Shiyara the High Mediator

The Dreamer Lost in Twilight's page

412 posts. Alias of Kyrademon.


Full Name

The Dreamer Lost In Twilight's Embrace

Race

Demonspawn

Classes/Levels

Monk (Tetori/Qinggong/Hungry Ghost Monk) 5

Gender

Female

About The Dreamer Lost in Twilight

Drea (The Dreamer Lost in Twilight’s Embrace)
گودھولی کے باہوں میں خواب کھو

LG Female Demonspawn Monk (Tetori/Qinggong/Hungry Ghost Monk) 5 (Favored Class)
Medium Outsider (Native)
Height 5’ 4”, Weight 140 lbs
Init +2; Senses Perception +10, Darkvision 60’

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DEFENSE
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AC 17 (+2 Dex, +3 AC Bonus, +1 Dodge, +1 Deflection), 17 touch, 14 flat-footed
AC Modifiers +4 Dodge (+6 vs. one opponent) when Fighting Defensively in Crane Style (not included)
+7 Dodge when using Total Defense in Crane Style (not included)
+4 Armor with Mage Armor (not included)
hp 28 (5d8+2)
Special Defenses Evasion
Fire resistance 5, cold resistance 5, electricity resistance 5
Crane Wing
Fort +5, Ref +7, Will +7
Save Modifiers +1 all saves Cloak of Resistance, +5 bonus to Fort saves vs. cold weather exposure Cold Weather Outfit (not included)

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OFFENSE
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Spd 40 ft.
Melee Unarmed Strike +7 (1d8+4) and Bite +2 (1d6+2)
OR Bite +7 (1d6+6)
OR Kama +7 (1d6+4, trip) and Bite +2 (1d6+2)
OR Cold Iron Cestus +7 (1d4+4, 19-20 x2) and Bite +2 (1d6+2)
Melee Modifiers -2 to hit when Fighting Defensively (not included)
Ranged Sling +5 (1d4+4, 50’)
Ranged Modifiers -2 to hit when Fighting Defensively (not included)
Special Attacks Punishing Kick, Grapple, Stunning Pin

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STATISTICS
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Str 19 (+4), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 14 (+2), Cha 15 (+2)
Carrying Capacity Light up to 133 lbs, medium up to 266 lbs, heavy up to 400 lbs
Carrying Capacity Modifiers Acts as 1 point of Strength higher Masterwork Backpack
Base Atk +3
CMB +9; CMD 24
CMB Grapple +13 (+18 to escape a Grapple); CMD Grapple 29
Combat Maneuver Modifiers +1 CMB/CMD Grapple Serpentine Squeeze; +2 CMB/CMD Grapple Improved Grapple; +1 CMB Grapple Armbands of the Brawler; +5 (lev) CMB to escape a Grapple Break Free; +2 CMD Grapple (lev-BAB) Graceful Grappler; +2 CMB (lev-BAB) Maneuver Training; +3 CMD AC Bonus; +1 CMD Ring of Protection; +1 CMD Dodge; +7 CMD when using Total Defense in Crane Style (not included); -2 CMB/+4 CMD when Fighting Defensively in Crane Style (not included)
Feats Improved Grapple, Punishing Kick, Improved Unarmed Strike, Dodge, Stunning Pin, Crane Style, Crane Wing
Traits Touched by Divinity, Serpentine Squeeze, Trustworthy
Skills Acrobatics +10 / +14 Jump (5 ranks), Bluff +3 (0 ranks), Diplomacy +11 (5 ranks), Escape Artist +2 / +7 vs. Grapple (0 ranks), Fly +6 (0 ranks), Knowledge Planes +5 (5 ranks), Perception +10 (5 ranks), Sense Motive +7 (2 ranks), Use Magic Device +3 (1 rank)
Skill Modifiers +4 Fly Vestigial Wings, +1 Diplomacy Trustworthy, +1 Bluff Trustworthy, +5 (lev) Excape Artist vs. Grapple Break Free, +4 Acrobatics/Jump Base Speed, -2 to high precision tasks with one hand Cestus (not included)
Languages Common, Abyssal

