Galen | |
Aliases: | - |
Age: | 22 (Appears 18) |
Hair: | Black |
Fur: | None |
Eyes: | Blue |
Height: | 5'8'' |
Weight: | 170 lbs |
Race: | Human |
Class: | Monk 5/Drunken Master 10/Tattooed Monk 5 |
Alignment: | Lawful Good |
Deity: | None |
Level: | 20 |
Experience: | 197,293 |
Hit Points: | 240/240 |
Gold: | 4,100 |
Current Status: | Active |
Played by Scathien |
- Description
- Stats & Combat
- Stat/Combat Breakdowns
- Skills
- Feats
- Class Abilities
- Race
- Equipment
- Paragon Item
- Paragon Location
- Adventures
- Background
- Questionnaire
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 24 | 26 | 18 | 18 | 20 | 14 |
Bonus | +7 | +8 | +4 | +4 | +5 | +2 |
Combat |
Initiative | +10 | Movement | 70 ft |
Defense | Totals | Saves | Totals |
AC | 46 | Fortitude | 26 |
Flat | 38 | Reflex | 30 |
Touch | 33 | Will | 21 |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
+3 Transmuting Monk's Unarmed Strike | +24/+19/+14 | 3d6+10 | Bludgeoning, Magic, Transmuting | 19-20/x2 | 2x3d6+10 | Melee |
+3 Transmuting Flurry of Blows | +24/+24/+19/+14 | 3d6+10 | Bludgeoning, Magic, Transmuting | 19-20/x2 | 2x3d6+10 | Melee |
+3 Improvised Weapon Attack | +24/+19/+14 | 3d6+10 1d12 | Varies depending on weapon | 19-20/x2 | 2x3d6+10 2d12 | Melee |
Opposed Grapple Check Modifier | +28 | Unarmed Strike Damage | Bludgeoning, Magic, Transmuting | N/A | N/A | Melee |
Special Actions | Notes |
Stunning Fist | 10/day, Fort Save DC 29 vs Stun (1 Round) |
Freezing The Lifeblood | Shares stunning Fist uses, Fort Save DC 27 vs Paralyze 1d4+1 rounds, Deals no Damage |
Corkscrew Rush | On Successful Bull Rush attempt during Charge Attack, Deals Normal Damage, Will Save DC 25 vs. Stun (1 Round), If Bull Rush attempt fails Galen lands in prone position in front of target |
Breath of Flame | 20 ft cone, 3d12 fire damage, Reflex Save DC 24 for half damage, Consumes 1 Drink of Alcohol, Free Action |
For Medicinal Purposes | 3/day, Heals 2d8+3 damage, Standard Action (Does not Provoke AoO), Reduces number of drinks in system by 1 |
Category | Breakdown | Total |
Normal Base Attack Bonus | + 3 (Monk 5) + 7 (Drunken Master 10) + 3 (Tattooed Monk 5) | +13/+8/+3 |
Flurry Base Attack Bonus | + 5 (Monk 5) + 7 (Drunken Master 10) + 3 (Tattooed Monk 5) | 15/+10/+3 |
Grapple Modifier | Normal Base Attack Bonus + 7 (Str Mod) + 4 (Improved Grapple) + 4 (Greater Grapple) | +28 |
Normal Attack Modifer | Normal Base Attack Bonus + 8 (Dex Mod (Weapon Finesse)) + 3 (Enhancement) | +24/+19/+14 |
Flurry Attack Modifier | Flurry Base Attack Bonus + 8 (Dex Mod (Weapon Finesse)) + 3 (Enhancement) - 2 (Flurry Penalty) | +24/+24/+19/+14 |
Other Attack Modifiers | 1 Extra Attack at full Attack Modifier 3/day when Full Attack Action is used (Bracers of Blinding Strike Effect) | N/A |
Max Unarmed Strike Damage Dice | 15th Level Monk (5 Monk Levels + 5 Tattooed Monk Levels + 5 (Monk's Belt)) - 2d6 + Greater Mighty Wallop (13th Level caster) - 4 size steps (Medium to Colossal) + Enlarge - 1 Size Step (Colossal to Colossal+) + Improved Natural Attack - 1 Size Step (Colossal+ to Colossal++) | 3d6 (Improved Natural Attack Only), 4d6 (Imp Nat Attack + Enlarge), 12d6 (Greater Mighty Wallop + Imp Nat Attack), 16d6 (Greater Mighty Wallop + Enlarge + Imp Nat Attack) |
Damage Modifier | + 7 (Str Mod) + 3 (Enhancement) | +10 |
Other Damage Modifiers | +1d12 Damage when using an Improvised Weapon | N/A |
Stunning Fist Uses | 5 (Monk Level) + 1 (Monk's Belt) + 4 (15 Levels in other classes) | 10 |
Stunning Fist DC | 10 (Base) + 10 (1/2 Character Level) + 5 (Wis Mod) + 2 (Ability Focus) + 2 (Enhancement (Ki Straps)) | 29 |
Freezing the Lifeblood DC | 10 (Base) + 10 (1/2 Character Level) + 5 (Wis Mod) + 2 (Enhancement (Ki Straps)) | 27 |
Corkscrew Rush DC | 10 (Base) + 10 (Drunken Master Level) + 5 (Wis Mod) | 25 |
Breath of Flame DC | 10 (Base) + 10 (Drunken Master Level ) + 4 (Con Mod) | 24 |
Category | Breakdown | Total |
Normal AC | 10 (Base) + 8 (Dex Mod) + 5 (Wis Mod) + 3 (15th Level Monk AC Bonus (10 Monk (5 Monk Levels + 5 from Monk's Belt) + 5 Tattooed Monk)) + 2 (Drunken Master AC Bonus) + 8 (Armor) + 5 (Natural Armor) + 5 (Deflection) + 1 (Dodge, Optional) + 2 (Swaying Waist, Optional) | 46 (Normal), 47 (With Dodge), 48 (Swaying Waist), 49 (Dodge + Swaying Waist) |
Flat-footed AC | Normal AC - 8 (Dex Mod) | 38 |
Touch AC | Normal AC - 8 (Armor) - 5 (Natural Armor) | 33 (Normal), 34 (Dodge), 35 (Swaying Waist), 36 (Dodge + Swaying Waist) |
