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Valeros

Azhar Mithra Amin's page

2,092 posts. Alias of gmr808.


Race

Aasimar

Classes/Levels

Ranger Skirmisher 16

Gender

Male

About Azhar Mithra Amin

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Azhar:
AZHAR MITHRA AMIN
Male Aasimar Ranger (Skirmisher) 16
NG Medium Outsider (Native)

Languages Common, Varisian, Celestial, Draconic

Init +4dex,+1 trait+FT; Senses Darkvision (60 feet); Perception +28 (FT:+6/+4/+2, FE:+6/+4/+2/+2)
--------------------
DEFENSE
--------------------
AC 27, touch 14, flat-footed 22. . (+9 armor, +4 Dex, +3 amulet, +1 ioun stone)
hp 208 (16d10+48)
Fort +19, Ref +19, Will +14
Resist acid 5, cold 5, electricity 5
Special: moderate fortification and blink
--------------------
OFFENSE
--------------------
Spd 40 ft. (70w/Haste)
Melee +5 keen Ancestral Jovar +29/+24/+19/+14 (1d10+17/12-20/x2/s/brace) and
. . +1 Morningstar +25/+20/+15/+10(1d8+13/x2/b or p)
. . +1 Lucerne Hammer +25/+20/+15/+10(1d12+13/x2/b or p/reach)
. . Dagger +24/+19/+14/+9 (1d4+8/19-20/x2) and
. . Gauntlet (from Armor) +24/+19/+14/+9 (1d3+8/20/x2) and
. . Unarmed Strike +24/+19/+14/+9 (1d3+8/20/x2)
Ranged +1 demonbane composite Longbow +21/+16/+11/+6 (1d8+5/20/x3)

--------------------
STATISTICS
--------------------
Str 26, Dex 18, Con 16, Int 14, Wis 18, Cha 12
Base Atk +16; CMB +26; CMD 40

Mithra:

Mithra
Male Leopard
N Medium Animal
Init +7; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 33, touch 23, flat-footed 25
(+7 Dex, +1 Dodge, +10 natural, +2 bracers of armor, ring of Protection +3)
hp 121
Fort +9, Ref +14, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint (1/hour)
Melee Bite (Leopard) +17 (1d8+9/x2) and
. . Claw x2 (Leopard) +15 x2 (1d3+9/x2)
Special Attacks trip
--------------------
Statistics
--------------------
Str 24, Dex 24, Con 15, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +15; CMD 33 (37 vs. Trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (Bite [Leopard]), Mobility, Multiattack, Toughness +11, Weapon Finesse
Skills Acrobatics +12 (+8 jump), Climb +12, Perception +7, Stealth +13 (+4 in Undergrowth), Swim +11
Languages
SQ devotion +4, multiattack / extra attack
Other Gear Amulet of Mighty Fists +2, Belt of Giant Strength +4, Bracers of Armor +2, Ring of Protection +3
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Dodge
Evasion (Ex) No damage on successful reflex save.
Improved Natural Armor
Improved Natural Attack
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Tricks Attack, Attack any target, Defend, Down, Guard, Heel, Perform, Seek
Trip (Ex) You can make a trip attempt on a successful attack.
Weapon Finesse

Appearance & Background:

age: 17
ht: 6'4"
wt: 280lbs
eyes: iridescent blue/violet to deep purple depending on emotional state
hair: formerly a sandy blond, shining as if flecked with gold in direct sunlight, now a mottled chestnut brown)
skin: tanned

Parents: currently residing in Varisia.
Brother: Azhar's brother came into his life shortly after he was born. Growing up his brother often got into mischief and Azhar often took it upon himself to get him out of it, whether through taking the punishment himself or dealing it out in kind when necessary, he often stood up for his brother, even when he knew his older sibling was at fault. More recently, his brother has been showing a change of heart. Not good, but the tendency towards evil seems to have lifted.