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GEAR
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Weapons: Cold Iron Cestus, Kama, Sling, 10 Bullets, 3 flasks alchemists' fire, 2 flasks liquid ice, 2 flasks acid, Tanglefoot Bag

Miscellaneous: Cold Weather Outfit, Hooded Cloak, Masterwork Backpack, Waterproof Bag, 5 Waterskins, 50 pounds Rice, Caltrops, Piston Maul, 3 Thunderstones, Antitoxin, 100’ hemp rope (knotted to 80’), Grappling Hook, Manacles, Flint & Steel, Tinder, 2 Tindertwigs, 2 flasks oil, Iron Pot, Iron Tripod, 5 Doses Night Tea, Cards, Dice, Chess (Chaturanga) Set, Parcheesi (Chaupat) Set, Dominoes, 5 Novels (Till Eulenspiegel, The Seven Wise Masters, Don Belianis of Greece, Dr. Faustus, and Voyages)

Magic Gear
Weapons -
Armor -
Belt -
Body -
Chest -
Eyes -
Feet - Daredevil Softpaw Boots
Hands -
Head -
Headband -
Neck -
Ring – Ring of Protection +1
Ring -
Shield -
Shoulders - Cloak of Resistance +1
Wrist - Armbands of the Brawler
Other – Silver Scale (3x/day, any of: Cloudwalking, Disguise, Lay on Hands, Resistance, Sacred Weaponry), Wand of Mage Armor (48 Charges)

Coin 781 gp

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SPECIAL ABILITIES
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Serpentine Squeeze Gain +1 CMB to grapple and +1 to CMD vs. grapples.
Touched by Divinity Gain Obscuring Mist as a spell-like ability 1x/day.
Trustworthy +1 to Bluff and Diplomacy; Diplomacy is a class skill.

Darkvision See in the dark up to 60 feet
Fiendish Resistance Fire resistance 5, cold resistance 5, and electricity resistance 5
Vestigial Wings +4 racial bonus on fly checks
Prehensile Tail Retrieve stored objects as a swift action
Maw or Claw Gain bite attack that deals 1d6 damage

Class skills Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (history), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim
Proficiencies Brass Knuckles, Cestus, Club, Light Crossbow, Heavy Crossbow, Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shortspear, Short Sword, Shuriken, Siangham, Sling, Spear, Temple Sword
Monk’s Unarmed Strike Can make unarmed strikes with fists, elbows, knees, and feet; there is no such thing as an off-hand attack for a monk striking unarmed. Unarmed strike treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve weapons. Unarmed strike does 1d8 damage (increases every 4th level.)
Monk’s Punishing Kick (Hungry Ghost switchout for Stunning Fist) Can use Punishing Kick 5x/day (lev). At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
Graceful Grappler Use monk level in place of BAB to determine CMB and CMD for grappling. You suffer no penalties on attack rolls, can make attacks of opportunity while grappling, and retain Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, gain the grab special attack when using unarmed strikes, and can use this ability against creatures own size or smaller by spending 1 Ki point, or against larger creatures by spending 2 Ki points. At 15th level, tetori gain the constrict special attack, inflicting unarmed strike damage on any successful grapple check.
AC Bonus Add +3 (WIS+lev/4) to AC and CMD when unarmored and unencumbered. This applies to touch and flat-footed AC, but not when immobilized or helpless.
Fast Movement Add +10 ([lev x 10]/ 3) enhancement bonus to base movement when unarmored and unencumbered.
Evasion After a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
Maneuver Training Use monk level in place of BAB to determine CMB.
Vow of Fasting Not allowed to consume anything but rice (or a similar bland, staple food) and water, and on certain days enough other simple, bland food to maintain proper nutrition. Cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage. Increases ki pool by 1 ki point (lev/6, min 1).
Vow of Truth Not allowed to deliberately communicate any lies. Increases ki pool by 1 ki point (lev/5, min 1).
Ki Pool Gain a ki pool of 6 points (1/2 lev + WIS + Vows). As long as there is at least 1 point in the ki pool, you can make a ki strike. Ki strikes allow unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, they are also treated as cold iron and silver for this purpose. At 10th level, they are also treated as lawful weapons for this purpose. At 16th level, they are treated as adamantine weapons for both overcoming damage reduction and bypassing hardness. As a swift action, a monk may spend a point from the ki pool to either increase speed by 20' for one round or gain a +4 dodge bonus to AC for 1 round.
Counter Grapple You may make an attack of opportunity against a creature attempting to grapple you, unless they have the Greater Grapple feat. At 6th level, this can be done even if the attacker has concealment or total concealment, at 8th level even if you are flat-footed, and at 10th level even if the attacker has exceptional reach.
Break Free Adds +5 (lev) CMB or Escape Artist checks to escape a grapple. If you fails a save against an effect that causes you to become entangled, paralyzed, slowed, or staggered, you may spend 1 point from your ki pool as an immediate action to attempt a new save.
Steal Ki (Hungry Ghost switchout for Purity of Body) If you score a confirmed critical hit against a living enemy, or reduces a living enemy to 0 or fewer hit points, you can replenish 1 spent ki point, as long as you have at least 1 ki point in your pool. You cannot exceed your ki pool’s maximum. At 11th level, each time you successfully steals ki, you can make an immediate saving throw against one disease you are suffering from, with a +2 (WIS) bonus. There is no penalty for failing this saving throw.

