Grand Duches Trietta Ricia

Aznive Demiral's page

127 posts. Organized Play character for Iff.


Full Name

Aznive Demiral

Race

HP 28/32 | AC 20, T 15, FF 15 | Fort +5, Ref +11, Will +2 (+3 vs. charm/compulsion) | Init +5 | Perception +7 (low-light vision)

Gender

Female Kitsune Rogue 3/Brawler 1

Age

18

Alignment

CG

Deity

Lantern King

Languages

Common (Taldane), Sylvan, Tien

Occupation

Spy

Homepage URL

# 174458-4

Strength 11
Dexterity 20
Constitution 13
Intelligence 12
Wisdom 10
Charisma 16

About Aznive Demiral

Appearance:

Aznive can take on a range of appearances as a foxfolk. However, she is mostly seen in the guise of "Aznive Demiral", a Taldan noblewoman in her early twenties. Aznive's dark hair is usually stuck in an elaborate knot, with several strands hanging loose around her face. She has a natural grace and youthful charm, which she complements with clothes of excellent cut and simple but expensive jewelry. When the situation does not call for a formal dress, Aznive favors practical breeches for freedom of movement, with a white silken shirt and a dark green coat to complement her eyes. Underneath her shirt she wears a vest of the finest mithril chain.

Romping around with her siblings as a young kit taught her that she needs no weapons to defend herself, but she is seldom without a pair of fans: one made of cold iron, gilded and with an elegant painting of a sunrise, the other treated with alchemical silver and showing a painted forest at dusk.

Aznive Demiral
Female Kitsune Unchained Rogue (Scout, Spy) 3 / Brawler (Snakebite Striker) 1
CG Medium shapeshifter Humanoid
Initiative +5; Senses Low-light vision; Perception +7

=============================
DEFENSE
=============================
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 32 (3d8+3, 1d10 +1) (+4 fcb)
Fort +5, Ref +11, Will +2 (+3 on Will saves vs. charm and compulsion)
Defensive Abilities Evasion (no damage on successful Reflex save that normally negates half damage)

=============================
OFFENSE
=============================
Speed 30 ft.
Melee Unarmed +8 (1d6+5, x2) (lethal or non-lethal without penalty)
Melee dagger +8 (1d4, 19-20/x2)
Melee MW cold iron Fighting fan +9 (1d4, x3) (+2 to Feint while wielding)
Melee MW alchemical silver Fighting fan +9 (1d4-1, x3) (+2 to Feint while wielding)
Ranged shortbow +8 (1d6, x3)

Special Attacks +3d6 Sneak Attack

=============================
STATISTICS
=============================
Strength 11 (+0), Dexterity 20 (+5), Constitution 13 (+1), Intelligence 12 (+1), Wisdom 10 (+0), Charisma 16 (+3)
Base Atk +3; CMB +3; CMD 18
Feats 1: Realistic likeness (Take form of specific individual in human form), B1: Weapon finesse, B2: Improved unarmed strike, 3: Combat Expertise, 3B: Improved Feint
Traits Irrepressible (Use Cha instead of Wis in Will saves vs charm and compulsion), Fashionable (+1 on Bluff, Diplomacy and Sense Motive)
Skills Acrobatics +14, Bluff +11 (+1 to lie), Diplomacy +10, Disable device +14, Disguise +10 (+10 circumstance from feat to fool others of fake identity, and +10 racial to come off as human), Knowledge (Dungeoneering) +5, Knowledge (Nobility) +2, Knowledge (Local) +5, Perception +7, Perform (Act) +7, Sense Motive +5, Slight of Hand +9, Stealth +10, Use Magic Device +7. (+1 bonus from Fashionable trait included where applicable)
Languages Common (Taldane), Sylvan, Tien
SQ Racial: Change shape (At will, standard action. Can’t use bite, but +10 racial bonus to appear as human). Dancing Lights as spell-like ability (3/day). Class: Sneak attack +2d6, Finesse Training (Weapon finesse as bonus feat, Dex to damage with unarmed strike), Skilled Liar (+1/2 level on Bluff to deceive), Brawler’s Cunning (Treat Int as 13 for Combat Feats), Martial Training (Count Brawler level as Fighter level and Monk level for feats and magic items, Unarmed Strike (Gain Improved Unarmed Strike as bonus feat), Evasion, Rogue talent (Combat trick Improved Feint), Poison Use

=============================
EQUIPMENT
=============================

Weapons “Dawn” (MW cold iron gilded Fighting fan), “Dusk” (MW alchemical silver Fighting fan), Dagger, Shortbow with 20 cold iron arrows.
Worn +1 Mithril shirt, Courtier’s Outfit, golden necklace and hairpin, various bracelets (120 gp total), Snapleaf, Sleeves of many garments
Slotted Items Cloak of resistance +1, Belt of incredible dexterity
Wands, Rods, Etc Wand of CLW (47 charges)
MW Backpack MW Thieves’ tools, Disguise Kit (10 charges), Silk rope (50 ft.), Sunrod (x2), Alchemist fire (x2), potion of CLW, Potion of Magic Fang, Potion of fly, Wayfinder (engraved with “A. H. D.”)
Belt Pouch 194 gp
Other

Background and personality:

The Kitsune who usually calls herself Aznive tells little of her background. She came to Avistan when she was very young. She did not fit in very well in her village on Tian, where her given name of Hanko (bringer of change) was usually butchered to Henko (weird child) by her 'friends'. She sought something different and arrived in Cassomir as a young teenager. Her talents to take on the guise of other people was a great help in blending in and learning about this strange new land. Over time she took on a more fixed identity as "Aznive Demiral", a young noble woman from Cassomir, with looks she borrowed from a baker's maid she once saw. The background she has concocted is as follows:

