Male Aasimar Cleric (Separatist) / Monk (Sohei) (Retired)
A grim serious face sits upon this otherwise unassuming Aasimar. When you look into his eyes you feel as though they have stared into the face of hell and are wiser for it.
Brother Drakkar was not always a Brother. Once born to a noble family. Things he has seen and things he has been forced to do, drove him almost to the brink of insanity. Was it not for an order of monks who recognized him for what he was, he would quite possibly now be dead…..or worse.
Instead, the Pharasmin Monks, who resided in a monastry in the mountains to the west of Lepidstadt, took him in, and nurtured him back to health. Instructing him in their ways, it was some years before they realized that perhaps their way of working was not for him, for his power was potent, and unyielding. They then handed him over to a less martial order of their church within Lepidstadt. It was here he learned his true ability to channel the power of his mistress, the Lady of the Graves. It was here, he learned his hatred for those that pervert the natural order of things, for those that bought his family to ruins.
Drakkar was a serving member of the Esoteric Order of the Palatine Eye, and was tasked by Judge Embreth Daramid to take a group of Clerics to Schloss Caromarc which lay some 24 miles north and east of Lepidstadt in a rocky gorge at the edge of the Dippelmere Swamp. Judge Daramid stated to him that a group of heroes were sent there to learn more about The Beast of Lepidstadt after what had occurred with the Trial of the Beast, but had failed to return.
Upon arrival, Drakkar was faced with an angry mob who were seeking justice for what they perceived as an injustice at the trial. Drakkar, more concerned for the welfare of the heroes Daramid had tasked him with, pressed on into Schloss Caromarc itself. This decision was foolhardy at best as Count Caromarc’s menagerie and experiments had rendered this once beautiful estate as a hazard. Drakkar however pushed on, having lost several men in scuffles with creatures who still roamed the grounds of the castle.
It was not until Drakkar and his men reached the pinnacle of the Count Alpon Caromarc’s achievements, a Lightning Tower which Caromarc used regular for untold experiments. Here, Drakkar and his men came face to face with a creature more horrid that anything even he had ever seen. The battle was furious, and at the end, all that was left standing was a beaten and bloodied Drakkar. In amongst the ruins of the tower, Drakkar located the now lifeless body of Count Alpon Caromarc. With the assistance of some villagers remaining outside, Drakkar set the castle alight, marking the location as a grave rather than the splendorous castle it had once been.
Whilst speaking with the villagers, Drakkar learned that the heroes had escaped the Schloss with the assistance of The Beast, and has returned to Lepidstadt. Cocnerned that the heroes had double crossed her, she sent Drakkar to follow their last known whereabouts which was into the Shudderwood.
Eventually Drakkar tracked the heroes to Ascanar Lodge, where after a run in with the local werewolf clans, who were in the midst of a civil war, helped the heroes settle the dispute at an ancient Temple dedicated to Desna. There, Drakkar and the heroes received a vision from Desna of what was to come. With this information, and the promise from the werewolves of free passage through the Shudderwood to Lepidstadt, Drakkar aimed to bring Judge Daramid up to speed with the heroes’ mission.
Upon returning, Judge Daramid introduced Drakkar to Augustus Vanraad, an Inquisitor from Ardis who was following an investigation into the death of one of his order. Having delivered his discoveries to Judge Daramid and Brother Vanraad, Vakkar returned to his studies at the Pharasmin Church in Lepidstadt.
Male Aasimar Cleric (Separatist) 5/Monk (Sohei) 2
N Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +14
AC 18, touch 16, flat-footed 16 (+2 armor, +1 Dex, +1 dodge, +4 untyped) hp 45 (7d8+7) Fort +8, Ref +5, Will +11; +2 trait bonus vs. undead’s spells or spell-like abilities Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
Speed 30 ft. Melee
– Silver Hunga Munga +3 (1d6-2) and
– Unarmed strike +3 (1d6-1) Special Attacks channel positive energy 7/day (DC 19, 5d6), flurry of blows, sun’s blessing Spell-Like Abilities
_ 1/day—daylight, invisibility_ Cleric (Separatist) Spells Prepared (CL 7th; concentration +11): 3rd—silverlight (x2) (DC 17), speak with dead [D] (DC 17)
2nd—continual flame [D], find traps, owl’s wisdom, spear of purity (DC 16)
1st—bless, endure elements [D], entropic shield, obscuring mist, protection from evil
0 (at will)—create water, detect magic, sotto voce (DC 14), stabilize
[D] Domain spell; Domains Day, Repose, Souls, Pharasma, Sun
Str 8, Dex 12, Con 12, Int 14, Wis 18, Cha 18 Base Atk +4; CMB +3; CMD 19 Feats Channel Force, Deflect Arrows, Dodge, Improved Channel, Improved Unarmed Strike, Selective Channeling, Turn Undead Traits enemy of the undead (geb), magical knack, sacred conduit Skills Acrobatics +9, Diplomacy +11, Escape Artist +5, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +10, Perception +14, Ride +5, Sense Motive +12, Spellcraft +10, Stealth +9; Racial Modifiers +2 Diplomacy, +2 Perception Languages Celestial, Common, Elven, Sylvan SQ AC bonus, aura, devoted guardian, domains (souls, pharasma), forbidden rites (day), touch the spirit world, unarmed strike Combat Gear origami swarm, antiplague, holy water (3); Other Gear silver hunga munga, bag of concealment i, bracers of armor +2, dead man’s shroud, phylactery of positive channeling, swarmbane clasp, bedroll, celestial lamp, chalk, charcoal stick, flint and steel, holy symbol, silver, ink, black, inkpen, paper (4), scroll case, shaving kit, spell component pouch, waterskin, wrist sheath, 930 GP, 3 SP, 9 CP
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment. Channel Force Use channel to push or pull a single foe up to 5 feet for every 2d6 of damage. Cleric (Separatist) Domain (Day) Associated Domain: Day Cleric (Separatist) Domain (Souls, Pharasma) Associated Domain: Repose Cleric Channel Positive Energy 5d6 (7/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Darkvision (60 feet) You can see in the dark (black and white vision only). Dead man’s shroud This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents non-intelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes. Construction
Requirements Craft Wondrous Item, hide from undead, invisibility; Cost 3,000 gp Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Devoted Guardian +1 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s Enemy of the Undead (Geb) +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action. Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal. Magical Knack (Cleric [Separatist]) +2 CL for a specific class, to a max of your HD. Selective Channeling Exclude targets from the area of your Channel Energy. Sun’s Blessing (Su) +3 to channel damage vs. undead and they don’t get channel resistance. Swarmbane clasp Weapon/natural att deal full dam to swarms, and immune to the distraction ability of swarms. Touch the Spirit World (5 rds) (7/day) (Su) Allow touched weapon to harm incorporeal targets. Turn Undead (DC 19) Your Channel Energy can make undead in 30 ft flee for 1 min. Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.