About A. Aibek
Shadow Archon Witchwolf Shadow Assassin Shadow Dancer 7
Traits Con Artist - Gain a Bonus to Bluff or Disguise
Skills Acrobatics +10/12, Bluff +11/13, Climb +5/7, Craft (Food) 4, Diplomacy +14, Disguise +7, Escape Artist +9/11, Intimidate +10, Knowledge (arcana) +2, Knowledge (dungeoneering): +5, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (Planes) +8, Linguistics +4, Perception +11, Perform: Shadow Art +6, Perform: Dance +5, Profession: Shadow Champion +8, Sense Motive +9, Sleight of Hand 6/8, Stealth +22, Survival + 8
Languages Common, Tien,Senzar, Draconic, Sylvan
Worn Combat Gear +1 Darkleaf and Druchite Parade Armour, Barbed Vest with Aibek’s sigil [any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. Any creature swallows you it takes 1 point of damage each round], Neck Guard with Aibek’s sigil [provides a +1 armor bonus to AC against vampire bites or similar attacks that specifically target the wearer's throat, stacks with light armour].
Gear Worn & Carried Clothes - Hot Weather, Masterwork Backpack, Bandolier, Wooden ring of featherfall on a leather cord necklace, Canteen x 3, Cup - False Bottomed, Bedroll, Blankets,Iron Pot, Soap, Trail rations - 8 portions, Mess kit with a plate, bowl, cup, fork, knife, and spoon, made of wood each with a handle tied together with a cord, flint and steel, String - 50ft, Charcoal [2 pieces], extra set of hot weather clothes, Healer’s Kit of herbs and bandages [10 uses left, +2 on heal checks], hammer, Parchment [5 pages], chest key, alchemist mix in jar.
Stored in Locked Chest Items: Charcoal [10 pieces], Coloured Chalk [8 pieces], Parchment [20 pages, 2 extra large pages], Map case with sketched map large page, Vakana Formal Robe, 2 extra sets of hot weather clothes, Gear maintenance kit including metal polish, a small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons, books, grooming kit with a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder, Bag of Dreamer’s Star Tea, sack of silver fleece from the ram at Aroden’s temple.
+ Gear in Chest Secret Compartment:
10 bags of night tea, journals, parchment with sketches.
Symbol of Authority: The Alhazen Glasses - That Which Glimpses Reality: Grants the following when worn -
1st - Always All Seeing - The Glasses grant the wearer the Skill Focus (Perception) feat while worn. In addition, any sight-based attacks have a +2 to save against them.
3rd - Visions of What Was - The character can see traces of things that were. They gain the Scent ability, but anything that prevents them from seeing also blocks this ability.
5th - Eyes in the Shadows - Three times per day as a standard action the Glasses can block an enemies vision, a film of darkness covering there eyes. They are affected by the Blindness Spell. This is a supernatural ability with a DC equal to 10 + Character's Level + Will
7th - Chaos Visions - The Glasses get a glimpse of a potential future. Using them in this way allows Aibek to 'see' the immediate reaction of any single choice or action. Each time it is used, however, it inflicts 1d10 x The number of times it has been used that day in damage to her maximum HP, ignoring all DR.
Money 9107gp 5 copper kept in several pouches.
Witchwolf special abilities: Wild Empathy, Magic Fang once per day
Safety in Darkness (Su): The dark holds no terror for shadowdancers. The shadowdancer gains darkvision with a range of 60 ft. If the shadowdancer already has darkvision, the range of that darkvision is instead increased by +30 ft. In addition, she is immune to the side effect of any area of darkness that has a side effect, such as the choking darkness shadowdancer trick or the hungry darkness spell.
Sneak Attack: +1d6
Combat Trick: A shadowdancer who selects this trick gains a bonus combat feat. This trick can be selected several times.
Shadow Archon Special Abilities:
Resistance - Aibek has a +15 Resistance to Cold and Electricity
Damage Resistance: 10/magic
Spell Resistance - Aibek gains a Spell Resistance to hostile magic based on level, currently at +11.
Shadow Blend - In anything other than bright light, Aibek can vanish into shadows, creating a 20% chance to miss.
