Matthew Hardrada (CR 2)

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Matthew Hardrada
Male human monk 1/psion (egoist) 1
: CR 2; Medium humanoid (human); Hit Dice 1d8+1d4+2; 12 hp; Init +1; Spd 30 ft. (6 squares); AC 13 (+1 Dex, +2 Wis), 13 touch, 12 flat-footed; BAB/Grapple +0/+4; Atk +0 melee (1d6, unarmed strike); Full atk -2/-2 melee (1d6, unarmed strike); SA flurry of blows; SQ psionics; AL LN; SV Fort +2, Reflex +4, Will +6; Str 11, Dex 13, Con 11, Int 15, Wis 14, Cha 11.
Skills and Feats: Autohypnosis +4, Balance +3, Climb +2, Concentration +4, Diplomacy +2, Heal +5, Knowledge (psionics) +4, Listen +4, Move Silently +3, Spot +4, Swim +4, Tumble +3; Dodge, Improved Grapple, Improved Unarmed Strike, Psionic Body, Wild Talent.
Psion Powers Known (Save DC 13+power level): 1st-force screen, thicken skin, vigor
Power points/day: 5
Languages: Common, Dwarven, Goblin
Possessions: Belt pouch, fishing net*, peasant’s outfit, 5gp, 16sp.
*Matthew doesn’t carry this item unless he’s fishing. He keeps it at the house of a friend and fellow fisherman, Lamden Oglethorpe.

Height: 6’0
Weight: 185 lbs
Age: 26
Eyes: Brown
Hair: Brown with a few streaks of dirty blonde
Skin: Caucasian, nicely-tanned
Misc: Matthew is not a large, bulky man, but he is tall and his muscle structure is very toned and well-defined from years of constant training. His hands bare many small scars, the result of both martial arts mishaps and fish fins.

Many people who know him passingly would say that Matthew Hardrada is cocky and self-centered. Most people who know him well would say that’s a falsehood. The truth is that Matthew is very focused on his physical conditioning and health, but he’s as committed to the few people he calls friends as he is to himself.

Matthew is very intelligent and his mind is always at work. His friends, mostly fishermen and dock workers, constantly come to him when they have a problem that needs to be worked out because they know he’s more capable than most. All his life, if you asked Matthew he would claim that between his mind and his body, his body is the more impressive of the two. Within the past year, though, he came to doubt this claim himself as he noticed a sort of clarity of thought that he was told may be a budding psionic ability. In his spare time, he has meditated on the idea and within the past few months, he has come to accept and even welcome the change in himself, nurturing his mental abilities until they became full-fledged psionics.

Matthew’s favorite past time is fishing. He loves the comradery of his fellow fishermen and can spend hours on a pier casting his net and enjoying the company of his fellows. He also enjoys swimming and he considers it good exercise for keeping himself in shape. He doesn’t enjoy fighting in the sense of someone that wants to see blood and guts, but his focus on maintaining a healthy body has lead him down the path of martial arts, which has taught him much about hand-to-hand combat.


Contrary to what some of the local fishermen might say, Matthew has not lived in the city of Sasserine all his life. He has, however, lived in the city for a little better than three years. Before that time he wandered around from place to place doing odd jobs to feed himself. He’s not exactly certain where he was originally from, since his family was killed by bandits on the road when he was only four. After a few days in a cage, Matthew was liberated by a small party of dwarven bounty hunters that found and killed the bandits. Not wanting a small human child running underfoot, the dwarves deposited Matthew at the nearest human settlement, a small town near the coast, and moved on. At first, he was sheltered in a small chapel dedicated to St. Cuthbert, the priests there having been the ones that hired the bounty hunters, but after a few weeks, the priests took him to a local monastery, which took him in.