Flat-footed Touch AC | Normal AC - 8 (Dex) - 8 (Armor) - 5 (Natural Armor) | 25 |
Other AC Mods | + 6 (Total Defense), + 3 (Defensive Fighting), +2 (Vs. Attacks of Opportunity Only (Fleet Warriors Array Bonus)) | N/A |
Fortitude Save | + 4 (Con) + 4 (Monk) + 7 (Drunken Master) + 4 (Tattooed Monk) + 2 (Great Fortitude) + 5 (Resistance) | 26 |
Reflex Save | + 8 (Dex) + 4 (Monk) + 7 (Drunken Master) + 4 (Tattooed Monk) + 5 (Resistance) + 2 (Lightning Reflexes) | 30 |
Will Save | + 5 (Wis) + 4 (Monk) + 3 (Drunken Master) + 4 (Tattooed Monk) + 5 (Resistance) | 21 |
Other Save Mods | +2 (Still Mind (only against spells/effects from enchantment school) |
Category | Breakdown | Total |
Natural Strength | 14 (Start) + 1 (Level 20 Attribute Point) + 5 (Inherent: Manual of Gainful Exercise) | 20 |
Strength Score | Natural Strength + 4 (Gloves of Strength and Dexterity) | 24 |
Natural Dexterity | 16 (Start) + 2 (Human Bonus) + 4 (Level 4, 8, 12, 16 Attribute Points) | 22 |
Dexterity Score | Natural Dexterity + 4 (Gloves of Strength and Dexterity) | 26 |
Constitution Score | 14 (Natural Constitution) + 4 (Phoenix Cloak of Charisma and Constitution) | 18 |
Intelligence Score | 14 (Natural Intelligence) + 4 (Scout's Headband) | 18 |
Wisdom Score | 16 (Natural Wisdom) + 4 (Scout's Headband) | 20 |
Charisma Score | 10 (Natural Charisma) + 4 (Phoenix Cloak of Charisma and Constitution) | 14 |
Ground Speed | 30 (Human) + 30 (10th Level Monk Unarmored Speed Bonus (5 Monk + 5 Tattooed Monk)) + 10 (Sandals of the Light Step) | 70 ft/round |
Flight Speed | N/A | Ground Speed + Perfect Maneuverability (Per Phoenix Cloak Effect) |
Initiative | 8 (Dex) + 2 (Bracers of Blinding Strike Effect) | 10 |
Drink Like a Demon Duration | 10 (Drunken Master Level + 3 | 13 Rounds |
Max Drinks that can be held in system | 10 (Drunken Master Level) | 10, but only 8 can be held without reducing Int to 0 |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
X | U | Climb (Str) | 2 | + 4 | + 0 | + 0 | + 0 | + 6 |
X | U | Jump (Str) | 12 | + 4 | + 2 | + 4 | + 0 | + 22 |
X | U | Swim (Str) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
X | U | Balance (Dex) | 15 | + 8 | + 2 | + 0 | + 0 | + 25 |
X | U | Escape Artist (Dex) | 16 | + 8 | + 0 | + 0 | + 0 | + 24 |
X | U | Hide (Dex) | 21 | + 8 | + 0 | + 0 | + 0 | + 29 |
X | U | Move Silently (Dex) | 21 | + 8 | + 0 | + 0 | + 0 | + 29 |
- | - | Open Lock (Dex) | 0 | + 8 | + 0 | + 0 | + 0 | + 8 |
- | U | Ride (Dex) | 0 | +8 | + 0 | + 0 | + 0 | + 8 |
- | - | Sleight of Hand (Dex) | 0 | + 8 | + 0 | + 0 | + 0 | + 8 |
X | - | Tumble (Dex) | 21 | + 8 | + 0 | + 0 | + 0 | + 29 |
- | U | Use Rope (Dex) | 0 | + 8 | + 0 | + 0 | + 0 | + 8 |
X | U | Concentration (Con) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Appraise (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
X | U | Craft (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Decipher Script (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Disable Device (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Forgery (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
X | - | Knowledge (Int) | 8 | + 4 | + 0 | + 0 | + 0 | + 12 |
- | U | Search (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Spellcraft (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Heal (Wis) | 0 | + 5 | + 0 | + 0 | + 2 | + 7 |
X | U | Listen (Wis) | 16 | + 5 | + 0 | + 0 | + 0 | + 21 |
X | - | Profession (Wis) | 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
X | U | Sense Motive (Wis) | 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
X | U | Spot (Wis) | 16 | + 5 | + 0 | + 5 | + 0 | + 26 |
- | U | Survival (Wis) | 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
X | U | Bluff (Cha) | 21 | + 2 | + 0 | + 0 | + 0 | + 23 |
X | U | Diplomacy (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Disguise (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Gather Information (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | - | Handle Animal (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Intimidate (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
X | U | Perform (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | - | Use Magic Device (Cha) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | - | Speak Language | 2 |
*28 Skill points at first level*
*7 Skill points per Monk Level (5)*
*7 Skill points per Drunken Master Level (10)*
*8 Skill points per Tattooed Monk Level (5)*
