Sorshen

Remy Tomovici.'s page

29 posts. Alias of Brainiac.


Gender

Female reflection human monk 12 | HP 76/176 | AC 31| Fort +22 Ref +21 Will +19 | Perc +16 | Focus Points 2/2 | Hero Point: 1/3

About Remy Tomovici.

Backstory:
Remy Tomovici grew up in the town of Sandpoint. When he was just a boy, goblins attacked the town during the annual Swallowtail Festival. He watched in awe as a band of brave adventurers fought them off--the very same adventurers who would one day become the Sihedron Heroes! He knew that one day he would follow in their footsteps.

At fifteen, Remy left Sandpoint and journeyed to Kaer Maga, where he joined a monastery devoted to the teachings of ancient warrior-monks trained by dragons in the distant past. He honed his body and learned to eschew passive introspection in favor of unshakable confidence. Once he turned eighteen, he joined up with a group of like-minded explorers and set out to plumb the depths of the ancient dungeons of Varisia.

Unfortunately, his first real adventure ended in disaster. His party came across the statue of a beautiful woman holding a double-bladed polearm. While searching it, he foolishly triggered a trap! Black lightning crackled through the chamber, striking his companions. Remy tried to dodge out of the way of the other bolts, but there were too many. His world exploded into pain as the magical feedback wracked his body, and then--

Darkness.

He felt like his soul was floating free of his body, drifting through an endless silver void...

*BA-DUM!*

His heart beat, the sound thundering in his ears. His eyes fluttered open and he took a ragged breath. It felt like he'd been suffocating for an eternity, and the rush of air in his lungs burned with intense relief. He lay there, gasping, for several moments, the world slowly swimming into focus.

The first thing Remy saw was his own corpse. His dead body lay staring at the ceiling, eyes open in terror. His body was twisted and blackened, wisps of smoke rising from charred flesh. His companions were quite dead as well.

As he looked down, a few raven-black tresses obscured his sight. Everything felt off. He couldn't help but notice the large swell of the breasts now hanging from his chest. Where once he was lean, muscular, and masculine, now he was soft, voluptuous and undoubtedly feminine. He had become a woman--and not just any woman, but the same one that the statue depicted!

Too ashamed to return to Kaer Maga, Remy traveled west, eventually reaching Magnimar. There she decided to stay a while to meditate and research the fate that had befallen her. She learned that she had been reborn in the body of none other than the Runelord of Lust, Sorshen. She began having strange dreams, urging her to indulge in the pleasures of the flesh that she denied herself as a monk. The more time she spendt in Sorshen's body, the harder it became to resist those urges.

A few years later, the landscape of Varisia was changed when the real Sorshen returned and founded the nation of New Thassilon. Remy undertook to the fledgling nation to meet with her progenitor and seek answers about how to adapt to her new body. A bemused Sorshen welcomed Remy with open arms, and though the runelord had abandoned much of her old hedonistic ways, she still taught Remy how to be a free spirit. Instead of seeing her body as a curse, Remy learned to embrace it as a blessing, a chance to start over and reinvent herself in any way she chose. And once Remy finally caved to her body's desires and allowed herself to seek pleasure, she took the final step towards reaching peace with her new existence.

Confident, powerful, and undeniably beautiful, Remy now travels Varisia, fighting the good fight!

REACTIONS
Dodge Away
Amulet's Abeyance
Mistaken Identity 1/minute
Empty Vessel 1/day

Female clone-risen reflection human monk 12
CG Medium Humanoid (Human, Reflection)

Senses: Perception +16 (+16 proficiency)

DEFENSE
AC 31 (+16 proficiency, +4 Dex, +1 item)
HP 176

Fort +22 (+18 proficiency. +3 Con, +1 item); successes are crits
Ref +21 (+16 proficiency, +4 Dex, +1 item)
Will +19 (+18 proficiency, +1 item); successes are crits

OFFENSE

Melee dragon tail +23 (3d10+7; backswing, nonlethal, unarmed)
Ranged +20

Class DC 31

Focus Points: 2

Focus Spells:
Wholeness of Body:
Uncommon, Healing, Monk, Necromancy, Positive
Cast Single Action verbal
You heal yourself in one of the following ways, chosen by you when you cast the spell.
You regain 32* Hit Points.
You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.

