Nameless Assassin

A. Aibek's page

892 posts. Alias of D_Var_Stars.


AC: 20 + 4 Deflection Bonus when moving, T: 16, FF: 14, SR: 11| Fort: +4/6, Ref: +14/16, Will: +8/12 | CMB: +7, CMD: 23 | Init: +8, Perception: +11


AC: 18 Human, 20 Hybrid & Wolf | T: 11, FF: 12 Human/13 | Fort: +7, Ref: +4, Will +6 | CMB: +4; CMD: +15 (19 vs trip as wolf) | Init +2, Perc: +6. Personas may differ.


A HP: 69/69 | Mythic Points: 9/9pd | Ki Pool: 4/4 || R HP: HP: 42/42 Persona time left: 9 mins, Ext Persona 1/1



Strength 12
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 16
Charisma 18

About A. Aibek

Shadow Archon Witchwolf Shadow Assassin Shadow Dancer 7
Chaotic Neutral Augmented Native Outsider
Initiative; +8 Perception +10

AC 20 + 4 Deflection Bonus while Moving, touch 16 flat-footed 14
hp 69
Fort +4/6, Ref +14/16, Will +8/12
Resistance - Aibek has a +15 Resistance to Cold and Electricity
Damage Resistance: 10/magic
Immune to the side effect of any area of darkness that has a side effect
10% miss chance while in an area of dim light or darkness, even if she is perceived by a creature using darkvision. Other sensory abilities, such as blindsense or true seeing, bypass this effect entirely.

Speed 30 ft.
Melee Claw 1 + 10 (1d6+6 damage) - +12 (1d6+8 damage) with Shadowblade
Claw 2 +10 (1d6+6 damage) - +12 (1d6+8 damage) with Shadowblade
Bite +10 (1d8+6 damage) - +12 (1d8+8 damage) with Shadowblade
Sneak Attack: +1d6


Str 12 Dex 22, Con 14, Int 10 Wis 16/18, Cha 18
Base Atk +5(+8 for dex); CMB +8; CMD 24
Feats Extra Feature - Allows one additional Feature during each Change Shape. Taken twice.
Weapon Finesse - Allows user to hit based on dexterity rather than strength.
Leadership This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. Base Leadership Score: 12. 1 Cohort (Lv 6), 8 followers.
Precise Strike Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Traits Con Artist - Gain a Bonus to Bluff or Disguise
Slaverbane - News of your reputation has spread among slavers and those who fight them. You get a +1 bonus to intimidate any slavers, and a +1 to diplomacy to anyone fighting against, including the Eagle Knights, Bellflower Network and most Andorans.
Racial Traits Change Shape - Shift into a more wolfen form, gaining +2 to Wisdom during such a shift
Bite - Gain a bite attack when shifted
Claws - Gain two claw attacks when shifted.
+2 racial bonus on all saving throws

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.

Special Abilities

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

Ki Pool:
By spending 1 point from his ki pool, a shadowdancer
can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In
addition, he can spend 1 point to increase his speed by
20 feet for 1 round. Finally, a shadowdancer can spend 1
point from his ki pool to give himself a +4 insight bonus
on Stealth checks for 1 round. Each of these powers is
activated as a swift action.Te ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Combat Trick: A shadowdancer who selects this trick gains a bonus combat feat. This trick can be selected several times.
+ Precise Strike

Shadow Archon Special Abilities:

Shadow Archon
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)
When a shadow archon moves, they gain the incorporeal subtype and quality, including a deflection bonus to AC equal to their Charisma bonus. They lose the incorporeal subtype and special ability when they stop moving.

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)
Three times per day, the shadow archon can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord's Hit Dice) and are blinded for the duration of the slow effect.

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:

Shadow Assassin
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
This acts as a deadly focus, except the shadow assassin adds double his class level to all damage dealt to the target with light weapons, bolas, and shuriken. This bonus damage replaces the Wisdom modifier bonus to damage granted by a deadly focus. Any ability that works with deadly focus also works with greater deadly focus, and choosing a target of a greater deadly focus ends any bonuses against a previous target of deadly focus (and vice-versa). Currently available once per day.

Shadowmeld - Aibek can use these abilities in dim or darker light conditions;
- Stealth Bonus - Gains a bonus equal to level on Stealth. Does not aid Invisiblity or other such abilities, but works against Dark Vision, scent, etc.
Skills Bonus - 1/2 class level to /ed skills in dim or darker light conditions
Shadow Style - A series of special abilities Shadow Assassins may gain access to.
- Shadowblade - As a swift action, the Shadow Assassin can create or coat a light weapon in Shadows, adding +1 to hit and damage. Increases by +1 for every three levels of Shadow Assassin taken. If this shadow style is selected a second time, the weapon counts as a force effect.

Shadow Talents - Another set of Shadow Assassin abilities.
- Ledge Walker - Allows Aibek to move along narrow ledges at full speed with no penalty.
- Daggermaster +1

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

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

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
The shadow assassin can add any of the following weapon properties to his shadowblade (consuming an amount of enhancement bonus equal to the property’s cost): bane, frost, ghost touch, icy burst, keen, vicious, vorpal, wounding.