Skill Points | 173 |
-U = usable untrained
-C = class skill
Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
None | Religion, History, Local | Common, Carnivon, Literacy, Auran, Sylvan | None | None | None |
Level 1 - Great Fortitude: You are tougher than normal.
Level 3 - Weapon Finesse: You are especially skilled at using light weapons, ones that can benefit as much from Dexterity as from Strength.
Level 6 - Ability Focus (Stunning Fist) - +2 to DC of a single chosen special attack
Level 9 - Endurance: You are capable of amazing feats of stamina.
Level 12 - Improved Critical (Unarmed Strike): Choose one type of weapon, With that weapon, you know how to hit where it hurts.
Level 15 - Greater Grapple: You specialize in grappling opponents
Level 18 - Freezing The Lifeblood: You can paralyze a humanoid opponent with an unarmed attack.
Human - Dodge: You are adept at dodging blows.
Monk 1 - Stunning Fist: You know how to strike opponents in vulnerable areas.
Monk 1 - Improved Unarmed Strike: You are skilled at fighting while unarmed.
Monk 2 - Combat Reflexes: You can respond quickly and repeatedly to opponents who let their defenses down.
Drunken Master 6 - Improved Feint: Your are skilled at misdirecting your opponent's attention in combat.
Drunken Master 7 - Improved Grapple: You are skilled in martial arts that emphasize holds and throws.
REP Feat 1 - Lightning Reflexes: You have faster than normal reflexes.
REP Feat 2 - Prone Attack: You can attack from a prone position without penalty.
REP Feat 3 - Improved Natural Attack: Choose one of your natural attack forms. The damage for this natural weapon increases by one step, as if your size had increased by one category.
Monk 5
Class Features:
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level or his base attack bonus which ever is higher. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Drunken Master 10
Class Features:
A drunken master’s body handles alcohol differently from other people’s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character’s choice) by 2 points. A drunken master may benefi t from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character’s drunken master level + 3.
While bottles and tankards are a drunken master’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master’s improvised weapon deals as much damage as his Unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.
By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two benefi cial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Tumble check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.
At 3rd level, a drunken master knows how to weave and bob during an attack, making him more diffi cult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.
At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to +2 at 9th level.
A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents’ disarm attempts. Finally, large objects with broad, fl at surfaces (such as tables) can be upended to become improvised tower shields.
At 5th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4.
A drunken master who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.
A drunken master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, –2 to Strength or Constitution) as if the duration of the alcohol’s effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity.
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master’s class level + the drunken master’s Wis modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.
At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.
A 10th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of fire damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master’s class level + the drunken master’s Con modifier). Each time a drunken master uses breath of fl ame, it consumes one drink’s worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character’s choice).
Tattooed Monk 5
Tattooed monks gain no proficiency with any weapon or armor.
A tattooed monk’s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.
Tattooed monks gain their powers from the magic tattoos that eventually cover their bodies. A 1st level tattooed monk has one tattoo and gains another tattoo at every odd-numbered level. A tattooed monk can choose his tattoos from among those described below. Note that three of the tattoos (centipede, crescent moon, and phoenix) have minimum class level requirements.
