil nuns” at one of the many Asmodean orphanages/monasteries that dot the Isgeri countryside. While Pellius does have an actual surname... for the majority of his upbringing, he had been given the substitute surname of "Saringallows", after the village he was discovered at, by those very same "devil nuns". It had been something of an adjustment for Pellius since the Hellknights started referring to his actual surname- something he still has to get used to. Now it just so happened that many of Pellius' early overseers weren't quite sure what to make of the Ganzi orphan (being that ganzis are relatively unknown in the Inner Sea region). Even so, he was the only one among his age of peers who was obviously a native outsider heritage with his prominent scaled patches on his hairless smooth skin (even into his adult age), his glowing green eyes with naught even an eyeball to be seen within, and his iridescent silver hair that had this oily, rainbowish reflection/refraction; in the areas where normal pubic hair should be, dusky grey miniature feathers grew. Trouble was, no one then was really sure if he was of either Aasimar or Tiefling stock, although some suspected him of having some Elemental blood in him; perhaps even Geniekin ancestry or was partly Draconic in nature- something neither of his deceased birth parents were or had anything of, as far as it was known. Due to his unnatural nature, normal animals will not normally approach him and he really had to work real hard to be able to get them to even venture near him with the suitable amount of prompting. Still, Pellius underwent much in the way of harsh monastic training, as did his peers, but he was set apart from and isolated from them due to his abnormal appearance. Much of his Ganzi inclinations and temperament was subdued and warped by his past training as well. When he came of age, Pellius was pushed towards joining the Hellknights by those "devil nuns" who urged him upon to that path- so he would become the Hellknights' problem instead of theirs; and even he were to fail in his armiger training, that was of little worry to them- after all orphans are in plentiful supply at Isger. The Order of the Gate were the ones who ultimately took Pellius in for armiger training; that he was trained as a monk who would join up with an order of Hellknights that were notoriously known for their extensive use of their distinctive armor was of very little concern to the Order. Consequently, he was very much something of a curiosity within the order, being the only identified Ganzi by those in the know and it was always the possibility that the researchers of the Order of the Gate wouldn't mind having an opportunity to study him further. Since being raised in a harsh controlling environment is nothing new to Pellius (that isn't to say that he didn't get along with a few of his more open-minded instructors, past or present, however!) and the Hellknights are really all that he has left now at present, which is why he still remained as an armiger in the order instead of going off on his own. --------------------
Takes both Bloodchill pill and Potion of Mage Armor beforehand for a final Init +0, Blood Defense of 20 points, and AC 21/Flatfooted AC 19 due to long duration. --------------------
Survived his Hellknight Test at 32 HP, 4 out of 20 Bleed suppressed, 0 Ki, 4 Investiture points, and had been sickened for a bit, 6th Level TBA. |