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Travis Brogan's page

564 posts. Alias of JAF0.


Full Name

Travis Brogan

Race

Tiefling, Monk/1

Classes/Levels

skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Gender

hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11

Size

M 5'9", 148 lbs.

Age

72

Alignment

LN

Languages

Common, Infernal

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 6

About Travis Brogan

picture of Travis

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
prehensile tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
fiendish resistance cold 5+2, elec 5+2, fire 5+2
(variant abil 6) You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
vestigial wingsno flight but can help glide or move with other means of flight.

traits:

sea-souled
Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Tactician You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Boarded in the shackles +1 to one save (fort)
Umbral Unmasking Cast no shadow or a monstrous shadow, Will check dc 15 to notice. (disadvantage)
Unscathed 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.

monk class info:

Monk (Monk of the Four Winds)
class features:
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.

improved unarmed strike You are skilled at fighting while unarmed.
Benefit: 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.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk also deals more damage with his unarmed strikes than a normal person would (see table)

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

flurry of blows (Ex) (-1/-1)
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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). 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.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

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.

feats:

Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
fiendish heritage (1st lvl feat]
dodge

skills:

acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

equipment:

clothing
sling, 13 bullets, 9 cold iron bullets +2 1d4+3 20/x2 B
double-chained kama +3 1d6+3/1d6+3 20/x2 S double, reach, trip, disarm
(This weapon comprises a pair of kama connected with an 8-foot length of chain. Benefit: The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain.)
Flint&Steel
5 days rations
Silk rope, 50'
Bedroll

crunch:

hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +9

background:

Travis was born on a stormy night in an island fastness in the Shackles, far from the prying eyes of strangers. Two were born that night... Travis and his twin sister Tory. Their mother, Beretrix, was of demonic blood, though a few generations past, and their father was a passing pirate lord, Captain Tremayne Brogan, who was a regular visitor to her island home. Enchanted with her beauty, his ship put in at her remote island home whenever he was sailing in the vicinity. When he saw his son, with his obvious demonic features: the tail, the wings, the demonic eyes, he was repulsed, though he was proud of the pretty little girl child, Tory. However, Beretrix's charms were such that he loved her still deeply, as this was the nature of her enchantment over him.

When Travis was twelve years old, his father came for one of his frequent visits. Beretrix insisted that Tremayne take young Travis and introduce him to life at sea. Tremayne wanted nothing to do with the boy, and certainly didn't want to bring him along on his ship where questions would be asked about his demonic nature and reason for being aboard. But Beretrix had the captain so enchanted that he agreed, and Travis began his life at sea. However Captain Brogan didn't claim him as his son aboard ship, merely as a 'trainee'. He was given the worst tasks aboard ship and often received the brunt of daily punishments.

Captain Tremayne Brogan was not a particularly evil man, nor was he one to break his word, despite feeling the weight of the onus of having fathered a demonic child. He was no saint either and had his share of enemies. One sunny summer day, one of those enemies, a pirate known as 'Eagle-Eye' Byrnes, caught up to Brogan's flagship, the Raven's Claw. The resulting sea battle began as a chase, ending up in a great battle, with Brogan's ship severely damaged, boarded, and Brogan dead at the hand of the Byrnes himself. Travis was 25 at the time, having spent thirteen years on board Brogan's ship.

Travis had grown in those thirteen years into a strong young man, having entered into the long adolescence lent him by his demonic blood. He had fought bravely on the Raven's Claw's behalf, and, injured and bloody, with his demonic features masked by magic, was offered a berth on the enemy vessel. He accepted, as the alternative was a quick death and burial at sea.

When Captain Byrnes discovered Travis' true nature, he put him off the ship before superstition and fear among the crew could spread. He put him ashore on what he thought was an uninhabited island, leaving him with only a single weapon and a week of food. Travis set about building himself a shelter and hoping just to keep himself alive until he could find a way off the island. He lived alone there for a few weeks and began finally to explore the island. It wasn't long before he discovered it was far from uninhabited. On the opposite side of the island, he found a very small settlement which was nestled to one side of an ancient monastery. The villagers reacted in fear to his presence but the monks took him in with a little persuasion on the part of their monastic leader.

Travis lived with and trained with the monks for the next 25 years until Master Kitto, their leader, died. Even though it had been a very long time he'd lived and trained as one of them, the death of Master Kitto was a sign to Travis that despite his eventual acceptance as a monk, it was time to move on. The call of the sea was strong and he decided to find his way back to service aboard a ship. He hid his demonic features with the help of heavy clothing and found himself a place on a passing merchant ship that stopped at the village for supplies.

Travis traveled about, serving in a variety of roles aboard several different ships, mostly as either cook or crewman. Most recently, he found a berth on the Jenivere leaving out of Port Peril.

As an aside, Travis has not seen his mother nor his sister since he left home at the age of 12.

appearance:

Of medium height and average weight, he doesn't stand out from the crowd on first look. His appearance is pleasant enough when his demonic features are disguised. He has the look of a young man in his mid-twenties, with black hair hanging down his back in a ponytail to keep it out of his eyes and out of his way when fighting. His tunic and pants are usually black, as is his cloak, matching his hair. His black eyes with red rims are the only obvious outward sign of his demonic heritage. Of course when he goes shirtless and makes no attempt to hide his features, the vestigial wings and tail are obvious to all onlookers.

new crane feats:

Crane Style (Combat, Style)
Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing (Combat)
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. 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.

Crane Riposte (Combat)
You use your defensive abilities to make overpowering counterattacks.
Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.

old crane feats:

Crane Style (Combat, Style)
Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing (Combat)
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

Crane Riposte (Combat)
You use your defensive abilities to make overpowering counterattacks.
Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.