All tattoos are magical, and the abilities they bestow are supernatural (except for the crescent moon). A tattooed monk in an antimagic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a tattoo is a move action that does not provoke an attack of opportunity.
Galen has Selected the following Tattoos:
Crane: A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk first gains this tattoo, he gains immunity to non-magical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.
Ocean: A character with this tattoo never needs to eat, sleep, or drink.
Falcon: A character with this tattoo is immune to fear (magical or otherwise). Allies within 10 feet of his gain a morale bonus on their saving throws against fear effects equal to the tattooed monk’s Charisma bonus (if any) plus the number of tattoos he possesses.
Human
•Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Humans have a base speed of 30 feet.
•Bonus Feat: Humans select one extra feat at 1st level.
•Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Damage | Crit | Range | Type | Notes |
Amulet of Natural Armor & Weapons | Unarmed Strike Damage | 20/x2 | Melee | Unarmed Strike Type | Has Stabalization Effect, +5 AC (Natural Armor), +3 Enhancement and Transmuting Effect to Natural Weapon (Monk's Unarmed Strike), Cast Enlarge Person 5/day (3 min duration) |
Ammo | Qty |
None | - |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Amulet of Natural Armor & Weapons | +5 | Natural Armor | - | - | - | - | Has Stabalization Effect, +5 AC (Natural Armor), +3 Enhancement and Transmuting Effect to Natural Weapon (Monk's Unarmed Strike), Cast Enlarge Person 5/day (3 min duration) |
Bracers of Blinding Strike and Armor | +8 | Armor | - | - | - | - | - |
Formless Ghost Shroud Vest of Resistance | +5 | Deflection | - | - | - | - | +5 Resistance, +5 AC (Deflection), Melee attacks are treated as if wielding a ghost touch weapon |
Slot | Item | Description |
Head | Scout's Headband | This tattered strip of cloth is strangely resilient, and when you hold it, elven runes appear along its length. |
Face | Goggles of Draconic Vision | These Goggles have unusually large, yellow-tinted lenses, with a dark stripe resembling a vertical pupil in the center of each |
Neck | Amulet of Natural Armor & Weapons | An amulet, crafted from beast scales |
Shoulders | Phoenix Cloak of Charisma and Constitution | A regular looking cloak |
Torso | Formless Ghost Shroud Vest of Resistance | This simple tunic seems misshapen, but it actually fits perfectly well. |
Arms | Bracers of Blinding Strike and Armor | This pair of elegant bracers is crafted from green leather with mithral tracery that looks like vines. Tiny, leaf-shaped plates of silver branch off the mithral to create a glimmering pattern. |
Hands | Gloves of Strength and Dexterity | These leather gauntlet gloves increase the wearer's strength and dexterity along with a +3 enhancement for unarmed strikes |
Right Ring | - | - |
Left Ring | Ring of Four Winds | Four clouds, each a different shade of green or blue, adorn this simple wooden ring. The faces of four old men puffing up their cheeks are also carved into the sides. |
Waist | Monk's Belt | A simple Rope Belt |
Feet | Sandals of the Light Step | These exquisite sandals are made of mithral and green leather, and they bear intricate overlapping pieces of leather crafted to look like leaves. |
Pack | Handy Haversack | A backpack that appears to be well made, well used, and quite ordinary. |
List of Items Here:
Flask of Everlasting Alcohol
Handy Haversack
Gloves of Strength and Dexterity
Scout's Headband
Amulet of Natural Armor & Weapons
Formless Ghost Shroud Vest of Resistance
Bracers of Blinding Strike and Armor
Ring of Four Winds
Monk's Belt
Sandals of the Light Step
Greater Fiendslayer Crystal
Greater Demolition Crystal
Greater Truedeath Crystal
Scroll of Axiomatic Creature (2)
Rations, trail (per day) (7)
Bedroll
Blanket, Winter
Monk's Outfit
Traveler's Outfit (Cloak is all that is left out of this)
Rope, Silk (50 ft)
Grappling Hook
Hammer
Flint & Steel
Waterskin
Chalk (10 Pieces)
Statistics of Items Here:
Price: 37,000
Type: Hands
Aura: Moderate
Weight: 1 lb
These gloves enhance the wearer's Strength and Dexterity by +4 each.
In addition, when both gloves are worn they provide a +2 enhancement bonus to the DC of the user's Stunning Fist attack (or any other effect gained by expending daily uses of the feat).
Price: 135,200 gp
Aura: Strong
Slot: Neck
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of +5. This particular amulet has also been enchanted to auto-stabilize the wearer if they ever drop to -1 hit points (provided the damage doesn't outright kill the wearer). It also affects a single natural weapon of the wielder (Monk's Unarmed Strike), adding a +3 Enhancement effect.