Recent events:
It was time to leave. Azhar knew it even before their parents "encouraged" them to find their own path. They caught a ride on the ill fated "Jenivere" which ran aground under mysterious circumstances on the isle of Smuggler's Shiv off the coast of Sargava.
After many harrowing adventures which rid the dark poison from the land, the survivors were able to attract the attention of a passing vessel. Traveling to Eleder they cleared the name of one of their companions.
Now, they find themselves in West Crown, having just returned the old man safely back to his home where he had spent so many years in exile, but this time of his own free will.
Since leaving the island, Azhar's demeanor has noticeably changed. Although traces of his old self still remain he seems to have lost much of the bright and positive attitude he was once known for. He has become decidedly subdued. Almost as if his brother were not the only one who left his ashen heart behind.
Azhar's hair, which once quite literally sparkled in the sunlight, has become a more chestnutty brown. It's probably dyed.

Skills:

Skills (including armor penalty) Acrobatics +7(+9 jump{+21w/Haste}), Appraise +3, Bluff +2(+FE), Climb +12(+2 more with climbing kit), Craft(Glassworking) +6, Diplomacy +7, Escape Artist +2, Fly +5, Handle Animal +6, Heal +8, Intimidate +20, Knowledge (Arcana) +3, Knowledge (architecture/engineering) +3, Knowledge (Dungeoneering) +7, Knowledge (Geography) +8, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +11, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Linguistics +3, Perception +30 (not including FT, FE), Perform (Dance) +10, Perform (Sing) +16, Ride +6, Sense Motive +18, Stealth +31(not including FT), Survival +24(+2 more with Wayfinder), Swim +10

Special Abilities:

--------------------
SPECIAL ABILITIES
--------------------
Retrained - Awesome Blow standard action, awesome blow combat maneuver. If maneuver succeeds against a corporeal smaller opponent, opponent takes damage and is knocked flying 10 feet in a direction of the attackers choice and falls prone. The attacker can only push the opponent in a straight line, and the opponent can't move closer than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
Blinding Critical: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Cleave(csf) If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleaving Finish If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Critical Focus (retrained from Awesome Blow) +4 to confirm critical hits
Damage Resistance, Acid, Cold, Electricity: (5)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dreadful Carnage(csf3) Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. (The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC.)
Endurance (Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.)
Favored Enemies:
  • Human:(+6 bonus),
  • Outsiders(Evil):(+2 bonus),
  • Outsiders(Native):(+2 bonus),
  • Undead:(+4 bonus)
    Favored Terrain:
  • Forrest: (+2 bonus),
  • Underground: (+2 bonus),
  • Urban: (+6 bonus) on initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked
    Furious Focus (csf4): no negative to first to hit on power attack
    Great Cleave(csf2) strike many adjacent foes at highest BAB until miss, AC at -2
    Hunter's Bond animal companion
    Hunter's Tricks: 9
  • Second Chance Strike: if misses with melee attack may roll again at -5
  • Skill Sage: As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
  • Surprise Shift: The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
  • Uncanny Senses: As an immediate action, the ranger gains a +10 insight bonus on Perception checks for one round.
  • Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
  • Vengeance Strike: The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
    Improved Bull Rush
    Improved Critical
    Improved Evasion
    Leadership
    Lunge: increase reach of melee attacks on my turn, -2 AC
    Power Attack -5/+10(+15) You can subtract from your attack roll to add to your damage.
    Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
    Swift Tracker: track moving at normal speed at no penalty, double move at -10
    Track +8 to survival checks to track.
    Varisian Wanderer: Perform (Sing) +1 to Perform (Sing) checks, Perform (Sing) is always a class skill for you.
    Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
    Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy.
    Woodland Stride: Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
  • Equipment:

