Whispershade

Solian Rook's page

53 posts. Alias of Tharasiph.


Full Name

Solian Rook

Race

Earth Genasi Monk (MoMs) 2 War priest 3 HP:38/38|AC:17|T:16|FF:11|CMB:+7|CMD:21|Fort:+8|Ref:+8|Will:+10|Init:+3|Per c:+7|

Classes/Levels

Stunning Fist 2:2 Blessings 4:4 Fervor 5:5

Size

6'1" M

Age

24

Alignment

LG

Deity

Lathander

Languages

Common, Terran, Celestial

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Solian Rook

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https://www.deviantart.com/kaelngu/art/War-Priest-543380323

Earth Genasi Monk (Master of many styles) 2 War Priest (Sacred Fist ) of Lathander 3
LG Medium humanoid
Init +3; Senses Low-Light Vision; Perception +9
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Statistics
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Str 18, Dex 16, Con 12, Int 10, Wis 16, Cha 8
BAB +3; CMB +7; CMD 23

AC 16, touch 16, flat-footed 10 (+3 Wis, +3 Dex)
hp 38(5d8+10)
Fort +7, Ref +7, Will +9
Favoured Class +5 Hit Points

Speed 30 ft.
Melee
Unarmed Strike +8 (1d8+6/8)(B) (+2 Acid)

Flurry of Blows Unarmed Strike +7/+7 (1d8+6/8)(B) (+2 Acid)

Magic:

Spells
Warpriest Spells Known (CL 3rd; concentration (CL+Wis=+6):

1st (4:4)- Divine Favour *2, Shield of Faith, Obscuring Mist
0 (at will)- Guidance, Stabilise, Detect Magic, Spark

Feats/Traits/Skills:

Feats: 7
Elemental Strike (Acid) +1 Acid damage/5 lvls.
Improved Unarmed Strike
Weapon Focus Unarmed Strike

Pummelling Style(Bonus) Total dmg b4 apply DR
Dragon Style - 1st = 1.5 Str (Bonus)
Dragon Ferocity - 1st = 2xStr, Others = 1.5XStr.

Traits
Divine Favour +1 Luck bonuses
Dangerously Curious UMD +1 and Class

[spoiler=Magic]
Blessings: Good, Sun

Skills: 14

*Climb (Str) +8 (1R)
*Swim (Str) +8 (1R)

*Acrobatics (Dex) +11 (5R)
*Escape Artist (Dex) +7 (1R)
*Ride (Dex)
*Stealth (Dex)

*Knowledge (Religion) (Int)
*Spellcraft (Int)

*Perception (Wis) +7 (1R)
*Sense Motive (Wis)
*Survival (Wis)
*Heal (Wis)

*Diplomacy (Cha) +3 (1R)
*Intimdate (Cha) +3 (1R)

*Perform: Dance(Cha) +3 (1R)
*Use Magic Device(Cha) +5 (2R+1 trait)

Background Skills: 10
*Handle Animal (Cha) +3 (1R)

*Profession: Sailor(Wis) +9 (3R)

*Knowledge (Engineering) (Int) +4 (1R)
Knowledge (Geography) (Int) +2 (2R)
*Knowledge (History) (Int) +4 (1R)
Linguistics (Int) +2 (2R)

Languages Common, Terran, Celestial.

DEEDS:

Magical Gear:

Travelers Any-Tool (250gp)

Ring of Prot +1 (2K)
Amulet of natural Armour (2K)
Cloak of Resistance (1K)
Wand of Cure Light Wounds 50 charges (750Gp) (Spring loaded wrist sheath Left)
Wand of Mage Armour 50 charges (750Gp) (Spring loaded wrist sheath Right)
Boots of the cat (1K)

Combat Gear:

Other Gear:
[in Haversack]
Bedroll,
Chalk * 5,
Soap,
Waterskin *2 ,
Wandermeal *8,
Trail Rations * 12,
Mess Kit,
Grooming Kit,
Silk Rope 50, (10gp/4)
Signal Whistle,
Explorers Outfit,
Spring loaded wrist sheath * 2 (10gp/2)
Noble Outfit + Signet ring and accesorising Jewellery (175/10)

Alchemical Gear:

Encumbrance:27lbs (33 or less is light)
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Gold Tracker
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Remaining 1330 gp sp cp

Master of Many Styles Abilities:

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.

At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

This ability replaces flurry of blows.

Class Abilities: Monk:

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.

Stunning Fist
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.

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, he can choose to make the target fatigued.

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.

Class Abilities: Warpriest Sacred Fist:

Blessings (Su)
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.

This ability replaces sacred weapon.

Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.

This ability replaces focus weapon.

Blessed Fortitude (Su)
At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability.

This ability replaces the bonus feat gained at 3rd level.

Fervor (Su)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Earth Genasi Racial Abilities:

Dark Vision
Acid Resistance 5
Speed 20ft

Spell-Like Ability (Sp) Oread can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier).

Mostly Human: A few oreads have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Appearance:

At 6'1 he is tall enough to be imposing, he is fit but not bulky and he always attempts to maintain a neat moustache and beard arrangement, with hair that is not quite short but still easy enough to style and maintain.

Solian is a product of his noble upbringing and his wish to give the appearance of a classic ships captain, so he dresses the part. When on ship he has an air of capability and command that he wishes to give off so he wears A stylish sea-captains jacket, brown trousers, a wide brimmed hat with a large plume and luxurious leather boots (dagger), accoutered by gold earrings and a couple of valuable rings.