Crane Style Take only a -2 penalty to attack rolls for Fighting Defensively. When using this style and Fighting Defensively or using Total Defense, gain and additional +1 Dodge bonus to AC.
Crane Wing Once per round, when fighting defensively with at least one hand free, you can designate a single opponent you can see. You receive a +2 dodge bonus to AC against that opponent for one round. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
Dodge Gain +1 dodge bonus to AC. You lose this bonus if you are in a condition that makes you lose your Dex bonus to AC.
Improved Grapple: Does not provoke AoO’s when grappling. Add +2 to CMB and CMD for grapples.
Improved Unarmed Strike Considered armed even when unarmed. Unarmed strikes can do lethal or nonlethal damage.
Punishing Kick (Hungry Ghost switchout for Stunning Fist) Must declare that you are using this feat before you make attack roll. On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you attempt to knock them prone, they receive a Fortitude saving throw DC 14 (10 + ½ lev + WIS). You may attempt a Punishing Kick 5x/day (lev), and no more than once per round.
Stunning Pin (Details have changed due to Hungry Ghost switchout of Punishing Kick for Stunning Fist) Whenever you pin an opponent, you can spend a swift action to make a Punishing Kick attempt against that opponent.

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SPELLS OR SPELL-LIKE ABILITIES
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Obscuring Mist (Touched by Divinity): 20' radius cloud obscures sight beyond 5'. Creatures 5' away have concealment, creatures further away have total concealment. Can be dispersed by moderate wind in 4 rounds or strong wind in 1 round, or burned away by spells such as fireball or flame strike. Lasts 5 (lev) minutes.

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SPELLS OR ABILITIES FROM MAGIC ITEMS
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Cloudwalking (Silver Scale): As a standard action, cast levitate with a caster level of 20. A pillar of roiling clouds rises below the levitating object or creature, growing or shrinking with the target's altitude. This pillar is 5-ft in diameter and provides concealment (20% miss chance) to any creature or object wholly contained within.
Disguise (Silver Scale:) As a standard action, cast alter self with a caster level of 20. While disguised, the target also gains a +4 bonus on Bluff checks made against evil creatures.
Lay on Hands (Silver Scale): Provide lay on hands for 2d6 (lev/2) healing (or harm to undead) as per the paladin ability.
Resistance (Silver Scale): As an immediate action, cast resist energy with a caster level of 20 - but only against electricity or cold.
Sacred Weaponry (Silver Scale): As a swift action, cast align weapon with a caster level of 20 - but only to align the weapon lawful or good. Unlike a normal align weapon this effect can be cast on an unarmed strike or natural weapon.

Mage Armor (Wand of Mage Armor): Gain a +4 armor bonus to AC for one hour; force effect, so works against incorporeal attacks.

