Aravashnial

Alexos Virden's page

416 posts. Organized Play character for The Emerald Duke.


Full Name

Alexos Irea Virden

Race

Elf

Classes/Levels

Monk /2 | AC 15 T 14 FF 13 | HP 15/15 | F +3 R +5 W +5 | Init +4 | Perc +11

Gender

Male

Size

5"11

Age

148

Alignment

LG

Deity

Irori

Location

Absalom

Languages

Common, Elven, Sylvian, Orc

Occupation

Traveling Acrobat

Strength 12
Dexterity 15
Constitution 10
Intelligence 15
Wisdom 14
Charisma 14

About Alexos Virden

Physical Description:

Height: 5'11"
Weight: 140 LB
Eyes: Light Gold
Hair Color & Length: Light Brown, cut in what we would consider to be a "Marine corps" hair style (buzzed around the ears and neck, crew cut on top)
Facial Hair: None
Skin Color: Pale flesh toned, does not change with sun exposure or physical exertion.
Other Features: He has a green tatoo of a bird decending on his forehead... which he covers with a pale grey cloth. He also has a scar on his left breast (and corresponding on his back) where he was shot by an arrow as an adolecent. And he has a matching pair three inches lower and to the left from where he was stabbed by a rapier.

Skills:
  • Acrobatics (Bonus = 7)
  • Climb (Bonus = 6)
  • Knowledge: History (Bonus = 7)
  • Perception (Bonus = 11)
  • Perform: Dance (Bonus = 7)
  • Sense Motive (Bonus = 9)

Race Specific:

+2 Dex, +2 Int, -2 Con: Elves are nimble in both mind and body, but their form is frail.
Low-Light Vision: Elves see twice as far as humans in dim light conditions.
Elven Immunities: Elves are immune to magic sleep effects, and gain a +2 Racial saving throw bonus against enchantment spells and effects.
Elven Magic: Gain a racial bonus on Spellcraft skill checks made to ID the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Feats:

Weapon and Armor Proficiencies: Club, Crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Not proficent with armor or shields.
AC Bonus (EX): When unarmored and unencumbered, adds WIS bonus to AC and CMD. Gains +1 bonus to AC and CMD at 4th lvl (increases by 1 for every 4 levels to a max of 5 at lvl 20). Bonuses apply against touch attacks/when flatfooted. Lost when immobilized, helpless, when wearing armor, carying a shield, or carries medium/heavy load.
Bonus Feat: Gains a bonus Feat from table of Monk feats at 1st lvl, 2nd lvl and every 4 levels after that.
Deflect Arrows: Once per round may deflect an attack from a ranged weapon (must have one hand free, be aware of the attack, not be flat-footed, and the attack cannot be from a massive weapon {ex: ballista bolts or bolders} or a natural attack/spell effect.) Deflection does not count as an action.
Alertness: Gain a +2 bonus to Perception and Sense Motives checks.
Scorpion Style: Must make a standard unarmed attack to use, if hits you deal normal damage and the target's base speed is reduced to 5 FT for a number of rounds equal to the monk's WIS modifier unless it makes a FORT save (DC 10 + 1/2 your character level + your Wis modifier).

Special Powers:

Flurry of Blows: Can make a flurry of blows as a full-attack action. When doing so, may make an additional attack taking a -2 pentalty on all of his attack rolls. Attacks can be any combination of unarmed strikes and monk weapons. Base attack bonus equals monk level, other purposes is
Unarmed Strike: Gains Improved Unarmed Strike at first level. May be with hands, feet, elboes or knees. No "off-hand" attacks, so all unarmed strikes apply full strength bonus for damage rolls. Normally will do lethal damage, but may choose to do non-lethal (includes while grappling). Treated as both manufactured weapon and natural weapon for purposes of spells and effects. Deals damage based off monk damage table vice normal unarmed damage table.
Stunning Fist: Gains Stunning Fist at 1st level.
Evasion (Ex): At level 2nd and higher, monks can avoid damage from many area-effect attacks. If he succeeds a reflex saving throw against an attack that normally grants half damage the monk takes no damage instead. Can only be used if the monk is wearing light or no armor and if the monk is not helpless.

Traits:

Warrior of Old: Gain a +2 trait bonus on Initiative Checks due to long hours of combat drilling as a child.
Courageous: +2 Trait bonus on saving throws agains fear effects due to surviving brutal events in childhood due to force of willand hope.

