Valeros

Crest, The Wave Terror's page

143 posts. Alias of DeviousDevious.


Full Name

Crest, the Wave Terror

Classes/Levels

Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Strength 14
Dexterity 22
Constitution 18
Intelligence 13
Wisdom 20
Charisma 16

About Crest, The Wave Terror

Link to Full Planning Document

Class & Alignment:

Triple Gestalt:
U.Rogue 4 / U.Monk 4 / Shaman 4 // Stalker (Soul Hunter) 1
Favored Class: Unchained Monk

Lawful Neutral (Leaning towards Good):
Crest now believes that people should be able to expect certain basic rules will be followed in a society. His beliefs now condemn, for example, the wanton terrorizing of people in his past and the destruction of their property. While the laws he holds himself to are more often the laws of nature than the laws of society, he recognizes that wherever one decides to live, the local rules should be upheld. Crest especially doesn't like to see people who've kept to themselves receive ill-will.

Background:

Crest spent his life before Goodwin trying his best to embody the ideals he barely understood. Born curious, but impatient, Crest spent less time studying the Brackish Emperor, Kelizandri, than did many of his peers, and instead spent his time trying to live the ideals-- Destruction, Evil, and Fear-- which generally resulted in Crest spending much of his time above the waves rather than below them. Here, he would torment the coastal cities and their ship traffic, often resulting in some sort of damage and destruction, but always beginning and ending with Crest exercising his considerable talents for fear and terror.

At a certain point, the human communities reached a breaking point, and decided to take action against Crest. It didn't take long after their decision until Crest was in a trap by the humans. During the 3 days alone in a dark holding tank en route to shore, Crest had much time to think, and started questioning Kelizandri himself. Was he about to pay for his transgressions with his life? Was it worth it? What had he accomplished, really?

His prison tank was offloaded almost immediately upon arrival and was opened carefully. Shamefully aware that he'd been bested, Crest stood still as his hands were shackled to each other, then tied to a short line looped around his tail, preventing him from gettting far even if he could somehow make it through the crowd that had gathered and get into the water. In short order Crest was hustled off to a warehouse, accompanied by only a handful of assistants and a few sailors. As Crest peered through the door, he made eye contact with a powerful-looking man, only to immediately look away, embarrassed. "Yes," he heard the man say, "this is the one. Thank you, all."

Accompanying the man he later learned was named Goodwin, Crest spent much of the next decade of his life finding inner peace, most notably by turning away from the teachings of Kelizandri. Goodwin encouraged Crest to develop more socially-acceptable means of interaction, and Crest spent much of his time nurturing his diplomatic skills, and though he never abandoned or forgot his talents for fear and intimidation, he grew to prefer them as a last resort, rather than a first option. In time, Crest developed a talent for magic, communing with the spirits of the water itself, and found himself wanting to learn more. After realizing that even Goodwin's library held little information on Kelizandri's defeated rival Lysianassa, or at the least that Goodwin wanted Crest to discover the path for himself, Crest committed to doing just that, and has made it a personal goal to find out more about the Empress of the Torrent.

Race:

Merfolk (12 RP)
Additional RP Qualities:
Strongtail (2RP)
Advanced WIS (4RP)
Advanced DEX (4RP)
Carrion Sense (1RP)
Scavenger (2RP)
Darkvision 120 (3 RP)
Deepsight (Water) (2RP)

Theme:

Fear: Crest spent his 'previous' life terrorizing humans traversing the sea before getting captured by those he'd tormented, and ultimately rescued and rehabilitated by Goodwin. While he notably incorporates fear into his combat style, he has also spent time learning to be persuasive in far less violent, diplomatic ways. Crest himself is fearful, however, and is worried that he'll ultimately be unable to distinguish between the unsavory things he does for good reasons and the trials of his old life.

Appearance:

While deep, dark blue scales cover Crest's tail, from the waist up his body appears to be that of an attractive, lithe, male human with some streamlined, elven features. Shoulder length dark hair, perpetually kept weet, frames his face, which often bears a sly smile. When out of the water, he curls his long tail underneath himself and propels himself forward, assisting with his arms when necessary, allowing for deceptively quick movements that most merfolk will find themselves unable to replicate. The effect is somewhere between serpentine and simian.

