Lassiviren

Vados Umbaran's page

111 posts. Alias of SpectralVisage.


Full Name

Vados Umbaran

Race

Undine

Classes/Levels

Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

Gender

Male

Size

Medium

Age

29

Alignment

Lawful Neutral

Location

Coran

Languages

Common, Aquan

Occupation

Bondsworn Agent of House Baelson of the Merchant's Guild

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 14
Charisma 7

About Vados Umbaran

Vados Umbaran - Monk 5
Lawful Neutral Medium Humanoid (Undine Male)
Init +4; Senses Perception +9
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DEFENSE
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AC 16, touch 16, flat-footed 13
HP 55 (5d8 + 10 con + 5 favored class)
Fort +7, Ref +7, Will +7
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OFFENSE
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Speed 40 ft.
Melee Unarmed Strike +8 1d8+5 x2
Masterwork Cold Iron Siangham +8 1d6+4 x2
Ranged Masterwork Shuriken +6 1d2+4 x2 10ft
Monk Combat Abilities
Flurry of Blows, Stunning Fist (5 per day)
Ki Pool 4
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STATISTICS
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XP 10,000
Str 19, Dex 14, Con 14, Int 8, Wis 14, Cha 7
Base Attack +3; CMB +9 (substituting monk level for BAB); CMD 22
Feats Dodge, Improved Grapple, Power Attack, Deadly Aim, Quick Draw, Step Up
Traits Anatomist, Reactionary
Armor Check Penalty 0
Favored Class Monk (+5 hp)
Skills Acrobatics +9 (4), Climb +9 (2), Perception +9 (4), Stealth +10 (5)
Languages Common, Aquan
Equipment
Masterwork Cold Iron Siangham
Siangham
Masterwork Shuriken (x25)
Amulet of Mighty Fists: +1 enhancement bonus to unarmed attacks
Belt of Giant Strength: +2 to STR
Cloak of Resistance: +1 to saving throws
Backpack
Climber's Kit
Disguise Kit
Smokestick (x5)
Wand of Mage Armor (49 charges)
Cash 906 gp
Encumbrance Light (23 lbs)
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SPECIAL ABILITIES
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Dodge +1 dodge bonus to AC. If you lose your Dex bonus to AC you lose this bonus.
Improved Grapple No attack of opportunity when performing a grapple. +2 bonus on checks made to grapple a foe, +2 bonus to your CMD whenever an opponent tries to grapple you.
Power Attack Take a -1 to a melee attack to gain +2 on melee damage. Declare before making an attack roll.
Deadly Aim Take a -1 to a ranged attack to gain +2 on ranged damage. Declare before making an attack roll.
Quick Draw Draw a weapon as a free action instead of a move action.
Step Up When an adjacent foe makes a 5-foot step, you may make a 5-foot step as an immediate action so long as you end up adjacent to that foe. If you do, you cannot take a 5-foot step on your next turn, and a move action would be reduced by 5 feet.
Unarmed Strike Can choose lethal/non-lethal damage on unarmed strike, always considered armed, may attack with hands full, no offhand penalty for unarmed strikes.
Flurry of Blows Full attack action, make one additional attack with unarmed strike or monk weapon (any combination).
Stunning Fist 1 per monk level per day, force target to make fortitude saving throw or be stunned, still deals normal damage. Can substitute fatigued condition.
Evasion If monk rolls successful reflex save against an attack that deals half damage on a successful save, monk takes no damage.
Fast Movement Bonus to land speed dependent on level.
Manuever Training Use monk level in place of BAB when calculating CMB.
Still Mind +2 bonus on saving throws against enchantment spells and effects.
Ki Pool Ki points equal to 1/2 monk level + Wis modifier. Unarmed strikes treated as magic weapons for DR purposes. Can spend a point to make an additional attack when making a flurry of blows attack, increase speed by 20 ft for 1 round, give +4 dodge bonus to AC for 1 round. Using ki is a swift action, ki pool replenished after 8 hours rest/meditation.
Slow Fall If within arm’s reach of a wall, takes damage as if fall was 20 ft shorter.
High Jump Add level to Acrobatic checks made to jump, counts as having running start. Can spend 1 point from ki pool to gain +20 bonus on Acrobatics checks to jump for one round.
Purity of Body Immune to all diseases, including supernatural and magical.
Flesh ChameleonStandard action, +4 to disguise checks to appear human, free action to revert.
Spell-Like Ability Use Hydraulic Push 1/day (Caster Level = Character Level)
Hydraulic Push
Water Affinity N/A
Darkvision See perfectly in the dark up to 60 feet.
Natural Swimmer Swim speed is 30 ft, can move in water without making Swim checks.
Anatomist +1 trait bonus to confirm critical hits.
Reactionary +2 to Initiative
Climber's Kit +2 circumstance bonus to Climb checks
Disguise Kit +2 circumstance bonus to Disguise checks (10 uses)