When in his noble outfit he has several extra pieces of jewelry and exquisite materials, bulky jacket, felt hat, but the same expensive and comfortable leather boots.

Personality:

Generally he is aloof, as he tries to gauge a situation before going in be it a fight or one that he can talk his way out of, an instinct that has served him well in the past, after analysing the situation he goes in with his decided upon strategy and trusts in his natural gifts to succeed. He took up martial pursuits for the prestige, but after he found himself wanting to learn more he found himself as almost an eternal student.

He holds himself above most, unless he has befriended you and then well, he kinda lets his guard down.

Background:

Scion of the wealthy Rook noble family, Solian is a man that is trying to reconcile his faith, hs need to rescue is family and to find a way to get the resources to get them back.

Gregorio Lothar Rook was father and patriarch of the Rook family, with 3 sons (Rafaele Dante Rook (Eldest), Tiberio Salvatore Rook (Youngest)and a daughter Rosaline Flavia Rook. The family was re-knowned for being distantly descended from the line of the Gold Dragon Aerosclughareth.

The Rook family estates and shipping company wre located in Sembia, south of Saerloon. The shipping company is where Solian was primarily involved in the family business. He was captain of the fleet and thus he engaged in sea travel, throughout the Sea of Fallen Stars.

Solian spent a large part of his youth on the family ships and he was re-knowned for getting into all sorts of trouble, one target was the wizard Orono that the family employed to assist the fleet with magic when needed. Solian would sneak into his rooms and look through his books, scrolls, notes and various implements, hoping to find fantastic magical devices. Well one day Solian managed to set Orono's room on fire with a wand he had found and due to his position Orono could do nothing but instruct the lad on how to use wands and other magical items he might run across, so as to prevent future disasters.

As Solian grew up his father had his armsmen instruct him in fighting techniques that would be most valid in a courtly situation, where he may not have much armour and thus he would need to rely on wit, movement and the capability to get himself out of sticky situations. He was very impressed with his fighting and agile movement capabilities. He strutted down the streets in all his finery and looked the part of a rich merchants son. His father was also impressed and he saw how this young lad so full of gumption would also impress the Nobility and thus he himself began teaching his son the courtly ways. but Solian was never really able to take to them with any sense of achievement, there was always something more interesting to do.

Solian spent his time aboard ship occupying himself with whatever as long as it did not involve actual work. He was quite dexterous so he was very capable aboard ship he was even able to climb the rigging in those rare times he felt contemplative of life's mysteries in a ridiculously high and dangerous spot such as the crows nest. As part of his plan to win the crew over he studied them and to his own surprise he found that there may be somethings that he could learn from them that would be useful and fun.

A swarthy fellow named Falim was practicing, what Solian assumed to be a dance, Solian asked the quartermaster Mr Kaapo Cademon why the man was allowed to practise dancing while on duty and he explained that he was practising fighting techniques and that taught other crewmen as part of his duties. Solian was entranced, he had always thought he was a good fighter, but he could not move like this.

He summoned Falim to him and instructed the man that he would submit himself to be a student so he could learn Falims fighting style. Solian joined the classes seeing it as a point of favour for him in the eyes of his crew. He threw himself into the learning, only to discover that he did not know as much as he thought and he actually had to practice, he even allowed Falim to speak down to him about his progress. Eventually Solian grew to appreciate Falims teachings and he yearned to know more, Falim taught him the ways of contemplation and thought, of strengthening the mind and body and using them together in harmony to achieve a sense of balance.

Solian found that his fraternising with the men had successfully endeared them to him and a few of the crew members introduced him to the faith of Lathander the Morninglord. Usually he wouldn't be into this sort of religious claptrap but he was a keen devotee to the lessons Falim had taught him and the faith of the Morninglord gave him a new sense of purpose, he cast of his winsome ways and looked forward to the new days before him. In his down time he would study at a local temple of Lathander and he was eventually able to join the ranks of their Warpriests. He was too energetic and headstrong to make a cleric, so warpriest it was and he spent the next year or so adventuring, when he was not working on the ships.

Finally Solian had been given his golden opportunity, the chance to run a large shipment as captain. He said his good byes to his family and sailed of to his final crowning glory, which lasted only 5 days as his ship ran into a nasty storm and had to return back to port for repairs.

As they sailed into the port they found that it was deserted, no other ships or people. Solian lead a party around the village until he found a store of bodies in a warehouse guarded by a couple of mercenaries.

They gathered what they needed and made the repairs to the ship, while Solian interrogated the mercenaries. Through brutal torture he found out that they were in the employ of House Gado and that a conglomeration of Houses Gado, Lucent and Freit had attacked House Rooks Estates and the port. They had already taken the ships to be recommissioned as ships of the three treacherous Houses. He also found that his family had been captured and taken away as hostages of House Lucent, to make their claim on the Rook lands more legitimate.

Solian and his crew shipped back to sea and headed out and away, the headed to the city of Ilmwatch in Impiltur. The journey was treacherous, it was the wrong season, but the crew were very good. Solian sold the ship and left for Damara, where he could lose himself in relative obscurity for a short while as he gathered his resources and knowledge, so that he could rescue his family.

Solian has recently discovered that his younger sister Rosaline Flavia Rook was away visiting a suitor when the tragedy struck and Solian has found her in the care of distant cousins in Ilmwatch. Delighted to be re-united with a family member Solian spends as much time as possible with her and uses his earnings to see to her safety and care.