Tataka

Zaci the tiefling monk's page

179 posts. Alias of SCKnightHero1.


Full Name

Zaci

Race

Faultspawn

Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)

Classes/Levels

Monk 8

Gender

Female

About Zaci the tiefling monk

Stats:

Zaci
Female Tiefling (Asura-Spawn) monk 8
LN Medium outsider (native, asura-spawn)
Init +7, Senses darkvision (60 ft.); Perception +11
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DEFENSE
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AC 24, touch 20, flat-footed 20 (+2 armor, +3 Dex, +1 dodge, +3 natural, )
hp 79 ((8d8)+15)
Fort +9, Ref +11, Will +11, +2 trait bonus on saving throws against fear effects, +2 vs. enchantment spells and effects
Defensive Abilities evasion, still mind, Immunities disease, Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 50 ft., Fast Movement, High Jump, Slow Fall
Melee flurry of blows +6/+6/+1/+1 (1d10+3)
Special Attacks Flurry of Blows, Ki Pool, Stunning Fist,
Innate Spell-Like Abilities hideous laughter (DC 14,1/day),

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TACTICS
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STATISTICS
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Str 16, Dex 16, Con 12, Int 12, Wis 16, Cha 14,
Base Atk +6; CMB +11 (+13 trip); CMD 28 (30 vs trip)
Feats Armor of the Pit, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Tiger Style
Skills Acrobatics +11, Climb +9, Diplomacy +5, Escape Artist +9, Intimidate +13, Knowledge (History) +7, Knowledge (Religion) +6, Linguistics(Draconic) +2, Perception +11, Profession (Innkeeper) +10, Sense Motive +10,
Traits Courageous, Candidate for Perefection
Languages Common, Draconic, Infernal, Vudrani
SQ ac bonus, asura-spawn spell-like ability, darkvision, fast movement, fiendish language, fiendish resistance, high jump, maneuver training, prehensile tail, purity of body, slow fall, wholeness of body,

Combat Gear rations (trail/per day) (5), potion of cat's grace, potion of cure moderate wounds (5), potion of cure serious wounds, potion of displacement, potion of spider climb, potion of protection from arrows, potion of shield of faith +3,
Other Gear headband of alluring charisma +2, amulet of natural armor +1, bracers of armor +2, monk's outfit, belt of giant strength +2, cloak of resistance +2,sandals of interception, bag of holding (type i), waterskin (filled), bedroll, flurry of blows, 296.4 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +5 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Armor of the Pit You gain a +2 natural armor bonus.

Asura-Spawn Skilled Asura-Spawn tieflings have a +2 racial bonus on Appraise and Knowledge (local) checks.

Asura-Spawn Spell-Like Ability Asura-Spawn tieflings can use hideous laughter 1/day as a spell-like ability.

Candidate for Perfection You have begun training to enter one of the Houses of Perfection, and have honed your body, mind, and spirit into one well-trained weapon. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fast Movement (Ex) You gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

High Jump (Ex) You can adds +8 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Immunity to Disease (Ex) You are never subject to disease effects.

Infernal

Ki Pool (Su) You have a pool of 7 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 7 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.

Maneuver Training (Ex) 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.

Monk Bonus Feat

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.

Purity of Body (Ex) You are immune to all diseases, including supernatural and magical diseases.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Slow Fall (Ex) You can use a nearby wall to slow your descent. If you are within arm's reach of a wall, you can use it to slow your descent. You take damage as if the fall were 40 feet shorter than it actually is.

Still Mind (Ex) You gain a +2 bonus on saving throws against enchantment spells and effects.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, or sickened for 1 minute. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.

Tiefling (Asura-Spawn)

Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 8 hit points of damage by using 2 points from your ki pool.

Background:

Zaci and her brother Krama were born in the Impossible Kingdoms of Jalmeray, where tieflings are viewed as members of the untouchable caste. The two asura-descended tieflings were lucky enough to find a job working at a tavern. It was a hard life, but it was a way of living. Then, one day, a master from one the Houses of Perfection was passing by. When he saw a young Zaci defeat several armed men, who were more skilled than she was, using only her bare hands, he saw something that he couldn’t explain. While most wouldn’t dream of training a tiefling, the master was willing to give her a chance. Zaci agreed to come train but onluy if her brother came along as well. The master agreed to her condition.

For many years, both faultspawns trained long and hard, even more so than the other students. Being the only family either one had, the two tieflings developed a strong bond with each other. Their training also benefited them in other ways as well, so as earning experience to better defend themselves and money to pay passage to leave Jalmeray. The two siblings eventually travelled around before finally settling down in Westcrown. Zaci and Krama had always wanted to start a tavern of their own. But, sadly, Krama soon became addicted to pesh. While she did the best to help her brother break his addiction, he would sooner or later relapse. Zaci worked both as a pit fighter and a hired bodyguard, using her skills to earn money, which was soon eaten up by her brother’s pesh addiction. Then one day, her brother was found dead, the victim of a suicidal overdose of pesh and mead. Zaci knew her brother could not have killed himself for the night he died he was heading to the docks for a night shift job. Zaci knows that someone murdered the only family she ever had. And now, she’ll find out who killed him. Money has a strange way of turning evil upon itself, and what better and more ironic form of revenge than getting the killers’ leader to turn upon them?

Description:

Zaci is an asura-descended or faultspawn tiefling. She has grayish-red colored scaled skin, bat-like ears, a forked tongue, fanged teeth, and a prehensile rat-like tail. Where her eyebrows should be, there are instead bony ridges. Her eyes are a mustard yellow color and her hair is a shiny black, almost the color of a starless night sky. The faultspawn also casts no shadow, giving her an unnatural presence. She wears a dark maroon, dark teal, and blackish-blue colored sari as well as a blood red heart shaped jewel in the center of her forehead. One final note should be made about her hands: she has an extra thumb on her right hand, in addition, her hands are clawed like a tiger. Whether the claw-like natural is a result of her training in the tiger style or her being a tiefling, not even she knows the answer to that question.

Personality:

Zaci is trustworthy, but only to those she deems as close friends, which there are few actually. Having had a hard life growing up, she could only rely on her brother. Now that he’s dead, she has become a pragmatic and hardhearted person. She does care about others, but not so much. She is greedy, but only as long as it gets her closer to her two main goals: getting revenge for her brother’s death and opening up her own tavern which she plans to name the Inn of Krama’s Memory, in honor of her beloved brother.