Semm
Male Feral Half-Water Elemental Half-Orc Monk 1
Medium Outsider(Native)
Height: 7'1"
Weight: 545lbs
Scales: Blue to Green
Age: 3 years
Alignment: Neutral Evil
Homeland: ??
Patron Diety: None
Attributes
Str: 24 (+7)
Dex: 14 (+2)
Con: 16 (+3)
Int: 10 (0)
Wis: 18 (+4)
Cha: 11 (0)
Hit Dice: 1d8+3
HP: 11 [Max@1st]
AC: 23 [10 + 2 Dex + 4 Wis + 7 Natural) [+1 Dodge; Conditional]
Initiative: +2
BAB: +0 Grapple: +11
Melee: +7
Ranged: +2
Speed: 40’
Saves
Fort: +5
Ref: +4
Will: +6
Attacks-Weapons:
Unarmed +7 melee (Unarmed strike; 1d6+7; 20 x2);
---Flurry +5/+5 (1d6+7)
2 claws +7/+7 melee (Claw; 1d8+7; 20 x2);
Feats: Dodge (1st), Improved Grapple (Mnk1)
Skills:
Spot +6 [2 ranks]
Listen +6 [2 ranks]
Hide +6 [4 ranks]
Move Silently +6 [4 ranks]
Survival +5 [2 ranks, cc]
Languages - Common, Orc
Racial Qualities: Orc Blood, Darkvision 60', Fast Healing 2, Improved Grab, Claws (d8), Obscuring Mist 1/day?
Spells per day: 5/3
Spells Known:
O: Create Water, Detect Magic, Know Direction, Touch of Fatigue
1st: Enlarge Person*, Magic Fang
* - Need approval.
Class Qualities:
Monk:
--Bonus Feat (Improved Grapple)
--Flurry of Blows, Unarmed Strike
Possessions:
Wearing/Carrying
Wooden Holy Symbol(??), Manacles
In backpack/belt
N/A
Coin: 4gp
Description:Semm still displays a great deal of his animal heritage in the open. He lumbers, long arms nearly reaching the ground, from place to place. He sniffs at everyone he meets. He has no issues with heeding the call of nature wherever it may strike him. However, his keenly developed senses and newly-aquired appreciation for logical thought make him far more dangerous than he seems. Semm still wears Master's odd holy symbol as a reminder that he is shedding his animalistic tendencies. He also always keeps the manacles that once held him wrapped diagonally across his chest like a sash as a warning of what might happen if he fails to do so.
History: The man Semm came to call Master discovered the beast quite accidently. Initially, Master was Prey. Semm the Animal had roamed the wilderness its whole life, hunting game both large and small. When he at last plunged for this tasty-looking human, his Prey evaded him. Over and over until the animal simply ran out of energy. Then the oddest thing happened: The Prey began to play a little set of pipes.
The animal, even exausted as it was, was entranced. It followed the human all the way back to a little cottage far outside of its usual territory. There, as the seasons passed, the Prey became the Master. Semm was fed at first and treated like the animal he was, bound to a wall by a set of manacles and chain. Always the Master would speak to him and soon Semm began to speak back. Word by word, step by step, the animal became the man.
Master taught Semm of a whole new way to live. A way of the mind and then the muscle. Semm learned, slowly, to overcome the driving fear of death and starvation that had previously consumed him, living from one hunt to the next.
Until one day, during a thunderstorm (one of the magical ones that came from nowwhere; Semm is deeply afraid of thunder and lightning), the Animal came back. When Semm woke, he held Master's cold dead arm in his jaw. Master had been sleeping...
After fighting with his Animal for many days, his new mind won out. He took Master's odd necklace and his old manacles and made off for Someplace Else. He didn't care where. That was how he ended up in .... ?