Growing up, Matthew was well-liked by the other children his age, but he had few friends. Several of the children in the monastery slouched off when their teachers weren’t around, but Matthew took their lessons to heart. Even when none of the monks were around, he was constantly exercising and practicing his katas. While the other children liked him, they eventually quit asking him if he wanted to sneak off to play, knowing that he would politely decline and continue his lessons and meditations.

When he was sixteen, Matthew left the monastery and began wandering. He didn’t journey too far and he stayed near the coast. After a few months, he would leave one settlement and move on to another. Eventually, he ended up in Sasserine. It was the largest city he had ever seen and he quickly found a niche for himself among the local poor fishermen of the Shadowshore district, who occasionally take him in when the weather is extreme. He still feels a bit of wanderlust, but it’s not enough to make him want to leave just yet. Despite not having a real home, he genuinely likes the city.


A little less than a week ago, Matthew was walking back from the piers after an unsuccessful day of fishing. He heard a loud call for help coming from down an alleyway, though none of the other people he saw in the area so much as looked. Curious and genuinely wanting to help, he entered the alley and saw four large thugs harassing someone dressed in the clothes of the city watch. Another watchman lay dead nearby with a knife shoved hilt-deep into his chest. Matthew acted before anyone saw him, throwing his net over three of the thugs. He rushed to the uncovered tough and grabbed him, wrestling him to the ground and striking him on the side of the head, knocking him out. Caught in the net as they were, the other three were little problem to subdue.

The guard thanked Matthew and introduced himself as Laren Whistler. He helped Matthew retrieve his net and asked where he could find him in the future so he could be rewarded. Matthew replied that he needed no reward, but could be found on the docks most days, fishing or swimming. He hasn’t seen Laren since.


It’s possible that Laren meant what he said about rewarding Matthew for his help. He would have had to make a report about the dead guard and the four toughs, and his description of Matthew might have impressed his boss, who might try to find Matthew to offer him work. Of course, Laren may also have simply reported that after the thugs killed the other guard, he beat them up himself.

Another possibility is that Laren might have murdered the thugs after Matthew left. Perhaps he wanted revenge for the other guard’s death, or perhaps the toughs were extorting money from them through blackmail and Laren saw an opportunity to silence them for good. If this is the case, he might try to pin the murder on Matthew.

Ki Long (CR 1)

Ki Long
Male human monk 1
: CR 1; Medium humanoid (human); Hit Dice 1d8+1; 9 hp; Init +1; Spd 30 ft. (4 squares); AC 15 (+2 Dex, +3 Wis), 12 touch, 20 flat-footed; BAB/Grapple +0/+1; Atk +1 melee (1d6, unarmed strike); Full atk -1/-1 melee (1d6, unarmed strike); SA flurry of blows; AL LG; SV Fort +3, Reflex +4, Will +5; Str 11, Dex 14, Con 12, Int 13, Wis 17, Cha 16.
Skills and Feats: Balance +4, Climb +3, Concentration +4, Diplomacy +5, Escape Artist +4, Jump +3, Knowledge (religion) +4, Listen +5, Spot +5, Tumble +4; Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Languages: Common, Giant
Possessions: Belt pouch (x3), flint and steel, monk’s outfit, trail rations (x2), waterskin, wooden holy symbol (Heironeous).

Height: 5’8
Weight: 165 lbs
Age: 15 (or so&he’s not certain when his birthday really is)
Eyes: Green
Hair: A black topknot tightly braided, which falls halfway down his back
Skin: A deeply tanned bronze color
Misc: A colorful tattoo of a dragon snakes across Ki’s upper left arm and shoulder and onto his back a bit. The dragon’s whiskers and a small part of his face are visible on Ki’s neck, but the rest is usually hidden under his clothing.

Ki is thin and extremely well muscled. His youth combined with his baby face often mark him as a child, but his outgoing nature soon proves otherwise. He is usually wearing a smile, as though he’s perpetually seeing something that makes him happy. He is quick to laugh and genuinely enjoys helping people in any way he can, be that lending them money or working in their gardens for a while. Ki favors darkly colored clothing, usually a brown or green vestment. On hot days, he will slip out of the top half of his outfit, letting it hang behind him, which shows off his well-toned body.