In addition, when the wearer scores a successful hit (with a monk's unarmed strike) against a creature with damage reduction, the attack is resolved normally. At the start of the wielder's next turn however, the monk's unarmed strike changes to take on properties required to overcome that creature's damage reduction. Once so changed, the weapon overcomes the designated type of damage reduction for 10 rounds, or until you strike a creature that has a different type of damage reduction.
In this case, the weapon transforms in the same manner to overcome that damage reduction instead. If the target has multiple types of damage reduction, the monk's unarmed strange is changed to overcome all of them. If the creature gains a new type of damage resistance after initially being struck (From changing its form for example), the monk's unarmed strike must change again before it can overcome the type.
The wearer's body does not gain any other benefit of the properties the monk's unarmed strike takes on, and this effect does not change the amount of damage done.
Finally, the amulet allows the wearer to cast Enlarge Person on themselves 5 times per day as if cast by a 3rd level caster, lasting for a duration of 3 minutes per use.
Price: 13,000 gp
Slot: Waist
Aura: Moderate (Transmutation)
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets him make one additional stunning attack per day.
Price: 2,000 gp
Aura: Moderate
Weight: 5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Price: 95,300 gp
Aura: Moderate
A formless vest allows you to briefly make your body amorphous, allowing you to avoid particularly deadly strikes. Once per day, you can activate this vest to take half of the damage dealt to you by a critical hit or sneak attack. You can activate the vest after damage has been determined, but before it has actually been dealt. Also provides magical protection in the form of a +5 Resistance bonus on all saving throws (Fortitude, Reflex, and Will). The vest also provides a +5 AC Deflection bonus and treats all melee attacks made by the wearer as if they were wielding a ghost touch weapon
Price: 2,000 gp
Aura: Faint
Weight: 1.5 lbs
A simple flask specially enchanted with a modified Create Water spell. When the flask is opened, the contents of the flask are magically filled with whatever kind of alcohol that the user currently has in mind, allowing the contents to be consumed within moments of opening the flask. Once emptied, the flask remains empty until capped and re-opened.
Price: 71,500 gp
Slot: Arms
Aura: Strong
Weight: 1 lb
This pair of elegant bracers is crafted from green leather with mithral tracery that looks like vines. Tiny, leaf-shaped plates of silver branch off the mithral to create a glimmering pattern.
These bracers grant you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
When you activate bracers of blinding strike, you can make one additional attack with any weapon you are holding, as long as you have already used the full attack action during the turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
This ability can be used three times per day.
These bracers have also been enchanted with a +8 Armor bonus to AC
Price: 9,000 gp
Slot: Feet
Aura: Faint
Weight: 1 lb
These exquisite sandals are made of mithral and green leather, and they bear intricate overlapping pieces of leather crafted to look like leaves.
Wearing a pair of sandals of the light step provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain (PH 148). You also leave no tracks, as if affected by pass without trace. When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. You can share this effect with up to five allies adjacent to you when you activate the sandals, though doing this reduces the overall duration accordingly. For example, if you share the effect with one other person, the duration is 30 minutes apiece; if you share it with 5 other people, the duration is 10 minutes apiece. This ability functions once per day.
Price: 31,080 gp
Body Slot: Ring
Aura: Faint
When you activate a ring of the four winds, it creates gusts of wind that grant you a +2 deflection bonus to AC against a single attack. Alternatively, you can activate it to use a feather fall effect on yourself. This ring functions a total of four times per day.
In addition, this ring can also cast the spell Greater Mighty Wallop (Races of the Dragon p. 115) as a 13th level caster 2/day, enhancing Galen's Monk's Unarmed Strike as if he were dealing damage as a colossal sized creature for a 13 hour duration.
Price: 45,100 gp
Slot: Head
Aura: Moderate
Weight: -
A scout's headband grants you a +2 competence bonus on spot checks. This is a continuous effect and requires no activation.
In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges enhances your visual acuity as described below.:
1 charge: You gain darkvision out to 60 feet for 1 hour
2 charges: You can see invisible creatures and objects (as see invisibility) for 10 minutes
3 charges: You gain true seeing (as the spell) for 1 minute
The Headband is also specially enchanted to provide a +4 Int and +4 Wis bonus to the wearer
Price: 98,000
Slot: Shoulders
This cloak is specially enchanted to provide a +4 bonus to Constitution and Charisma.
In addition, this cloak also grants flight speed equal to land speed with perfect maneuverability.
Price: 16,000 gp
Slot: Face
Aura: Moderate (Transmutation)
Weight: 1 lb
Goggles of Draconic Vision grant you a +5 bonus on spot checks, low-light vision and darkvision out to 60 feet. In addition, while wearing them, you cannot be blinded by the cloud a hovering dragon creates (though the cloud still provides concealment for all within it). These are continuous effects and require no activation.
