Sajan

Turel Garaldo's page

634 posts. Alias of Eric Swanson.


Race

Male (Garundi) Human Monk 4 (Terra-Cotta)

Classes/Levels

AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Gender

Resources:
Ki Pool 5/5

About Turel Garaldo

Turel Garaldo
Monk 4 (Terra-Cotta Archtype; Favored Class: Monk (+1hp))
Gender: Male (Garundi)
Size: Medium
Age: 24
AL LG
Deity: Osiris (?)
Languages: Common, Osiriani, Ancient Osiriani
Homeland: Garundi (Wati)

Description:
He is a young dark-skinned man yet carries the mark of long days in the desert upon his body. He wears dark eye makeup (made from kohl), which accentuates his dark blue, almost black eyes. Usually wears a robe made of a light, extremely pale shade of linen. An earth colored belt is tied loosely around his waist, while a gold scarf adorns his neck. He carries no weapon but those who are skilled in armed warfare can see he carries himself ready to spring into violence at a moments notice.

His face is lean and rugged though not especially attractive. His chin juts out while his nose has been brken a couple of times before. A scar is noticeable on the back of his skull, and it looks like he received it fairly recently. 5'9" tall, 165 lbs.

Vital Stats:
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 11 (0), WIS 16 (+3), CHA 11 (0)

Defense:
HP: 30 (8+6+4+7+4)
AC: 17, touch 16, flat-footed 15 (+1 Armor, +2 DEX, +4 class), CMD: 21
Fort: +5 (+4 base, +1 CON)
Ref: +6 (+4 base, +2 DEX)
Will: +7, +8 vs divine magic (+4 base, +3 WIS)
+2 bonus on saving throws against enchantment spells and effects.

Offense:
Speed: 40'
Initiative: +2
BAB +3, CMB: +6
Unarmed Strike, +5 to hit (1d8+2 damage, x2, B, treated as magic weapons for the purpose of overcoming damage reduction.)
+1 Bronze Spear, +6 to hit (1d8+3 damage, ×3, range 20', P)
Sling (w/bullet), +5 to hit (1d4+2 damage, x2, range 50', B)
*Flurry of Blows +3/+3 to hit (damage as per weapon)

Trained Skills: (16+4+4) = 24 Total
+8 Acrobatics (3+2 dex +3 class)
+2 Bluff (1+0 cha +1 trait)
+5 Climb (1+1 str +3 class)
+5 Knowledge (Dungeoneering) (2 +3 class)
+4 Knowledge (Engineering) (1 +3 class)
+8 Knowledge (History) (4 +3 class +1 trait)
+6 Knowledge (Religion) (2 +3 class +1 trait)
Linguistics (1)
+11 Perception (3+3 wis +3 class +2 item)
+9 Sense Motive (3+3 wis +3 class)
+8 Stealth (3+2 dex +3 class)

Feats:

  • Endurance (Race)
  • Dodge
  • Scorpion Style: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). (Bonus)
  • Improved Unarmed Strike (Cl)
  • Stunning Fist: (3/day) You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). (Cl)
  • Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.(2nd)
  • Crane Style: 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.

    Traits:
    Devotee of the Old Gods (Campaign): You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.
    Blessed: Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.
    Secret-Keeper: You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth.
    Desert Child: You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.

    Class Abilities:
    *Bonus Feat (Scorpion Style)
    *Flurry of Blows (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.
    *Stunning Fist (Ex): 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.
    *Unarmed Strike (Ex): 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.
    *Trap Intuition (Ex): At 2nd level, whenever a terra-cotta monk comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. The GM should make this check in secret. A terra-cotta monk gains a +2 bonus on Perception checks to notice traps. This bonus increases to +4 if the trap is located in a stone wall or floor.
    *Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
    *Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
    *Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
    *Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
    *Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.