See in Darkness: Aibek can see perfectly in darkness of any kind, including that created by deeper darkness magic.
Incorporeal Step (Su)
Attacks: A shadow archon gains a melee touch attack that deals 1d6 points of damage (Fort negates). The save DC is equal to 10 + 1/2 the shadow lord's Hit Dice + the shadow lord's Charisma modifier. On a critical hit, the shadow archon's touch attack also deals 1 point of Constitution damage (also negated by the saving throw).
Special Attacks: A shadow archon gains the following special attacks. Their saving throw DCs for these attacks are equal to 10 + 1/2 the shadow archon's Hit Dice + the shadow archon's Charisma modifier, unless otherwise noted.
Cloying Gloom Blast (Su)
Spell-Like Abilities: A shadow archon gains the following spell-like abilities, with a caster level equal to its Hit Dice:
At will—ray of sickening;
3/day—shadow conjuration, shadow step;
1/day—greater shadow conjuration (if the shadow lord has 11 or more Hit Dice), shadow walk.
A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template.
Special Qualities: A shadow archon gains the following special quality.
Planar Thinning (Su)
Once per day as a full-round action, a shadow archon can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord's Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
Shadow Assassin Special Abilities:
Deadly Focus - Gain a bonus equal to Wisdom (maxed at Shadow Assassin level) to hit and damage against one target for 24 hours. Can be replenished with 30 minutes of meditation.
Greater Deadly Focus
Shadowmeld - Aibek can use these abilities in dim or darker light conditions;
Shadow Talents - Another set of Shadow Assassin abilities.
Mythic Master of Shapes:
Adaptation: Altered State (Su): As a swift action, you may spend a use of mythic power to select a new form for an ongoing metamorphosis, shapechange or polymorph effect. The change does not alter the duration or allow any choices outside the normal options for the ability.
Abilities: Savage Shift (Ex): Your natural weapons when assuming a form with a spell, power, or supernatural ability are treated as one size category larger than normal.
Feats: Weapons Finesse Mythic: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't apply to either the attack rolls or the damage rolls
Mythic Power (Su)
Amazing Initiative (Ex)
Volatle Blood (Su): You may expend a use of mythic power as an immediate acton when you are struck in combat by a melee atack, if you do your blood violently explodes on contact with the air. Treat this explosion as though you had hit the atacker with a bomb as per the alchemist class feature of your ter. You and all other adjacent characters are eﬀected by splash damage as normal. If you have discoveries from a source applicable to bombs you may apply them to this explosion.
Mythic Shadowblade Style
This Aibek's background Part 1:
This Aibek of Meang Kosali and Vakhtang Aibek of the Vakana clan has heard stories of Zhen Halfblood from infancy. As Kosali tells it, they travelled for many years and it was Zhen and his group that put her on the path to who she is today.
As a young Tian witch, Kosali sought out and mastered transforming and living as everything from a spider to a dragon believing that through this changing and living was the path of the highest level of exploration and enlightenment of herself and the world. She had barely mastered the spider when then Lady Kosali was introduced and asked to join Zhen Halfblood and his group on a mission they had begun months before. It was through joining that group that Kosali met werewolves for the first time, would learn from them, fight others, deal with being bitten and with being cured of lycanthropy, and forever changed. Through the years she mastered hundreds of shapes and changed more through each and still felt the same pull. Their path would take them to meeting the Vakana clan - and Vakhtang Aibek. Kosali chose to stay, the pull of a settled and more deeply transformed life that she knew she would not have with Zhen. Zhen and the others would visit the Vakana lands as welcomed friends for a few years, meeting Kosali and Vakhtang's first child Nurasyl, but their lives soon were more connected by their letters and parcels than anything else and Zhen never personally met the other three children - Aiday, Eteri, and Arman. Kosali became a respected elder in the Vakana clan even if she never became a werewolf herself (no one knew the risks of trying on someone who had been unlycanthroped before) and her werewolf-kin children are finding their own place in the world...