Ki Long is extremely easy going. Unlike many other monks that have been sequestered behind monastery walls all their lives, Ki loves the company of other people. He is unusually witty and is able to get along easily with just about anyone. His sense of humor and his calm manner generally make everyone want to be his friend.

Though Ki has spent the majority of his life in a monastery, he is far from naïve. He could hardly be considered worldly, but he’s spent a great deal of time outside of the monastery walls and among the common people. He rarely feels like an outsider among throngs of people.

Ki has a great respect for life. He loves his own life a great deal. In fact, while he is still considered a bit reserved by most people, many of his fellow monks view him as nearly hedonistic. It is because of his respect for life that he travels, always on the lookout for anyone that can benefit from his help. While his overall goal in life is to become a paladin, his goal for the here and now is to help those than cannot help themselves in any way he can. He cannot abide the strong bullying those weaker than themselves and will intervene on behalf of the underdog in any situation.

Ki’s respect for life extends to his opponents as well as his friends. He is more likely to resolve a fight using non-lethal means than to kill his opponent. Usually, he will attempt to end the fight by knocking his opponent unconscious. For an obviously inferior opponent (such as a drunken tavern patron that picks a fight), this is usually little more than grabbing the opponent and putting a sleeper hold on them. With an opponent that proves too tough to be felled with such a simple tactic, Ki usually resorts to simply beating them unconscious. For a particularly tough opponent, Ki will attempt to stun them to gain some time to disarm or neutralize them without putting others at risk.

Despite his non-violent nature, Ki’s respect for life is tempered with a realistic outlook on life. He has never killed anyone before, but he realizes that in his pursuit for justice and protection of the common people, he may well be forced into a situation where he has to kill an opponent. He has accepted this. He believes he has made peace with this fact, though only time and the eventuality of killing an opponent will tell for certain. Given that he sees a vast difference between bullying and outright murder, it is likely that it won’t be long at all before his peace is tested.

As for himself, Ki wants more than anything to be a holy warrior, a champion of faith. Within the sermons of a traveling priest, he heard the holy voice of a god and became instantly and forever enthralled with love for his new patron. He takes heart in knowing that if he works hard enough and proves his capability, Heironeous may accept him into the ranks of his holy paladins. Material wealth and earthly goods mean little to him outside of the good they can do for those he helps and protects. Ki is much more interested in the heavenly reward of love and pride his deity will feel for him if he can earn a place among the paladins of Heironeous.

Khana de Alin (CR 13)

