About Aznive DemiralAppearance:
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
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Special Attacks +3d6 Sneak Attack =============================
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Weapons “Dawn” (MW cold iron gilded Fighting fan), “Dusk” (MW alchemical silver Fighting fan), Dagger, Shortbow with 20 cold iron arrows.
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:
Chronicles:
Boons:
Faction card progress (season 7)
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) |