    Equipment:
    Monk's Outfit (free)
    Hot Weather Outfit (8 gp)
    Bracers of Armor +1
    Spear of the Watchful Guardian
    Sling w/10 bullets (1 sp)
    Alchemist Fire
    Holy water
    2 Tanglefoot bags.
    10' pole
    Dungeoneering Kit: This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. (15 gp)
    Everburning Torch.
    3 Waterskins (full) (3 gp)
    3 Potions of Cure Moderate Wounds.
    Potion of Darkvision.
    Potion of Hide from Undead.
    Kohl of Uncanny Discernment
    Aegis of Recovery
    15 gp, 8 sp, 5 cp
    1700 gp in Group Treasure

    Background:

    Turel was born as the eldest son of his tribal chief. Terel's role had already been determined for him. He was destined to be a tribal defender of the tribe, along with the keeper of knowledge of the old Osirin gods. His training with the art of striking foes with nothing but fist and foot was continuing normally until one evening a vision filled his mind as he slept. An obelisk scrawled with runes in the old Osirian tongue, along with a brief message: "Come."

    The next day, he packed some food and water and left the tribe and his duties to fulfil the messenger's order. After many days travel, he arrived at the spot, the obelisk from his vision lay almost completely buried in the desert sand. He reached a hand to touch it and as he did so his mind opened up with a sense of this very stone, thrumming with old knowledge passing into his own mind. The sensation was too much and he passed out, the last thing he saw was a large wall covered with ancient runes which seemed to rise up higher than he could see past. After he came to, he felt strangely light-headed due to the blow on his head. he wandered the sands looking for the obelisk but it had disappeared.

    He was found by a tribal search party and brought back to the tribe, where he was punished for his disobedience. He never spoke of the knowledge gained from the obelisk, which he is convinced was one of the old Gods speaking to him. The knowledge imparted is still locked in his mind, and he knows with experience he will soon unlock the message given to him.

    After some time passed, he was allowed to resume his duties with the tribe. But the vision did not occur again. He spent time talking with the old shaman who was versed in the old ways. He advised Turel. "Your answer lies not here, but out there in the sands. That is all I can say." He decided to leave his tribe, and the only family he knew, to travel to the sands.

    His first stop was the city of Wati. The place was huge, far larger and noisier than what he was used to. He took various odd jobs as a laborer and bodyguard for various merchants in Wati. Eventually, he decided to talk with one of the priests of Pharasma. While he knew they would not be pleased to hear of his vision, he knew of no where else to turn. It was there he met Bal Themm, who befriended him. He took a risk confiding in her but to his relief she did her best to answer his questions. "I know not of these visions, but the Wall is of the Necropolis. I can say to you the necropolis will be opened soon. You might find what you are seeking in there."

    But now, the lottery awaits, along with his fellow party members...as a member of the party Discoveries United, he can only hope and pray what he is seeking lies within the Necropolis and thus lead him to the answer he is looking for.

    One of his formative experiences during the time back during his childhood when his rite of manhood was fast approaching...

    "Sooo...Turel? Are you ready for the...test?"

    I nod in reply to my fellow warriors (in training), glancing nervously at the darkened hut. I wonder what will I need to do inside...all I was told his there is something I need to do in there to show what MAN I will become.

    "Then, by all means, enter and prepare..."

    Nodding quickly, I slip inside the hut, closing the canvas flap behind me. Darkness greets me, but a quick search produces a candle. Lighting it quickly, I look around for what objects must be inside. The place appears empty at first, but underneath one of the mats is a small chest. Opening it I discover...

    'What is this, a joke?', I mutter to myself. Inside the chest is a dark red silk robe, a long black silk dress (with a matching scarf), and a pair of high heeled boots. All designed for a woman's body...

    A dawning realization falls on me as the meaning of their words become cruelly clear. Knowing there was no way to sneak out of the hut, I take the silk robe and slowly start donning it on...

    Living Monolith PrC at 7th level.

    Oracle class (around 5th level): Stone Mystery, Foretold, Forgotten, Powerless Prophesy for Curses.

    Relationships:

    1. Bal Themm (female), a low-ranking member of the clergy of Pharasma, the goddess of the dead. Pharasma is the most powerful faith in Wati. 13 points.
    2. Siena, witch 5 points.
    3. Shara, witch 5 points.