Saves:

Fortitude: +3
Reflex: +5
Will: +5

Combat Bonuses and Defenses:

Hit Dice: 2d8
Hit Points: 15
Initiative Bonus: +4 (2 Dex + 2 Trait)
AC: 15
Touch: 14
Flat-Footed: 13
CMB: 2
CMD: 14
BAB: 1
MAB: 2
RAB: 3
Weapon Damage (Unarmed Strike): 1d6 + 1
Weapon Damage (Composite Shortbow): 1d6 + 1
Range: 70 ft.
Crit: x3

Possessions and Gold:

Possesions:
-Simple Monk Robes, dyed black and brown (2 lb)
-Composite Shortbow, max STR bonus + 1 (2 lb)
-20 Arrows in Quiver (3 lb)
-Chronicler's Kit {1 map case, 2 vials of ink, 2 inkpens, 10 sheets of paper, 2 blank journals, 1 lb fine inkdrying powder, 20 ft measuring cord} (4 1/2 lb)
-Monk's Kit {1 backpack, 1 belt pouch, 1 blanket, 50 ft rope, soap, 9 torches, 1 waterskin, 5 days of trail rations} (22 lb)
-Teapot (1 lb)
-Tea, black (2 1/2 lb)
-Mapmaker's Kit {simple slate with grid carved into surface and various colors of chalk: if used, gives +2 circumstance bonus to Survival checks to avoid getting lost} (2 lb)
-2 Waterproof bags (1 lb)
-Flint & Steel
-Wayfinder, personalized with name engraving.
-Minotaur horn drinking horn (with hippogryph fur lining and iron half fangs crossed on the edges)
-Amulet of Natural Armor (bone)(The Confirmation)
Total Weight: 40 lb
Gold:
0 Platinum, 192 Gold, 34 Silver, 40 Copper

Other Crunch:

Movement: 30 ft
Encumbured Movement: 20 ft
Light Load: 43 lb or less
Medium Load: 44-86 lb
Heavy Load: 87-130 lb
Max Overhead Lift: 130 lb
Max Lift: 260 lb
Normal Push Limit: 650 lb

PP, XP & Completed Campaigns:

PP: 2 (Grand Lodge) & 6 (Silver Crusade)
Exp: 5
  1. In Service of Lore
  2. The Confirmation
  3. The Godsmouth Heresy


Background:

So, you want to know about Alexos Virden eh? Well, there is both not much to tell and too much to say about this Elven monk.

To keep this brief, we will only give the highlights. Alexos was born in the Elven kingdom of Kyonin. He was the second of three siblings, in between his older brother Irean and his younger sister Eiyea. He was not always known by the surname “Virden”, but refuses to tell anyone what his original familial name was.

When he was twelve, his older brother died leading an assault on a neighboring orcish warband. Eight years later he was banished from the kingdom for a crime that he claims to be innocent of committing. (In truth it was his sister who committed the crime and pinned it on him... along with an arrow when he was close to finding evidence to prove it.) He will not go into its details, however, and he tries to cover the tattoo marking him as an outcast with a cloth over his forehead (the tattoo is a green one in the shape of a descending bird that glows as he gets closer to the borders of the kingdom).

Since then he travelled to far off lands of Tian Xia (specifically Xa Hoi) where he learned the arts of combat, dance, and acrobatics at one of the monasteries there. He has since returned to Golarian in hopes of joining the Pathfinder Society, where he hopes to chronicle history as it happens... and perhaps find some path back to his home.

On his first assignment, under the auspices of the Grand Lodge, he was stabbed with a rapier attempting to return items back to the Lodge within Absalom itself. The lessons he learned were never to adventure without a ranged weapon and never to charge into combat headlong. He has since switched factions to the Silver Crusade, whom he met in the course of that adventure.

His second assignment was his commencement mission, where he explored the caves on the island of Kortos. There he and his companions found ancient ruins of Aroden, with waters pure enough to attract the local gilmen to contemplate them. Along the way they were forced to confront and defeat a minotaur, whose horn Alexos since had made into a drinking horn.

He then was sent forth to respond to the request of the Pharasminian Priests at Godsmouth Cathedral to clear the previously sealed Ossuary below. Further storage for new bodies was needed, and the priests were forbidden from venturing further below themselves. Furthermore, bodies had begun disappearing from the catecombs above and were suspected of being brought further down below. After two days of exploring the Thassilonian ruins below the cathedral, the bodies were recovered and the alchemist causing their animation was dealt with. The rest of the Ossuary was cleared sucessfully.


Previous PFS Boons:

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing
but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be
positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success
condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on
Knowledge checks attempted while you are in the Grand Lodge.
Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.