Fighter, ex-Monk, ex-Cleric | HP 28/28 | AC 17 TO 17 FF 13 (CSFD -2/+5) | F +8 R +5 W +5 | CMD 20 | Acid 5 Cold 5 Elec 5 | Init +3 | Perc +7 DV
Gender
Male
Alignment
True Neutral
Deity
Pharasma
Location
Stolen Lands
Languages
Common, Celestial
Occupation
Duelist, Historian - Ex-Cleric, Ex-Monk
Strength
12
Dexterity
17
Constitution
14
Intelligence
12
Wisdom
16
Charisma
14
About Allyo Shan
Allyo Shan
Male garuda-blooded aasimar (plumekith) cleric (channeler of the unknown, crusader) 1/fighter (aldori swordlord (inner sea primer)) 1/unchai (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Player Companion: Antihero's Handbook 12, Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 28 (3 HD; 1d8+2d10+7)
Fort +8, Ref +5, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . aldori dueling sword +7 (1d8+1/19-20) or
. . mwk cold iron aldori dueling sword +8 (1d8+1/19-20) or
. . unarmed strike +5/+5 (1d6+1)
Ranged composite longbow +5 (1d8+1/×3)
Special Attacks channel positive energy 5/day (DC 12, 1d6), flurry of blows (unchained), stunning fist (1/day, DC 14)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—see invisibility Cleric (Channeler of the Unknown, Crusader) Spells Prepared (CL 1st; concentration +4)
. . 1st—shield of faith
. . 0 (at will)—detect magic
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Statistics
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Str 12, Dex 17, Con 14, Int 12, Wis 16, Cha 14
Base Atk +2; CMB +3; CMD 20
Feats Crane Style[UC], Crusader's Flurry[UC], Dodge, Exotic Weapon Proficiency (aldori dueling sword), Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits aldori caution, sword scion, unpredictable
Skills Acrobatics +11, Bluff +7, Fly +5, Intimidate +8, Knowledge (history) +7, Knowledge (nobility) +7, Perception +7, Sense Motive +9, Survival +3 (+4 to navigate in the wilderness in Stolen Lands); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common
SQ power of the unknown, scion of humanity[ARG], spontaneous casting, unknown aura
Other Gear aldori dueling sword[ISWG], arrows (60), composite longbow (+1 Str), dagger, dagger, mwk cold iron aldori dueling sword[ISWG], area map[UE], bedroll, belt pouch, flint and steel, jewelry[UE], masterwork backpack[APG], mess kit[UE], noble's outfit, pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wooden holy symbol of Pharasma, wrist sheath, spring loaded, wrist sheath, spring loaded, 55 gp, 1 sp
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Tracked Resources
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Arrows - 0/60
Channel Entropy 1d6 (5/day, DC 12) - 0/5
Dagger - 0/1
Dagger - 0/1
See Invisibility (1/day) - 0/1
Stunning Fist (1/day, DC 14) - 0/1
Trail rations - 0/5
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Special Abilities
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Channel Entropy 1d6 (5/day, DC 12) You channel entropy instead of positive or negative energy.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power of the Unknown A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from the following list: Darkness, Destruction, Luck, Madness, or
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spontaneous Casting Lose prepared spell to cast a domain spell of same level or lower.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Unknown Aura (Su) You are under the effects of a permanents undetectable alignment spell.
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Fighting Defensively, Crane Style: -2 Attack +5 AC
Despite his celestial heritage, Allyo looks perfectly Human. Heir to a minor, forgotten noble Taldan family, he would be perfectly peasant if it wasn't for his overall bravado. He had medium gray hair, brown eyes and travels in regular clothes, clearly adapted to journeying the wilderness. He uses a pendant with the holy symbol of Pharasma, whom he worships nowadays, but he's an ex-monk, ex-cleric of Abadar that abandoned the monasteries to pursue his dream of becoming a true Aldori Swordlord.
He is still arrogant, as when he was a teenager, but the harshness of his life obviously taught him enough lessons to act a lot more wise. While skilled at the dueling sword, he'd probably pick his fights a lot more carefully than what would be assumed. He still carries with him his noble outfit and a beautiful, expensive ring with his family sygil - which nowadays doesn't mean anything in terms of courts or royalty.
Background:
Born into a very low noble Taldan family - most of which merchants, disgraced by their lack of financial support on the wars - Allyo was an arrogant child and teenager with very little regard for anyone else. Raised in the outskirts of Restov, the troublemaker always loved the stories of Baron Aldori and his swordlord duelists, and dreamed of being one himself.
His parents gifted him with a dueling sword - and then sent him to the local monastery. He was to be taught the lore of Abadar and his teachings. The monks insisted on a strong theological approach - turning him into a cleric and historian - while Allyo, himself, tried to learn more of the martial arts, trying to become a skilled combatant. When the cleric/monk heard of the expedition to the Stolen Lands, he immediately became hopeful of joining them and - who knows? - someday become a swordlord himself. A full duelist, in that family of coward merchants!
Fate had a different idea. As he readied himself to flee and try to join the expeditions, one given night, the monastery was attacked. Maybe it was irony from the gods themselves; maybe it was just bad luck. Regardless, the assailants - interested in the artifacts stored in the temple - sacked the goods and killed everybody on their way. Allyo fought valiantly, himself, but found that Abadar had deserted him - not wanting to lend his divine grace to someone like the youngster. Even his martial arts seemed to fail him... And so he failed.
He didn't perish - while almost moribund, he fled in disgrace, coward like his parents. Ashamed, he cried himself at the night as he was hiding on the forests, and prayed to deaf ears. He knew he wasn't a cleric or monk anymore. Something, somehow, was still gracing him, and as he reached on his bag, he found the dueling sword. In his heart, that became the shining beacon of his faith.
As the months passed, now recovered, he wandered the Stolen Lands, fighting bandits and slowly learning the duelist ways. Surviving death made him a follower of Pharasma, but he knew his powers didn't come from the Lady of Graves. His crusade was that of the swordlords. The months passed and he grew - the wisdom of his shame slowly giving him humility and true skills. He would now train day and night, read his books, and pray to find his true path.