Daredevil (Daredevil Softpaw Boots): As a free action, gain a +5 competence bonus on Acrobatics checks made to move through threatened squares or an enemy's space, up to 10 rounds per day which need not be consecutive. Also, anytime you move though the space of an enemy without provoking an attack of opportunity, gains a +2 bonus on attack rolls against that enemy until the end of your turn.

BACKGROUND:

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BACKGROUND
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Part I
She doesn’t remember much from before it happened. Her name, گودھولی کے باہوں میں خواب کھو, in the only language she knows. The Dreamer Lost in Twilight’s Embrace. She can picture flickers of other places, where time bends and walls bleed and screams echo. She doesn’t know if the event itself caused the memory loss, or the explosion that followed it.
When the small group comes to investigate, a few days later, she’s still there. She had nowhere else to go. She stares at them, uncomprehending, as they speak a language she doesn’t understand.
“It’s a succubus,” one of them says. “I mean, it’s obviously a succubus. Surrounded by dead bodies. So ... we’re killing it, right?” His eyes slide towards a green-skinned woman, who is staring at The Dreamer with a narrowed gaze. “Right?” the man repeats.
“میری مدد,” she says to the green-skinned woman. “براہ مہربانی.”
Help me. Please.
The woman sighs. “Nope,” she says. “We’re not killing it.”
An argument erupts, which the woman ignores. The Dreamer starts back, frightened.
“خوفزدہ نہ ہو,” the green woman says. “میرے ساتھ گھر لے جا رہا ہوں.”
“خدا اس لعنتی,” she then adds.
Don’t be scared. I’m taking you home with me.
Gods damn it.
Part II
“What were the two of you doing?” Elena asks, sounding weary.
“We were just, just f-fooling around,” Drea answers, tears streaming down her face.
“You were warned this could happen.”
“You said it might happen! Might! I thought maybe it wouldn’t, or maybe if I kept, kept calm and balanced –”
“Which is super easy to do during your first kiss.”
“I screwed up, all right!” Drea shouts. “I screwed up, and, and now ...”
Elena joins Drea on the mat and puts an arm around her. “Yeah, well. With clerical intervention, there should be a full recovery, so it’s not as bad as it could have been.”
“Yes it was.”
“It was?” Elena looks at her sharply. “And why is that?”
Something sparks in Drea’s eyes. “Because it felt good,” she says. “Really, really good. Better than chocolate. Better than ... anything.”
Elena sits back on her heels. “Well,” she says. “That is a problem, yes.”
Part III
“I’m going to Mendev,” Drea declares. “I’m going to join the crusade.”
Elena doesn’t look up from the document she’s reading. “Are you.”
“Yes. I’m, I’m going to prove that demons can be redeemed, that there’s nothing, no one without a spark of good inside.”
“Well. Dress warm.”
Drea feels a bit deflated. “Dress warm? That’s it?”
Elena looks up. “It’s not like I haven’t seen this coming for a while now. If you want my opinion, it’s a difficult way to approach therapy, but if it’s what you need to do, then it’s what you need to do.”
“Ah,” Drea says. “Well. Good. I’m going to leave as soon as the caravans head out.”
“Only one comment. Only those who want to be redeemed are capable of it. Some won’t be. What happens when you run into them?”
“I’ll ...” Drea swallows. “I’ll do whatever needs to be done.”
Elena holds her gaze for a long moment before she nods.

DESCRIPTION:

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DESCRIPTION
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Horns. Wings. Tail. Fangs. Drea’s appearance is that of a classic succubus, in this case one drawn in the colors of roses and cream. Her hair is bright red, and her eyes are the color of smouldering cinders. Her leathery wings and arrow-tipped tail are a slightly darker shade of crimson. Her fangs are bright white, and her skin and horns are a warm ivory.

CLAIMS:

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CLAIMS
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Silver Scale (N/A)
Masterwork Backpack (25 gp)
2 flasks of oil (0 gp)
Caltrops (0 gp)
Cloak of Resistance +1 (500 gp)
2 flasks Alchemist’s Fire (20 gp)
Tanglefoot Bag (25 gp)
Ring of Protection +1 (1000 gp)

CLAIMS TOTAL: 1570 gp

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CURRENT STATISTICS
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