Once per day, you can activate the goggles to grant you blindsense out to 30 feet for 1 minute.
Price: 6,000 gp
Slot: - (Weapon Crystal)
Aura: Moderate
Demolition Crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.
A greater Demolition Crystal attached to a weapon deals an extra 1d6 points of damage to constructs. In addition, the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs. Finally, the weapon is capable of delivering sneak attacks and critical hits against constructs as if they were living creatures.
Price: 5,000 gp
Body Slot: - (Weapon Crystal)
Aura: Moderate
A fiendslayer crystal helps you fight creatures infused with evil.
A weapon with this crystal attached deals an extra 1d6 points of damage to evil outsiders. In addition, the weapon is also treated as good-aligned for the purpose of overcoming damage reduction. Finally, if the weapon scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round.
Any evil creature grasping a weapon that bears a fiendslayer crystal gains one negative level, which remains as long as it holds the weapon and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Price: 10,000 gp
Body Slot: - (weapon crystal)
Aura: Faint
Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.
A weapon with this crystal attached deals an extra 1d6 points of damage to undead. In addition, the weapon also functions as a ghost touch weapon. Finally, the weapon can also deliver sneak attacks and critical hits against undead as if they were living creatures.
Price: 137,500 gp
This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Note: Book has been read, and inherent STR bonus will become active 1/3/2012
Total Weight Carried: 11.5 lbs
Name: The Mirror of Six Virtues
What it is:
The Mirror of Six Virtues is essentially a gateway into a place that Galen only refers to as "The Formless Void". The mirror however does not exist in the physical sense, but more in the metaphorical sense, and represents the enlightenment that Galen has achieved.
How it works:
The designated "Master" of The Formless Void (Galen) is capable of opening a doorway wherever he is. There is no item required to do this, and Galen simply wills a door or gateway into existence to allow himself, and anyone he designates, entry into the space. People attempting to force their way into or through the doorway find themselves simply passing through it without entering the space. Once the master enters a door he has created, it shuts and vanishes. Anyone attempting to leave the space through a manifested exit door will exit the pocket from wherever they entered it from in normal space.
In the event that the point in normal space they entered from becomes occupied by something (Say, a collapsing tunnel for instance) the door will instead open to a designated "safe zone", allowing the occupant to exit into the Arcadia as if walking in through the front door. Should the safe zone be compromised, exiting the space acts as a plane shift spell into the material plane. (Destination is determined via 1d2 roll, 1 lands them just outside of the Arcadia in an open spot, 2 ejects them 1d10 miles away from Avalon in a safe location)
Galen is also capable of "Attuning" people he chooses to allow them to access the current version of the space (1 person per character level can be attuned). This allows the person that is attuned to be able to enter the space without the master being present, but can only do so by focusing on the space and opening a physically constructed door (Attuned visitors can not create a gateway anywhere they are, they must open a door that physically exists on whatever plane of existence they are in). Attuned visitors have specific servants assigned solely to them, and said servants are capable of performing any task or skill that Galen is capable of (except altering the space) as long as Galen allows the servant to perform said task/skill in the first place. This could include teaching the attuned visitor if they visit the space to learn whatever Galen may be capable of teaching for example. Attuned visitors are also capable of designating others to enter the space with them.
In the event Galen alters the space (Changing it drastically, deconstructing it, etc), anyone attuned to that particular iteration of the space looses their connection, and are capable of realizing when this occurs. While initial attuning requires Galen's physical presence, re-attuning someone requires nothing more than a simple thought and can be done at any distance. This also lets the person being attuned realize they can re-enter the space at their leisure.
Finally, if Galen dies by means that do not allow a resurrection, the space collapses, ejecting any living entities within according to the safe zone rules mentioned earlier. Should a Wish or Miracle be used to return Galen to life, the space may be reconstructed once again after a period of 7 days, and anyone previously attuned will need to be attuned as if it was the initial time. In the event Galen can be resurrected by normal means, the space remains intact, but slowly degrades over a number of days equal to the character level of the master, finally collapsing if the limit is reached before Galen is resurrected
Special Note: Neither Galen, nor the attuned can open the gateway to the space during stressful/combat situations. A good rule of thumb is, if you cant take 10 on a skill check, chances are you cant summon the focus to open the door into the Formless Void
Name: The Formless Void
What it is:
The Formless Void is a manifestation of "The Universe Within the Self" which everyone has, but not everyone has access to. Initially, it is nothing. There is no substance, no form, no land, it just exists as an empty void of nothingness. However, once one obtains access and understands what exactly it is capable of… it is everything…
How it Works:
The designated "Master" of the Formless Void (Galen) is capable of shaping and creating within the space, land and structures according to his will, with size limitations being 4 10 ft cubes of space per character level. The design of buildings within the space are capable of changing according to Galen's will, but only when no living occupants reside within the space. Buildings constructed within are capable of such things as running/heated water, generated food, and other such luxuries. Anything manifested within the space in this manner however can not be taken out of it or it will cease to exist. Air is also generated so that living occupants do not suffocate while residing in the space. Galen is also capable of creating spectral servants (1 per character level) which are fully capable of maintaining, serving, and interacting with occupants, even when Galen is not present within the Formless Void. Finally, once Galen reaches character level 21 or higher, he is capable of manipulating how time flows while within the Formless Void to an extent. The limits for this are as follows:
- Time can not flow slower than time in normal space. (IE: 1 minute inside pocket dimension = 10 minutes outside as a minor example)
- Characters age according to how time flows on the material plane.