Age:26
Height/Length: 7'2"
Weight: 225 lb

Offense:

BAB: 4
Speed: 25' base | 50' swim
CMB:+6 (+2 STR, +4 BAB)
Size: Medium | Reach: 5 ft
Init: +6 (DEX)

Standard Melee:
Unarmed Strike +11 1d6+6 19-20/x2 (+2 damage in magical darkness or +4 damage vs shaken/frightened/panicked opponent)
Power Attack Unarmed Strike +10 1d6+8 19-20/x2 (+2 damage in magical darkness or +4 damage vs shaken/frightened/panicked opponent)
Standard Ranged:
Shuriken +10 1d2+2 19-20/x2 (NOTE: do not currently have any shuriken)
Full Rd. Melee:
Flurry of Blows +11/+11 for 1d6+6 19-20/x2 (+2 damage in magical darkness or +4 damage vs shaken/frightened/panicked opponent)
Power Attack Flurry of Blow +10/+10 1d6+8 19-20/x2 (+2 damage in magical darkness or +4 damage vs shaken/frightened/panicked opponent)
Full Rd. Ranged:
Flurry of Blows Shuriken +10/+10 1d2+2 19-20/x2 (NOTE: do not currently have any shuriken)

Attack Pattern:
Rd 0: Cast Darkness on self (for bonus from Nightmare Fist)
Rd 1: Flurry. First attack (at least) nonlethal on Target to proc. Enforcer (free action demoralize vs target to be shaken for # of rds equal to damage dealt) OR standard demoralize action.
Rd 2+: Attack with Flurry as much as possible. Repeat.

Defense:

HD: 4d10 [40+16 (CON) + 4 (TOUGHNESS) + 4 (FCB-U.Monk)]
HP: 64/64
AC: 24 T:22 FF:18 [10 + 6 (DEX) + 5 (WIS) +2 Natural +1 Monk]
CMD:22 (10, +2 STR, +6 DEX, +4 BAB)
Fort:+8 (+4 CON, +4 class, ) | Reflex:+10 (+6 DEX, +4 class) | Will:+9 (+5 WIS, +4 class )
NOTE:+2 additional vs Enchantment

Statistics & Senses:

Abilities:
STR: 14 | DEX: 22 | CON: 18 | INT: 13 | WIS:20 | CHA: 16
rolls

Senses:
Carrion Sense (Scent for creature <25% HP)
Low-light Vision
Darkvision 120'
Deepsight (water) 120'
Can see through Mist/Fog with no Penalty

Perception: +10* (see below in 'Skills' section for conditionals)

Feats & Traits:

Feats:
1-Power Attack
1-Persuasive
1-Enforcer
1-Sap Adept
1-Tenebrous Spell
1Bonus-Toughness
1Monk-Combat Reflexes
1Monk-Stunning Fist
1Monk-Improved Unarmed Strike
1Rogue-Weapon Finesse

2-Skill Focus (Intimidate)
2-Monk-Deflect Arrows

3-Nightmare Fist

4-Nighmare Weaver

NOTE: See Item for Bonus Item Feats
Traits:
1: Dominator (Regional)
2: Affinity of the Elements [Water] (Religion)
3: Honored Fist of the Society (Combat)

Skills:

9+INT Mod = 40 ranks at Level 4:

+12(+2 in magical darkness) Acrobatics: +6 DEX, +3 ranks, +3 class
+7 Appraise: +1 INT, +2 racial, +1 ranks, +3 class
+9 Bluff: +3 CHA, +3 ranks, +3 class
+12 Diplomacy: +3 CHA, +2 Persuasive, +4 ranks, +3 class
+15 Disable Device: +6 DEX, +2 half-Rogue level, +4 ranks, +3 class
+12 Heal: +5 WIS, +4 ranks, +3 class)
+18(+20 to Demoralize, +2 in magical darkness) Intimidate: +3 CHA, +2 Persuasive, +3 Skill Focus(item), +3 familiar, +4 ranks, +3 class
+10(+2 to spot traps/secret doors, +1 for surprises, +2 if within arm's reach of Familiar) Perception: +3 WIS, +2 Alertness (conditional), +4 ranks, +3 class
+9(+2 Alertness, conditional) Sense Motive: +3 WIS, +2 Alertness (conditional), +3 ranks, +3 class
+5 Spellcraft: +1 INT, 1 ranks, +3 class
+17 Stealth: +6 DEX, +4 ranks, +3 class, +4 Heal ranks (Body of the Night)
+10 Survival: +5 WIS, 2 ranks, +3 class
+16 Swim: +2 STR, +8 racial, +3 ranks, +3 class

Languages:

Common, Aquan, Aboleth

Special Qualities::

Evasion, Finesse Training (Unarmed Strike), Sneak Attack +2d6, Flurry of Blows, Spellcasting, Spirit Animal, Spirit Magic, Spirit Ability (Wave Strike), Minor Magic (Drench), Danger Sense +1, Fast Movement, Ki Pool, Ki Strike, Legless, Amphibious, Uncanny Dodge, Soul Claiming, Soul Burning, Wandering Spirit, Critical Edge

Rogue Talents::