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CHARACTER BACKSTORY
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Physical Appearance:
6'1", 185 lbs, fit and lean, 29 years old. Skin is a deep ocean green, with a series of white lines tattooed across his body. Two down the middle of his face, started at the crown of his head, centered on each eye, and running across his torso and down to his feet. Two more starting at the tip of his finned ears, running down the outside of his torso and legs. These four lines are repeated on his back as well. Finally, two running down each arm, the lines ending between the pinky and ring finger, and the thumb and pointer finger. His hair is cropped short, and is almost black, but reflects green and blue, like the carapace of a fly. His eyes are bright blue, calm, and transparent.

While in the field, Vados wears a heavy grey cloak with a hood which can easily conceal his features, clothing, and other items. Underneath he is fitted with a tight, black, matte fabric bodyglove, with a turtleneck collar. The hands and feet are mostly exposed, with a single loop around the middle finger and toe to keep the garment in place. Lines of coral red piping running along the suit accentuate Vados' musculature. In the halls of the Merchant's guild, he can be seen wearing an overdone navy blue dress tunic and jhodpurs with gold accents.

Personality:
Vados often seems cold, as his training has taught to eschew outward signs of emotion. His clear eyes reveal nothing at first glance. However, he is no stranger to subterfuge, and can put on the right face when he needs to. While he doesn't wear his heart on his sleeve, he is not blind to the workings of the world, and his true emotions run very deep. He will put the Guild and their interests first, and will question those who don't seem to have those same interests in mind. He is unswervingly loyal to those whose goals align with his, and will seek out solutions to problems that provide a significant or new challenge to him, even if there are easier ways.

Backstory:
Vados hails from the capital city of Coran. He was born into the ranks of the Myrmidos, also known as the Bondsworn, a prestigious and tight-knit order of undine warriors. The Myrmidos are not bound to a creed of good or evil, instead seeking perfection through constant physical and mental challenge. An enterprising high-family of the Merchant's guild, House Baelson, saw opportunity in this, and long ago provided the Myrmidos with facilities, funding, and most importantly challenging work. For generations the Myrmidos have been agents of the Merchant's guild, acting as bodyguards, spies, and enforcers. They are unswervingly loyal to their personal goals and regard their employer's wishes as law. The Merchants love them for this, not to mention that the exotic warriors make a great conversation piece at society gatherings. They number not more than 20, and rarely accept new members into their ranks, usually only for the purpose of continuing the bloodlines.

Vados' father and mother, Nurl and Lumir Umbaran, are both senior members of the order. Outward signs of attachment are discouraged within the order, and though Vados and Lumir have a quiet affection for each other, Nurl has only ever been Vados' teacher at best, and his harshest critic at worst. Vados sees Nurl as a personal challenge, someone that he must overcome if he is to achieve the perfection desired by every member of the Myrmidos. If it means he has to kill Nurl to prove his capabilities, then so be it.

Though a skilled operative and a fearsome combatant, Vados has, since his elevation to a full-fledged agent four years ago, been given duties that he sees as beneath him. His current occupation has been to oversee select Guild shipments at the docks, which Vados suspects may be smuggled goods, though he would never question his orders. He loves his position in the Myrmidos and with the Guild, and is eager to see his worth proven. He has taken all of the jobs to the backwaters of Issust Hold, Gumlat and Akleta that he is given, and done it with a smile. He has made contacts within various small-time merchants and underworld members in the cities of this region, though under a variety of guises, and none that he would call true friends. All it would take is one real challenge to prove himself not only to his order, but to the guild as well.

But perhaps his greatest challenge is that of young Vedra. 3 years ago, it was discovered that a member of the order had become romantically involved with a member of the Baelson house. To betray not only the trust of the order, but of their benefactors in the Guild, was a heinous crime, and the Merchant family had the offender put to death. What none of them knew then, was that a child had been born. Vedra, half-human and half-undine. Her mother approached Vados secretly and told him that her affair had happened years ago, and that her lover's discovery was only recent. He had been caring for the child to prevent his lover from being found out, and without him, Vedra had no caretaker. Despite his better judgement, Vados took Vedra, then just 5 years old, and ferreted her away in Issust Hold. There was a family there, dispatch couriers by trade, who he pays to look after the child. So far her existence has been kept secret, but Vados fears the day when he must either give up the child to save himself, or lose himself to save her.

Motivations and Fears:

Primary Motivators
*Challenge himself physically and mentally
*Fulfil oaths and duties to the Merchant's Guild
*Overcome his father Nurl, both physically or socially
*Protect Vedra

Fears
*Being disgraced and kicked out of the order
*Never being able to best Nurl
*Losing Vedra