- 1 minute in normal space = X hours in the pocket dimension (X can be any number up to the character level of the master - 20, can not exceed 6 hours)
or
- 1 hour in normal space = X days in pocket dimension (X can be any number up to character level of master - 20, but can not exceed 7 days)
- Only 1 of the above time dilation effects may be active at one time
Quest Name | GP Reward | Extra Reward | Sheet Updated w/ Reward? |
Goblin Heist | 600 | None | Yes |
Wings of Freedom | 1,050 | 4 years removed from current age | Yes |
Journey to the Centre of the Hearth | 1,800 | Obtained 1 commemorative quill and a kaleidoscope | Yes |
Magic Mayhem | 2,040 | Obtained a small statuete of a man w/ a wand (creates scented bubbles 5x day), Vest of Resistance +2 | Yes |
Business In The Bayou | 685, 7 sp, 2 cp | None | Yes |
Pay My Troll | 900 | None | Yes |
Drunken Foolishness | 500 | Requirement met for Drunken Master PrC | Yes |
Family Interrupted | 500 | None | Yes |
Antfarm Escapees | 1,620 | None | Yes |
Assassins Assassin | 1,000 | None | Yes |
First Frost | 1,450 | Lesser Iron Ward Diamond (Sold for 1,000 gp) | Yes |
Devil's Night | 1,350 | Ring of Four Winds | Yes |
Burning For Lolth | 4,800 | Scout's Headband | Yes |
Bees-Knees | 225 | None | Yes |
Oh, Luna! | 3,000 | Sandals of Light Step, Bracers of Blinding Strike, Brooch of Stability | Yes |
Return to the Sunken Citadel | 8,500 | +1 Kama of Undead Bane | Yes |
King Leoric and Archbishop Lazarus | 1,500 | Formless Vest | Yes |
THIS IS AVALON | 3,000 | None | Yes |
Setting the Blame | 3,000 | None | Yes |
I'm the Goddamn Batman | 4,500 | None | Yes |
Competition Is Rewarding | 1,100 | None | Yes |
Revenge Of Mrrrgrrrgrrrgrrrglll | 1,500 | None | Yes |
Raque The Demon Lion | 3,540 | Brute Ring (sold for 1,150 gp) | Yes |
The Fall Of The House Of Delacourte | 6,000 | Belt of Giant's Strength +4 (16k) (1k paid from gp reward (of 7k) to make up difference) | Yes |
The Corruption of the Takada, Part 1 | 900 | 3000 gp and Cloak of Charisma and Constitution (+2 each) | Yes |
The Abomination Rumbles... Part 1 | 5400 | 16,500 gp and Goggles of Draconic Vision | Yes |
The Mirror of Six Virtures | 0 | Master Access to the "Formless Void" | Yes |
Character History:
Galen came to Avalon in search of adventure and perfection, seeing the city as a means to test himself and his skills. As a young child, he was taken from his parents after a kobold raid destroyed his village, leaving him one of a few number of survivors, a passing band of monks took Galen in and brought him to their monastery where he was trained in their arts. Though he did not agree with every one of their teachings, and when he struck out on his own it came as no surprise to those in his order, they wished him well and allowed him to leave, hoping that he found the path he was searching for. Galen's code urges him to find a balance within himself and the world around him, and as long as he adheres to that code he believes he will find the path that he seeks, and perhaps a little fun along the way….
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Galen looks to be a 18 year old Human male, standing at roughly 5'8'' with white (tanned) skin. His head is coated with hairs beginning to grow back yet he tends to keep the hair shaved quite short, just barely above being called bald. He wears usual monk clothing, along with the various items he has picked up during his adventures.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Aside from the fact that Galen tends to play a very effective drunk man, he does not seem to have any distinguishing marks. There are some indications that he used to have a tattoo on the top of his head, but it is covered up effectively by the growing hair.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
As a Drunken Master, Galen can very easily play the role of the "drunken fool"
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Galen does not know his exact birth date, nor does he seem to care about knowing due to his training as a monk. Since he was brought to the monastery at an early age, he has no real memory of his home village or where it even was.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Both parents are unknown and presumed deceased.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Galen had a younger sister, but she was presumed killed in the hobgoblin attack.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
If Galen has any extended family, he is not aware of their existance, and any such family would believe that Galen was killed in the raid on his home village.