"Aznive hails from Cassomir as the second child to a minor Taldan noble. She was always a willful child: The best way to get Aznive riled up is to suggest that she can't do something, or forbid her to do it. At age eleven she got into a dare with a friend who suggested she was too dumb to understand magic. It took Aznive the better part of two years, but by that time she proved that she could cast some spells. When her brother Kyros turned fourteen, their father began training him in the art of Rondelero, extolling on the qualities of this ancient Taldan fighting tradition. When Aznive asked to join – demanded, some would say – she was rebuffed by her father, claiming that she should keep to the intricacies of dresses and wigs as their culture dictated. Furious at this injustice, Aznive spent the next months looking for a mentor who would teach her in the Rondolero style. She didn't find what she set out for, but she did meet a blademaster who would teach her, a mysterious stranger calling himself João. He saw the spark that was needed and accepted to train her, but not with the falcata. He swayed her to the dagger and the fan, calling them a better weapon for her talents and explaining that she needed wits and guile, not the crude strength of Taldor's traditional weapon.

Over the years João schooled her in the art of fencing, while impressing on her the importance of diligence and responsibility, not just for herself but for those around her. This upbringing seemed to align with her father's lectures at home (meant for Kyros, mostly) on the old glory of the Taldan Empire and the virtues of their forefathers. Together, they have instilled in Aznive a firm moral compass, the belief that every person has the obligation to look out for those they can, to do what must be done to allow prosperity, for individuals and for society as a whole."

(In truth, the young Kitsune found herself in the Morilla mansion one day, in search of food and mischief. Taking on the face of a serving woman, she accidentally spied on the Lady Gloriana Morilla as the noble woman laid out plans for the Sovereign Court. Intrigued, she stuck around for too long, and was caught when the actual serving maid walking in. Pleading for her life (and fascinated by what she had heard), Aznive managed to make a deal with Lady Morilla. She applied to join the Pathfinder Society under orders to provide the Sovereign Court with another pair of eyes and ears. Since then, she's proven herself as an inventive but rash Pathfinder, and she has managed to perform some useful work for the Sovereign Court so far.)

Pathfinder history and currencies:

XP: 10
Fame: 20
Prestige: 15 (One bonus point from Silverhex chronicle)

Bought:
Wand of CLW (2 PP)
Mithril shirt (1100 gp)
Cloak of resistance +1 (1000 gp)
Snapleaf (2 PP)
Sleeves of many garments (200 gp)
Upgrade Mithril shirt to +1 (1000 gp)
Potion of fly (2 pp)
MW cold iron fighting fan (325 gp)
MW alch. silver fighting fan (310 gp)
Belt of incredible dexterity +2 (4000 gp)

Chronicles:
1: 5-08 Confirmation
2: 4-S Race for the runecarved key
3: 6-Q The Silverhex Chronicles (GM credit)
4: 0-7 Among the Living
5: 5-04 The Stolen Heir (GM credit)
6: 5-11 Library of the Lion (GM credit)
7: 0-29 The devil we know part I: Shipyard rats (GM credit)
8: 6-15 The overflow archives (GM credit)
9: 1-52 The twofold demise
10: 7-21 The Sun Orchid Scheme

Boons:
Confidante (faction card) - twice per adventure, Attempt Knowledge check with +2 bonus, or as if you had number of ranks equal to number of ranks in Diplomacy. Takes 1 minute, counts double if not in urban environment.
Explore, Report, Cooperate – once: Ask GM about effect of action on scenario objectives
Friend of Janira Gavix – always: +1 on Knowledge rolls in the Grand Lodge
Magnimarian Debt – once: reduce cost of raise dead, resurrection, true resurrection by half
Formidable renown – always: +2 bonus on Intimidate to demoralize followers of Lissala. Once per encounter against them, as a move action.
Elixir of treasure seeking – once: +2 competence on Appraise and Perception for entire scenario. Increase reward by 150 gp, up to maximum.
Bound for Brevoy – always: +2 bonus on Cha-based skill checks on residents of Brevoy, reduce non-proficient penalty with Aldori dueling sword by -2.
Infiltrator - once: Before rolling Stealth, choose another party member who also rolls stealth. Both use the higher of the results, including all modifiers.
Sleuth - twice, and once per scenario for free while in Thuvia: Gain +2 bonus to Charisma-based skill check when convincing someone to reveal sensitive information.

Faction card progress (season 7)
(1/3) Recruit a named NPC aristocrat, noble, ambassador or similar for the Sovereign Court.
(1/1) Recover blackmail against a named NPC aristocrat, noble, ambassador or similar.
(2/3) Fulfill the above without revealing faction allegiance to anyone else.
(1/2) Forgo Downtime to reinforce political connections.
(5/5) Serve as GM

Possible leveling progression:

1 : Rogue 1 - Weapon finesse, realistic likeness, SA +1d6
2 : Brawler 1 - Improved unarmed strike, SA +2d6
3 : Rogue 2 - Combat expertise, Talent Improved Feint
4 : Rogue 3 - Dex to damage (unarmed), SA +3d6
5 : Brawler 2 - Flurry (TWF), Weapon focus (unarmed), Bonus Two-weapon feint
6 : Rogue 4 - Debilitating injury, Scout's charge, talent Slow reactions
7 : Brawler 3 - Swift kitsune shapechanger
8 : Brawler 4 -
9 : Brawler 5 - Weapon specialization (unarmed), bonus feat (Improved two-weapon fighting)
10: Brawler 6 - Sneak attack +4d6
11: Brawler 7 - Vulpine pounce
12: Brawler 8 - IWTF, Bonus Piranha strike, use Brawler ability to retrain ITWF to Sap Master)