Kosali in her age hasn't been able to leave the Vakana land in years and it was unsurprising that kind Zhen wouldn't push her to do even now. If Kosali knew she's likely risk transforming into her fastest dragon self and going, likely ending up comatose before arrival and no one yet had the knowledge to take her at the speed Kosali would want. The letter was sent for Nurasyl Aibek in hopes they could soften the news for their mother but a younger Aibek got it first.
Curiousity on the half-orc behind the legend, curious why Nurasyl alone would be given such an honour - it is not as if the toddler Nurasyl that Zhen had known could deserve it, a drive to push bloodlines and more to their limits, and a hope to find worth in the eyes of a legend pushed the younger Aibek down this path without telling anyone else -- one can only hope this road that begins with deceit by omission will not turn against the traveller - or the werewolf father, the witch mother who could be anything from a spider to a dragon, three powerful witchwolf siblings, a clan of werewolves, or legends coming to life. Having spent more time than most away from the clan' forests, Aibek hopes this will give them more time before any family considers what they have done...
This Aibek must find worth, connection and purpose on this Plane or they may risk far too much for a chance to get back to a place and people who saw them as more than an Aibek...
Khalharum Sketch Map by an Aibek:
Central Island: Nexus & Council space
Southwest: Nexus & Council space
Southeast: Uncontained & Unknown
East: Uncontained & Unknown
Northeast Island: Sanctified, Uncontained
Northwest Island: Uncontained. Small island north of this one used by merfolk-threat.
West: Uncontained & Unknown
Other places of note vaguely marked:
An Aibek's Notes on the Towers:
Central Tower- Main Tower:
Floor 1 - Main Entrance, Lower Level Entrance, stairs up and down.
Floor 2 - Meeting and Banquet Halls
Floor 3 - Bridge to South East Tower [Remains of battle, Interesting non-native flora and fauna]
Floor 4 - Bridge to North East Tower (Ruined) Spider Nest, [Interesting non-native flora and fauna]
Floor 5 - Bridge to North Tower, Library
Floor 6 - Bridge to North West Tower, Bridge to South East Tower, Garrison
Floor 7 - Bridge to South West Tower - crumbling, Bridge to Nort East Tower, Kitchens
Floor 8 - Bridge to South Tower, Bridge to North Tower
Floor 9 - Bridge to South East Tower, Bridge to North West Tower, Council Chambers, Waiting area
Floor 10 - Bridge to North East Tower, Bridge to South West Tower, Bell Tower, Nexus main area
North Tower: crystal core still inoperative
North East Tower: crystal core still inoperative
South East - Druid/Leshy's Tower: Leshy live here. Unsealed, but still unsafe, covered in plants and vines. Crystal core still inoperative.
South Tower: crystal core still inoperative
South West Tower: crystal core still inoperative
North West Tower: crystal core still inoperative
Second Basement: Still sealed by unknown means.
Note - some of the ruined areas are beginning to be repaired by the Nexus and others. A new check will need to be done at some point to update and expand these notes as well as attempt to address concerns regarding the damaged crystals, sealed basement, the druid tower, and the possibility of repairing the damaged and/or building more Tower guards. Also, reports of quarters for councillors appear in some local stories may interest the others.
Aibek's current mental to-do list:
--- City improvements: plants and trees [best trees? gather seeds and cuttings], community hall, housing upgrades, food security [greenhouses, farms], defenses and fortifications [best place to begin? gatehouses? walls?], expanding industries and trade, repairs [arsenal, water wheel, Towers, general], inter-dimensional travel [and protections to put in place before opening]
--- City-Work Concerns: Shattered Glass, Damage from Merfolk, asking the people how much power should councilors have, Khalharum's magic flow disruptions [Possible connections to Asmodeus and/or Baalzebul], To investigate the strange figure at night, To investigate those spying on Khalharum with telescopes, the damaged crystals in the Towers, southeast "druid's" tower, sealed second basement,
--- Other City investigations of interest: Finish dealing with underground defense building and do best to consider the well-being of the constructs living there, Check on glass dragons, fountains, exploring other islands further, a fresh check of the towers.
--- Work in the library: understand the city and area better, how to repair or replace other crystals, possible thinning locations, Consider possible work and tasks there including finding new books.
Mixed Work-Personal Concerns:
smudged swirling ideas