5) How did you get along with your family?
Since he was very young when the attack happened, there was not a lot of time to develop issues or problems with the family members, so things went well between the little boy and his parents.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Galen served under his masters at the monk temple where he was trained for roughly 16 years or so.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Galen's Master was Human Male Monk, the man is most likely still alive but Galen never learned his real name, and only refered to him as "Master". Galen was treated kindly enough though, and though he left the temple, he left in good standing with his master and the other monks.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Galen's Master was in charge of teaching all apprentices at the temple, rivalries were not tolerated and thus most people got along.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Books and other forms of writing are extremely important to Galen, as they are a record of things from a viewpoint. Not only do they allow knowledge to be passed down from generation to generation, but one will always be able to view that knowledge from the writer's perspective rather than someone passing something down orally and providing their own perspective on it. However because things can change with perspective, one can not always trust what they read and must attempt to see the truth behind what is told.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Galen tends to spend most of his off time either in training, or training others in hand to hand combat. Since he is a monk he does not require much in the way of wealth, only needed a room to sleep in and the occasional meal. His holdings from questing tend to take care of that inbetween quests.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Galen's only friends through most of his life prior to coming to Avalon consisted of his fellow students.
2) How many of these people are still alive? How many are you still friends with?
The majority of these students are still alive and at the temple, though "friends" is at best a tentative word, no real bonds were forged amongst students there.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
N/A
4) What do you look for in a friend?
Galen looks for loyalty, for those who do not break their words and can be trusted to follow through on their promises.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Galen has been in love, and is currently in love with a woman by the name of Serenity. He admires her sense of strength, and her willingness to try new things even though she is incredibly shy about said things.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Galen believes that when his time is up he will move on to the next stage of existance. What that is he is unsure of, but like all challenges he is ready and willing to face it. However Galen does not follow any particular diety.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
All things have their place in the order of the universe.
3) What gods, religions, or priesthoods will you have nothing to do with?
Again, all things have their place in the order of the universe. Galen has no issues one way or the other with any of them.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Galen's code is that once he accepts a challenge, he will take any and all steps to complete it. He does not like to admit failure. As for killing he has no issues with ending the life of another person or creature, especially if they bring it upon themselves by attacking him or his friends in the first place. He has no real issues with magic, sex, or dealing with evil beings, though he is quite wary about the last one.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Galen's nature is to follow something through to the end if he undertakes it. Unless he challenges himself he will never grow stronger.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
(Ranked 1-10: 1 = Most Important)
Power: 1
Wealth: 8
Fame: 9
Honor: 6
Family: 3
Friends: 2
Love: 4
Knowledge: 5
Religion:10
Job: 7
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
As part of joining mind, body and spirit. Galen somewhat attempts to remember his dreams and pay attention to them. He does not let them control him however, instead working on controling the dream itself as a form of mental exercise. Besides, Lucid dreaming is fun.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic has its place, as do the people who use it. Fearsome monsters and the unknown are seen as challenges to be conquered.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Galen has become suprisingly skilled at the art of the drunken fist, even when not completely drunk.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
If galen is not careful, he may very well turn into an alcoholic, somewhat of a trade hazard.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Galen does not hold grudges, and does not seem to be aware if people hold grudges against him, if they challenge him he meets them and does his best to win however.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Galen loves a challenge.
2) What do you hate? How do you typically react to these hated things?
Galen's nature does not allow him to "hate" things. When he comes across something he dislikes, he finds a way to fit it into his world view and to find its place in the scheme of things.
3) What do you fear? What is your worst nightmare?
Galen fears loss of control, and works to keep himself in check. One particular nightmare is that he looses control entirely, and simply goes on a rampage using everything he has learned during the years to destroy that which he wishes to protect
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Galen's first encounter with a non-human monster would be the kobolds that attacked his village when he was very young. Though he does not remember everything in detail, he does recall screams and general terror, and being locked someplace very dark while the battle raged on outside, unable to control anything going on around him.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
N/A
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
N/A
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Galen came to Avalon in search of adventure and perfection, seeing the city as a means to test himself and his skills. As a young child, he was taken from his parents after a kobold raid destroyed his village, leaving him one of a few number of survivors, a passing band of monks took Galen in and brought him to their monastery where he was trained in their arts. Though he did not agree with every one of their teachings, and when he struck out on his own it came as no surprise to those in his order, they wished him well and allowed him to leave, hoping that he found the path he was searching for. Galen's code urges him to find a balance within himself and the world around him, and as long as he adheres to that code he believes he will find the path that he seeks, and perhaps a little fun along the way….