Khana de Alin
Female human monk 3/ fighter 4/rogue 3/assassin3:
CR 13; Medium humanoid (human); Hit Dice 3d8 + 4d10 + 6d6; 60 hp; Init +9; Spd 40 ft. (8 squares); AC 28 (+6 Dex, +2 Wis, +5 armor, +2 deflection, +2 natural, +1 monk), 21 touch, 28 flat-footed; BAB/Grapple +10/+11; Atk +17 melee (1d4+2/15-20x2, +1 kukri of speed) or +16 melee (1d8+1 unarmed) or +18 ranged (1d2+3, masterwork shuriken); Full atk +17/+17/+12 melee (1d4+2/15-20x2, +1 kukri of speed) or +16/+11 melee (1d8+1 unarmed) or +18/+13 ranged (1d2+3, masterwork shuriken) or +14/+14/+9 melee (1d8+1 unarmed) or +16/+16/+11 ranged (1d2+3, masterwork shuriken); SA death attack (DC15), flurry of blows, sneak attack +4d6, spells; SQ evasion, poison use, save against poison +1, still mind, trap sense +1, trapfinding, uncanny dodge; AL NE; SV Fort +9, Reflex +16, Will +8; Str 12, Dex 21, Con 10, Int 16, Wis 14, Cha 10.
Skills and Feats: Balance +13, Bluff +2, Climb +11, Disable Device +9, Disguise +6, Escape Artist +8, Gather Information +6, Handle Animal +3, Hide +24, Intimidate +7, Jump +13, Listen +8, Move Silently +24, Open Lock +14, Sense Motive +5, Spot +9, Swim +6, Tumble +10, Use Magic Device +9, Use Rope +11; Combat Reflexes, Dodge, Improved Critical (kukri), Improved Initiative, Improved Unarmed Strike, Mobility, Quick Draw, Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (shuriken), Weapon Specialization (shuriken).
Assassin Spells Known: (4/3; Save DC 13 + spell level ) 1st-disguise self, feather fall, obscuring mist, true strike; 2nd-alter self, invisibility, spider climb.
Languages: Common, elven, undercommon
Possessions: amulet of natural armor +2, bracers of armor +5, boots of elvenkind, cloak of elvenkind, drow poison (x5; DC 13 unconscious for 2d4 hours), +1 kukri of speed, explorer's outfit, gloves of dexterity +2, monk's belt, potion of cure serious wounds (x2), potion of gaseous form, ring of jumping, ring of protection +2, spell component pouch, shuriken (masterwork) (x20), tanglefoot bag (x2), thieves' tools (masterwork), thunderstone, chest containing coins (5000gp, 5000sp)*
*Khana never carries this chest around. It is extremely well hidden in her home (DC 30 search).

Physical Description:
At 5'1 and 148 lbs, Khana de Alin is a short slip of a girl. She could easily be considered attractive, but once up close, the hardness in her eyes turns away many prospective men and women. Her dark brown hair is cut short to keep it out of her eyes. She doesn't wear any facial jewelry, knowing that it would just get in her way. It's rare for anyone to see her without a shirt on, but those who do immediately notice a beautifully-done tattoo of a striking cobra just above her navel.

Khana de Alin is a hunter for hire, pure and simple. She doesn't care the least little bit for anyone except herself and she never lets anything stand between her and a mark. Once on a job, she finishes it, lest her reputation (one of the few things she does care about) be tarnished. In short, she's the perfect assassin.

Khana is willing to hire herself out to anyone that can pay her high price. She has never turned down a job where the coin was good and she has never turned on an employer that didn't turn on her first. Whether the job is murdering a lone merchant that has been causing trouble for someone or taking out an entire nest of bandits that hijacked the wrong person's goods, she considers herself up to the job, and is willing to go as far as necessary to get the job done.

Khana does not suffer fools. If someone tries to hire her, but insults her with their price offer, she has little trouble making an example of them. She also does not suffer those that assume they can lay a hand upon her without her consent. When she walks through the streets, people that know who she is go out of their way to keep from getting into hers - including most guardsmen Even those that don't know her are oftentimes compelled to leave her path by the hard look on her face.

Khana de Alin's business is killing, and she is exceptionally good at her job. She does a great deal of research and reconnaissance regarding any mark she plans to move against. She tries to learn any weaknesses someone has to ensure she has the edge if face-to-face combat should break out.

Against a single target, she will remain hidden and study the target until she can bring her death attack ability to bear. Once she feels confident, she will make a death attack with her kukri, hoping to end things quickly. If the target manages to survive, Khana's high initiative usually ensures that she can finish her surprised opponent off with sneak attacks before being endangered herself.

Against multiple foes, Khana prefers to attack from range with her shuriken when possible. Against targets she judges to be weak, she will usually launch a shuriken coated in drow poison at as many of them as she can, hoping to disable them so she can coup de gras them later. If one target seems to be stronger than the rest, she may target more than one shuriken at him. If facing off against more than one obvious spellcaster, Khana announces her presence with a bang by tossing a thunderstone and then charging in (sometimes dropping from the ceiling, thanks to her spider climb spell) and cutting them to ribbons before they can get any of their spells off.