Wind Jump:
Uncommon, Air, Monk, Transmutation
Cast Single Action Verbal
Duration 1 minute
You gain a fly Speed equal to your Speed. At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.

Spd 45 ft

STATISTICS
Str 20 (+5)
Dex 19 (+4)
Con 16 (+3)
Int 10 (+0)
Wis 10 (+0)
Cha 16 (+3)

CLASS FEATURES

Flurry of Blows (One Action)
Flourish, Monk
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Powerful Fists: You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.

Incredible Movement: You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd. (+20 ft)

Path to Perfection: You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.

Metal Strikes: You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.

Second Path to Perfection: You’ve learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.

HERITAGE

Reflection: You were created as a duplicate of another creature, intentionally or accidentally, though you might not know of your origins. Other than a minor mark or two, you look just like your progenitor. You gain the reflection trait, in addition to the traits from your ancestry. You don't need to attempt Deception checks to Impersonate your progenitor unless you're interacting with people who know them personally or you do something known to be out of character for them. The GM might require you to roll a Deception check in other circumstances, such as if you're mirror-risen and interacting with someone who has seen an accurate likeness of your progenitor and might notice a distinguishing feature on the reverse side. You can choose from reflection feats and feats from your ancestry whenever you gain an ancestry feat.

BACKGROUND

Martial Disciple: You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.

FEATS

Ancestry Feats:

1st: Clone-Risen: You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction.

Empty Vessel (concentrate) Frequency once per day; Trigger You would take mental damage or be affected by a mental effect; Effect You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, persistent mental damage, or other repeated effects.

5th: Mistaken Identity (Reaction)
Concentrate, Fortune, Mental, Reflection
Frequency once per minute
Trigger You're about to attempt a saving throw against a mental effect.

You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're frightened 1.

9th: Multitalented: You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.

Class Feats:

1st: Dragon Stance (One Action)
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.

While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.

2nd: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.

4th: Wholeness of Body: You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1.

6th: Dragon Roar (One Action)
Auditory, Emotion, Fear, Mental, Monk
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.

You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.

8th: Wall Run: You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.

10th: Wind Jump: You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.

12th: Stance Savant (Free):
Trigger You roll initiative.
You enter a stance without a thought. Use an action that has the stance trait.

Archetype Feats:

2nd: Acrobat Dedication: You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.

4th: Contortionist: You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is flat-footed against the next attack you make against it before the end of your next turn.

6th: Dodge Away (Reaction)
Trigger You are the target of a melee attack.
Requirements You're aware of the attack and aren't flat-footed.

You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.

8th: Tumbling Strike (One Action):
Archetype, Flourish, Move
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.

Critical Success You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is flat-footed against that Strike.
Success As critical success, but the enemy isn't flat-footed against the Strike.
Failure You remain in your original space but can still Strike.
Critical Failure No effect.

9th (Mutlitalented): Thaumaturge Dedication: You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action.

Glimpse Vulnerability (One Action) (esoterica, manipulate); Frequency once per round; Requirement You are holding your implement; Effect You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon Strikes.

10th: Implement Initiate: You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.

12th: Tumbling Opportunist

Skill Feats:

Background: Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

2nd Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Archetype: Quick Squeeze: You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.

4th: Intimidating Prowess: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

6th: Quiet Allies: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

8th: Battle Cry: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

10th: Kip Up (Free): You stand up. This movement doesn’t trigger reactions.

12th: Water Sprint

General Feats:

3rd: Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

7th: Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

11th: Numb to Death
Frequency once per day
Prerequisites Diehard; you have died at least once
Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.

SKILLS
Acrobatics (M) +22
Athletics (M) +23
Deception +17
Intimidation (M) +23* (+25 Demoralize with Strength)
Occultism +14
Stealth (E) +20
Warfare Lore +14

LANGUAGES
Common

EQUIPMENT
+2 greater striking handwraps, +1 resilient robes, mask of the banshee