Minor Magic (Drench) 3/3 day
Gloom Magic 2/2 day

Spellcasting::

0: ∞/4 [Create Water, Detect Magic, Stabilize, Read Magic]
1: 4/4 [Endure Elements, Comprehend Languages, Protection from Evil, Chill Touch]
2: 3/3 [Tenebrous Umbral Arcane Mark, Raven's Flight, Barkskin]

Spirit Magic:
1: 1/1 (Enlarge Person or Hydraulic Push)
2: 1/1 (Fog Cloud or Slipstream)

Hexes & Spirits::

Water Sight
Fluid Magic

Main Spirit:
Waves - Wave Strike 6/6 per day

Current Wandering Spirit:
Battle - +1 atk/dmg Aura 6 rds per day (morale bonus)

Ki::

10/10 Ki Points

Ki Powers:
Empty Body

Stalker Arts:

Critical Edge

Martial Maneuvers::

Known:
Offensive Roll
**Inner Sense**
**Dimensional Strike**
Shards of Iron Strike
**Hunting Serpent Blow**
**Flurry Strike**
Stances:
Body of the Night

**Readied**


Hero Points:

3/3

Gear and Loads:

Crest's Amulet of Might Fins (1 lb)
Spell Component Pouch (2 lb)

backpack (2 lb)
common buoy (16 lb)
healer's kit (1 lb)
waterproof bag x5 (2.5 lb)
chain, 10 ft (2 lb)

Current: 23.5 lb
Light:0-58
Med:58+-116
Heavy:116+-175

Spirit Animal:

Tide the Peacock: The pattern depicted in this bird's magnificent tail feathers is constantly in motion, like waves on the ocean, and slowly moves in an almost erie way.

N Small animal
Init +1; Senses low-light vision; Perception –2

DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 32 (half master's HP)
Fort +3, Ref +4, Will 1

OFFENSE
Speed 20 ft., fly 40 ft. (clumsy); drift
Melee 2 talons +6 (1d3–2)

STATISTICS
Str 7, Dex 12, Con 10, Int 7, Wis 6, Cha 13
Base Atk +4; CMB +1; CMD 12
Feats: Weapon Finesse, Mobility

Skills:
Fly –1 (+1 DEX, +2 size, +1 rank, +3 class, +8 clumsy)
Perception +5 (-2 WIS, +4 master's ranks, +3 class)
Stealth +12 (+1 DEX, +4 size, +4 master's ranks, +3 class)
Swim +7 (+1 DEX, +3 master's ranks, +3 class)

SPECIAL ABILITIES
Drift (Ex)
A peacock flies in short bursts, and can't use its fly speed to hover. When it flies, a peacock must end its move action by landing or perching on a solid surface.
Water Breathing (Su)
Deliver Touch Spells (Su)
Empathic Link (Su)
Improved Evasion (Ex)
Share Spells (Su)
Can breathe underwater

Signature Item, Crest's Amulet of Mighty Fins:

Item name: Crest's Amulet of Mighty Fins
Description: This necklace appears to be made of some scaly rope-like material, which matches the color of Crest's own lower-half. A pendant depicting a massive wave hangs from it.
Slot: Neck (Amulet)
Feats Granted (and level): 2-Umbral Spell | 3-Weapon Focus (Unarmed Strike) | 4-Combat Expertise
Magic Creation Pool (4000 spent/ 6000 total): Cruel Amulet of Mighty Fins
Flexible Power Pool (0 spent/2 total):

Goals/Notes:

Mechanics:
See Full Planning link for more or less the full build, but I eventually plan on growing Crest into a mobile fear/intimidate machine so I can use Shatter Defenses on my shaken/feared/panicked targets to proc sneak attacks often. Rogue's Edge (Intimidate) should help with that, and debuffs in general (by upping shaken to Frightened or Panicked), as will Debilitating Injury, and I'll have Feint abilities for things that are immune to fear and whatnot if I need to proc Sneak Attacks.

I'll probably pick up Stalker as a first Cheese Dip to grab the Body of the Night Stance for that awesome +4 attack bonuses to flat-footed or no-Dex things, and I'm looking at Dread for Twin Mind, eventually.

I haven't taken Kn. Religion or Planes, assuming that since there's no information about Lysianassa available, Crest wouldn't have bothered. If there's something to learn eventually, he'll consider investing the ranks.

Fluff:
Crest's goal prior to entering the stasis chamber was to walk the path of Lysianassa, whatever that may be, and hoping to discover if any of the dead god's spirit in fact remains. Now that Goodwin has gone missing, he's taken it upon himself to contribute in the rescue. The irony of his rescuing Goodwin is not lost on Crest, and he's eager to start repaying the favor.