    Equipment
    Combat Gear +5 cold iron keen Ancestral Jovar, +1 Morningstar, +1 Lucerne Hammer, Arrows (20), +3 mithral improved shadow moderate fortification Breastplate, Dagger, Longbow;
    Other Gear Ring of Sustenance, ring of Blinking, Belt of Physical Perfection +4, Striding and Springing(added to Boots of Speed), Eyes of the Eagle, Glove of Storing, Unfettered Shirt(), Cap of the Free Thinker(), Alchemist's Fire Flask (2), Antiplague (vial), Antitoxin (vial), Bag, Waterproof (empty), Blanket, winter, Courtier's outfit, Traveler's outfits (waterproofed), water skin, Disguise Kit, Climber's kit, Grappling arrow, Liquid Ice (2), Mirror, small steel, Pathfinder's Kit, 2xRope, silk (50 ft.), Grappling hook, Soap, Bar (50 uses), Weapon Cord

    Claimed Loot: 99,965gp
    +1 Breastplate 675gp
    +1 Morningstar 1154gp
    Drowned Jabe and His Miserable Brothers and Sisters (400 gp) - for Rev
    Anvengen's Edge: +1 keen glaive (claim: 4,154 gp; sell: 5,908 gp) <- Azhar
    masterwork thieves tools (50 gp) <- Azhar (2229 gp v Gravlax's now 2488)
    gold wedding ring (120 gp)
    4x amethysts (each 150 gp)
    2 grave candles (0gp)
    2 (false)identification papers: +2 bluff vs Dottari, Hellknights, nobles or Chelish authorities (600gp)
    1 potion of gaseous form (375gp)
    1 Corianna's Wayfinder (250gp)
    1 dusty rose prism ioun stone (2,500gp) (+1AC, +2cmb/cmd)
    2 Octagonal continual flame gems (240gp)
    1 ceramic facemask depicting the visage of a beautiful Tien woman (25 gp)
    1 The Shipwreck of Hoakrem Krin - +1 bonus on Knowledge (geography) and Survival checks and on all Fortitude saves (0gp)
    2 continual flame crystal lanterns (200gp each)
    1 headband of inspired wisdom +2 (2,000 gp), now +6
    1 amulet of natural armor +3 (9,000 gp) <- AZHAR
    1 circlet of persuasion (2,250 gp) <- Azhar (for Amaya)
    1 boots of speed (6,000 gp) <- AZHAR
    1 bracers of armor +2 (2,000 gp) <- AZHAR (for Mithra)
    1 cloak of resistance +3 (4,500 gp) - Azhar (30,893gp) v Cassian (43,658gp) <- AZHAR , now +5
    1 headband of alluring charisma +4 (8,000 gp) <- AZHAR (for Amaya)
    1 +3 leather armor (4,580 gp) <- AZHAR (for Amaya)
    w/glamer(+2,700gp)
    w/comfort (+1,000gp)
    1 cloak of resistance +1 (500 gp) <- AZHAR for Amaya
    1 celestial armor +3 (11,200gp) for Amaya
    1 +1 demonbane composite longbow (+5str rating) (4,450gp)
    4 +2 axiomatic arrows (323gp each=1292)
    6 true die user sees color based on alignment (25gp each)
    1 Cloak of Resistance +3 for Amaya (4,500gp)
    1 Amulet of Mighty Fists +2 (8,000gp) for Mithra
    1 ring of Freedom of Movement (20,000gp) for Amaya

    Notes:

    pp:
    gp:1,941
    sp:47
    cp:9

    0 cmw (party) (2d8+3)
    1 csw (party) (3d8+5)
    0 clw
    1 wand of clw for Amaya (0 charges left)
    1 wand of cmw (party) - Amaya (1 charge left)
    1 potion of lesser restoration (party)

    1 ring of Protection +1 for Amaya (2,000gp) is she selling?
    1 ring of Sustenance for Amaya (2,500gp)
    1 boots of Striding and Springing for Amaya (5,500gp)
    1 ring of Blinking for Amaya (27,000gp)
    w/glamer (+2,700gp)


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