Wolverine

Volk "The Breaker"'s page

40 posts. Alias of Tassadan.


Full Name

Volk "The Breaker"

Race

Kodiak

Classes/Levels

Maneuver Master Monk of the Four Winds HP 2/10 |AC 17, T 17, FF 14|Fort +3, Ref +5, Will +6| Init +3 | Perc. +8

Gender

Male

Size

Medium

Age

17

Special Abilities

Flurry of Maneuvers, Elemental Fist,

Alignment

Lawful Neutral

Deity

Irori

Location

Alkenstar, Mana Wastes

Languages

Common, Argose

Occupation

Martial Artist, Mercenary

Strength 20
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 18
Charisma 10

About Volk "The Breaker"

Volk began life as most Kodiak cubs: loved dearly by his mother and tested mercilessly by his father, Nolak. From the moment he could walk, he was taught his father’s trade: combat. Nolak was a member of the small Mercenary’s Guild working in the streets an around the city of Alkenstar. These “men” are the hired muscle used to both protect the streets and business of the industrialized city from the terrors of the Mana wastes as well as being a barrier between the Shieldmarshals and the less reputable members of the city proper.
Most of these freelance fighters embody the spirit of the word “sellsword.” Most specialized in melee combat, but few took it to the extremes that Nolak did. The only ursine member of the guild, he took his place and race seriously. While Nolak was as good, if not better, at the use of weapons as the rest of the guild, his specialty was in those weapons
Nolak taught his son everything he knew, especially the art of handling tooth and claw. Volk took to more than that, though. As he grew, he wanted not just to meet his father’s expectations, but to exceed them. He trained not only his teeth and claws but his whole body as well. His paws, elbows, and knees became calloused and hardened by near-constant training from both his father and his own endeavors. In time he learned to use them in tandem with his already formidable natural weapons, turning his body into a weapon.
At the same time, his sparring with his father burned itself into his memory. With each sparring session, Volk was able to dodge more and more of his father’s advances, developing a technique that was advantageous to his heavy body. This sort of “swaying” motion of avoiding blows and transitioning into strikes over almost a decade reached the codification of a martial art. Nolak found Volk to be as formidable as his comrades in armor while the bear cub was completely unarmed and unclothed.
This sort of bodily route to perfection brought forth in Volk an aspect that Nolak had not anticipated, however. A sort of “Bear-Supremacy” complex arose in Volk’s head. In his opinion, Kodiaks were a superior race that deserved far better due to their physical capabilities, natural weapons, and wisdom. For that reason, he can often seem more gruff towards those of non-kodiak descent.
This pride, however, is also a defense mechanism. Life as a mercenary’s son and wife in a place like Alkenstar was no cake-walk. Nolak’s earnings were often meager, despite his prowess, and was gone for days or weeks at a time. Volk and his mother had to scrounge for food, often taking to the wastes themselves to search for sustenance.
It was here that a strange transformation began in Volk. One day, as he was searching for edible mushrooms at the edge of the city, he found some sort of strange fruit hanging off a building’s walls. It was just above his reach, so he climbed atop a small box in order to snap its stem with his claws. While doing so, the area around his claw began to sizzle and melt. His surprise was audible as his claw instead went through the weak mortar into the home of a very surprised and retired hunter. The man ran out of his house with a musket and, taking Volk to be some sort of mana waste beast, open fired. Volk barely escaped with his life.
Since that day, these occurrences have become far more commonplace in Volk’s life, to his chagrin. Something he’s sitting on will catch flame, a bottle he’s holding will freeze and shatter. The final straw was when sparring with one of his friends, an electric shock passed through Volk’s elbow into his his friend, almost killing him. Since then, Volk had kept to himself, not going out unless necessity dictated it.
His father saw this as unacceptable. “You see as a curse what should be a gift,” he lectured his progeny, “You must learn to harness this great power that has been thrust upon you, and the only way to do that is BATTLE.”
From that day forward, Volk has been doing milk run missions for the Mercenary’s guild, pest infestations and the like. He’s learned far better how to control his strange elemental abilities, but can only harness it for and extremely short periods of time each day. He has yet to understand them, though, and wonders when he will be able to truly see action in battle.

Volk the Breaker
Male Kodiak Monk (Monk of the Four Winds, Maneuver Master) 1
LN Medium Humanoid (Kodiak)
Init +4; Senses low-light vision; Perception +8
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Defense
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AC 19, touch 18, flat-footed 15 (+1 Armor, +4 Dex, +4 WIS)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +6
Special: Fast Healing 2
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Offense
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Speed 30 ft.
Melee Bite +3 (1d3+4/x2) and
Claw x2 +3 x2 (1d6+4/x2) and
Unarmed strike +5 (1d6+7/x2)
Special Attacks bite
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Statistics
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Str 22, Dex 18, Con 12, Int 11, Wis 18, Cha 10
Base Atk +0; CMB +6 (+8 Tripping); CMD 22 (24 vs. Trip)
Feats Elemental Fist (1d6) (1/day), Improved Trip, Improved Unarmed Strike, Multiattack
Traits Poverty-Stricken, Hulking Reaver
Skills Acrobatics +8, Perception +8, Sense Motive +8, Stealth +8, Survival +7, Swim +8
Languages Argose, Common
SQ ac bonus +4, flurry of maneuvers (1 maneuver, -2), unarmed strike (1d6)
Other Gear Backpack (15 @ 50 lbs), Barbed vest, Bedroll, Belt pouch (empty), Custom Container, Rope, Tent, small, Torch (4), Trail rations (7), Waterskin, 6 GP, 3 SP, 6 CP
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bite (Ex) Prerequisites: Small or larger size. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Elemental Fist (1d6) (1/day) You can add 1d6 energy damage to an attack.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his BAB when making these maneuvers.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Enchanted: You are an echan. You disrupt tech-nology on you and around you. You have a saturation value of 20 which can never drop below this value unless your soul switches from Attricana to the negative energies of Ixindar (See Chapter Eight).
Natural Runner: As long as you have nothing in your hands, you can run on all four limbs. If you do, you can move up to six times your speed (or four times if you are wearing heavy armor). If you choose to run at four times your speed (per normal rules), you can main-tain that run for as many hours as your Constitution modifier. When running, you ignore movement penal-ties from difficult terrain.
Imposing but Clumsy: You are too large and clumsy to ride a mount. You also suffer a -1 penalty to attack rolls with weapons you wield in one hand. You can wield weapons of one size larger than you as if they were your size.

Traits:

Hulking Reaver: You enjoy close range combat, reveling in the smell of your opponents blood and fear. You gain a +2 damage when attacking with melee attacks. You automatically confirm all critical hits with melee weapons as well. You also gain proficiency with all exotic weapons. Lastly, whenever you score a critical hit, you deal bleed damage equal to 1/2 your weapons maximum base damage (For example, a greatsword has 2d6 base damage, which means that the bleed damage would be 12/2=6,).