White Grotto Student

Szeth the Sunless's page

4 posts. Alias of Sixteenbiticon.


Full Name

Szeth the Sunless

Race

Human

Classes/Levels

Zen Archer Monk 1

Gender

Male

Size

Medium

Alignment

LE

Location

Branderscar

Occupation

Teacher, bowyer, assassin

Strength 14
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 19
Charisma 8

About Szeth the Sunless

Szeth the Sunless
Male human monk (zen archer) 1
LE Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 16, touch 16, flat-footed 14 (+2 dexterity, +4 wisdom bonus)
hp 13 (1d8+5)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d6+2)
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Statistics
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Str 14, Dex 14, Con 14, Int 9, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 18
Languages Common

Feats:

Improved Initiative +4 to initiative rolls.

Improved Unarmed Strike 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.

Perfect Strike (1/day) You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). A zen archer can make this attack using any bow. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Precise Shot You don't suffer the -4 penalty to hit when shooting or throwing into melee.

Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits:

Killer You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain.
Benefit: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Attempted Murder You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Skills:

Acrobatics +6
Climb +2
Craft (bows) +1
Diplomacy -1
Escape Artist +6
Heal +4
Intimidate +1
Perception +8
Profession (teacher) +8
Sense Motive +8
Stealth +6
Survival +4
Swim +2

Special Abilities:

Flurry of Blows -1/-1 (Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Background:
The quarry must die. That was the simple truth and the guiding principle of Szeth’s life for as long as he could remember. He never heard the why of it, but frankly, he didn’t care. The only thing that mattered to him was that the end result of his shot was a lifeless body slumping to the ground. From his earliest days walking the grounds of the Monastery of the Setting Sun this principle was engrained into his existence, along with the red tattoos blazed across his visage, marking him as a member of the monastery. He had heard whisperings among the others of his order that the targets were rival monks of St. Macarius, but he paid them no heed. Their sex, age, race, creed weren’t even considered. Once the name was given to him, they were marked for death. It was that simple. He had killed many in his lifetime, and would kill many, many more.

Markus Eventide (Please feel free to change this to whatever name you feel appropriate. It could’ve been a master at St. Macarius or a high ranking knight of Alerion. Someone of import with powerful friends.) was the last name he was given. The name that changed everything. For it was during the execution of this man that their well-oiled machine came to a grinding halt. Instead of an arrow singing to meet the quarry’s heart, rough hands were pinning his arms to his sides while a burlap sack was being tied over his head. All went black. He awoke chained to a line of miscreants in a dank, dark hole in the earth. Szeth had failed to kill his target. He had fallen from grace. Szeth was now Sunless.