Using Khana de Alin:
There are two obvious uses for Khana de Alin in the average game. The first is that the PCs are new in town and don't know anything about her. They are put onto the trail of a murderer that eventually leads them to her. The second use is that the PCs have upset the wrong person or people, and they've been targeted for assassination. Khana is not likely to given them any time to prepare and should strike when they're most vulnerable, which may be the death of some or all of the party.

Feats in Tolrea

The following feats are associated with membership in various druidic sects, monastic schools, and other organizations which offer specialized training or access to mysteries which unlock new arcane, divine, or martial techniques for their initiates.

Wooden Body

Wooden Body [General]

You have learned to harden your body through strength of will. You are able to reduce the damage dealt by melee attacks to a minor degree.
Prerequisite: Wis 13+
Benefit: Once per turn, as a free action and after a melee blow has been landed, make a Will save with DC equal to 10 + damage dealt to reduce the damage from that blow as if benefiting from DR 1/-. Note that this reduction follows the normal rules for stacking DR.
Special: A fighter may select Wooden Body as one of his fighter bonus feats. A monk may select Wooden Body as a bonus feat at 1st level, even if she does not meet the prerequisites.

Oaken Body

Oaken Body [General]

Your ability to withstand damage by power of will has been honed to greater strength. You are now able to ignore lesser blows while significantly reducing greater ones.
Prerequisite: Wis 15+, Wooden Body, base Will save +3
Benefit: When making a Will save to reduce damage, the damage is reduced by your Wisdom modifier. For example, with Wis 18, the blow is reduced as if you benefited from DR 4/-. Note that this reduction follows the normal rules for stacking DR and that DR from Oaken Body never stacks with Wooden Body.
Normal: Wooden Body only reduces damage by one.
Special: A fighter may select Wooden Body as one of his fighter bonus feats. A monk may select Wooden Body as a bonus feat at 2nd level.

Stone Body

Stone Body [General]

Your ability to withstand damage has become second nature. You are now able to react to ranged attacks with as much skill as melee attacks.
Prerequisite: Wis 15+, Dex 11+, Wooden Body, Oaken Body, base Will +5
Benefit: Will rolls to reduce damage using Oaken Body may be made against ranged as well as melee attacks.
Normal: Wooden Body and Oaken Body only affect damage dealt by melee attacks.
Special: A fighter may select Stone Body as one of his fighter bonus feats. A monk may select Stone Body as a bonus feat at 6th level. In addition, as an all out defense, a monk may reduce damage from a number of blows equal to the number of attacks available from her flurry of blows class ability. A Will save must be made for each blow.

Improved Stunning Fist

Improved Stunning Fist [General]

Your stunning attacks are sometimes powerful enough to jar an opponent so badly that he loses control over his legs and crumples into a heap.
Stunning Fist
Benefit: If an opponent fails his saving throw against your stunning attack by 5 or more, he falls prone in addition to the normal penalties associated with being stunned.
Special: A monk may select Improved Stunning Fist as a bonus feat at 6th level. A fighter may select Improved Stunning Fist as one of his bonus fighter feats.

Natural Flurry

Natural Flurry [General]

Your monastic training incorporates your natural weapons in addition to typical manufactured weapons.
Prerequisite: Monk level 1st, natural weapon
Benefit: Your natural weapons are considered special monk weapons. You may attack with your natural weapons, special monk weapons and unarmed strikes interchangeably and may use your natural weapons with your Flurry of Blows ability. The damage dealt by your natural weapons does not increase with your monk level as the damage of your unarmed strikes does. When you use one or more natural attacks as part of a Flurry of Blows, you cannot make any additional natural attacks as secondary weapons during the same round.
Normal: A monk may only use Flurry of Blows with unarmed strikes and certain special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken and siangham).
Special: A monk may select Natural Flurry as a bonus feat at 1st level.


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