For Ринат:
Rinat and their notebook

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
Azerna's Thirsty Dryad: Western side, near Southwest bridge.
7 Towers and their defenses: See Tower notes for more details
Nest of Glass Dragons
Pump station
Barracks, repaired
Housing area, repaired and expanded. Further repairs required.
Fountains: 4 Total, 4 Functioning

Southwest: Nexus & Council space
Main Docks
Market: Kara and Dosa's shop, Quera's store, Pelar's Smithery, Alchemist Shop run by Helm and his father, Transient Stalls weekly
Duval's inn
Main village housing
Granary ruins
Temple ruins, previous owners unknown
Defenses: 3 Gatehouses ruins, Wall sections in need of repair
Fountains: 4 Total, 4 Functioning

Southeast: Uncontained & Unknown
Unknown lights recently appeared, rumors of new village.
Fountains: ? Total, ? Functioning

East: Uncontained & Unknown
Fountains: ? Total, ? Functioning

Northeast Island: Sanctified, Uncontained
Aroden's temple at Northern tip, home of That Which Walks Beside, the Zelekhut Inevitables Construct.
-- acacia trees, may be able to get seeds
Graveyard 1, currently Phrasman
6 Temple Ruins which appear to be have previouly been for Shelyn, Nethys, Callistra, Sarenrae, Gorum, Abadar.
Fountains: ? Total, ? Functioning

Northwest Island: Uncontained. Small island north of this one used by merfolk-threat.
Treasure hunters were camping here
Former industry buildings in ruins: factories, warehouses, broken water wheels
Arsenal Vault
-- magic circle
-- The vault is only one quarter full. More lightly rusted bars of iron, cut planks of wood preserved by the cool air. Stacks of adamantium bars and ingots of mithral sit, much smaller piles, but enough to make several weapons of each each. Several racks contain part finished weapons, only part way through enchanting, that could be finished.
Granary ruins
Fountains: ? Total, ? Functioning

West: Uncontained & Unknown
Fountains: 4 Total, ? Functioning

Circle of protective celestial runes encompassing each island's edge.

Other places of note vaguely marked:
Magma kobolds & magma dragons main area on larger main island east of the city
Gnolls/Shattered Glass main camp - Southeast of city on larger main island.
Mountains - Mining - Southeast of city on larger main island beyond Shattered Glass camp
Okeno - South of city, across mountains on opposite side of larger island.
Katapesh - Southwest across ocean, need to come to docks from North/gates when sailing from Katapesh.

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
Floor 1
Floor 2
Floor 3
Floor 4
Floor 5 - Bridge to Central Tower, Bridge to North East Tower
Floor 6 - Bridge to North West Tower
Floor 7
Floor 8 - Bridge to Central Tower, Bridge to North East Tower [Appears set up arcane research/work]
Floor 9 - Bridge to North West Tower,
Floor 10 - Aviary?

North East Tower: crystal core still inoperative
Floor 1
Floor 2
Floor 3
Floor 4 - Bridge to Central Tower, Bridge to South East Tower
Floor 5 - Bridge to North Tower
Floor 6
Floor 7 - Bridge to Central Tower, Bridge to South East Tower. Ruined
Floor 8 - Ruined
Floor 9 - Ruined
Floor 10 - Bridge to Central Tower, Bridge to South East Tower, Ruined

South East - Druid/Leshy's Tower: Leshy live here. Unsealed, but still unsafe, covered in plants and vines. Crystal core still inoperative.
Floor 1
Floor 2
Floor 3 - Bridge to Central Tower. Clogged with plantlife.
Floor 4 - Bridge to North East Tower. More Clogged with plantlife.
Floor 5 - Central section of the Crystal Pillar. Clogged with plantlife
Floor 6 - Bridge to Central Tower, Bridge to South Tower, Flooding, Very Clogged with plantlife, canopy creeper.
Floor 7 - Bridge to North Tower, Melted Floor, Upper section of Crystal pillar.
Floor 8 - Illusion trap, Freezing, bodies...
Floor 9 - Bridge to Central, Bridge to South Tower, The Shadow Collector demise.
Floor 10 - Bridge to North East

South Tower: crystal core still inoperative
Floor 1
Floor 2
Floor 3
Floor 4
Floor 5
Floor 6 - Bridge to South East
Floor 7
Floor 8 - Bridge to Central Tower - crumbling, Bridge to South West
Floor 9 - Bridge to South East
Floor 10

South West Tower: crystal core still inoperative
Floor 1
Floor 2
Floor 3
Floor 4
Floor 5
Floor 6
Floor 7 - Bridge to Central Tower, Bridge to North West
Floor 8 - Bridge to South Tower
Floor 9
Floor 10 - Bridge to Central Tower, Bridge to North West

North West Tower: crystal core still inoperative
Floor 1
Floor 2
Floor 3
Floor 4
Floor 5
Floor 6 - Bridge to Central Tower, Bridge to North Tower
Floor 7 - Bridge to South West Tower
Floor 8
Floor 9 - Bridge to Central Tower, Bridge to North Tower
Floor 10 - Bridge to South West Tower

Underground Vault

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:
-- Get to Absalom: Visit Selena, seek out experts on inter-dimensional travel or tracking, experts on the Shory empire and its' technology

-- Write letters to: family, the Brigh temple near where Khalharum used to be, Kira, friends

-- People to find: Azerna, Inkar, Sezim, Ayaulym , Nexus, Gulnaz (questions to ask), Khalharum's missing.

-- Items to find: Those that would make interdimensional travel or tracking Shory technology easier. New clothes. More paper.

smudged swirling ideas