Ninja

Amin Terzi's page

20 posts. Alias of Sedoriku.


Full Name

Amin Terzi

Race

Stats:
Monk 5| HP 42 | AC 22 | T 20 | FF 19 | CMD 24 | Fort +7 | Ref +8 | Will +11 | Init +3 | Perc +16 |

Gender

Male Aasimar

Strength 10
Dexterity 16
Constitution 14
Intelligence 15
Wisdom 22
Charisma 13

About Amin Terzi

Male aasimar

Character sheet:
Monk (Monk of the four winds, maneuver master, Qinggong) 5
LN Medium Humanoid (Human) and Outsider(Native)
Init +3; Senses: Perception +16 Darkvision
--------------------
Defense
--------------------
AC 22, touch 20, flat-footed 19 (+3 dex, +6 wis, +2 Armor [Enhancement bonuses], +1 monk)
Hp 42 (8+[6*4]+10)
Fort +7, Ref +8, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +11 (1d8+8 Unarmed strike)
Ranged +6 (1d4 Sling)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 15, Wis 22, Cha 13
Base Atk +3; CMB +13 for Sunder, +16 for disarm, +15 for tripping, +12 for dirty trick, +11 for steal, +10 everything else; CMD 24, 26 for trip or dirty trick, 27 for disarm, 25 for steal.

Feats: Ki throw (5th level), Agile maneuvers (3rd level), Deflect Arrows or combat reflexes… (1st level), Improved dirty trick (1st level bonus?), Improved Disarm (2nd level monk bonus), Improved Trip (1st level monk bonus), Stunning Fist (Bonus), Improved Unarmed Strike (Bonus)

Traits:
Member of the Opal Ghosts-
You have learned that the only real important thing in life is to be better than and have more than others they are but tools to be used. You also gain strength when you prove your power over others. You gain a +1 bluff bonus and bluff is always a class skill for you, also whenever you confirm a critical hit on an enemy you regain one ki point.

Wisdom in the Flesh: Disable Device

Pillager: Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.

Languages: Common, Elven, Dwarven

--------------------
Special Abilities:
--------------------
Ki Powers:
Barkskin: +2 to natural armor for 60 minutes, 1 Ki point

Elemental Fist +2d6 damage.

Prepared
Leg Sweeping hilt
Rising Zenith Strike
Sanguine Barrier
Steel flurry strike

--------------------
Skills:
--------------------

Skills (4+2 int +1 FCB per level):

Acrobatics (5 ranks, 3 dex, class): +11
Bluff (5 Ranks, 1 cha, 1 trait, class): +10
Diplomacy (3 Cha, 2 racial): +5
Disable Device (5 ranks, 6 wis, class) +14
Disguise (1 cha): +1
Escape Artist (3 ranks, 3 dex, class): +9
Fly (3 dex): +3
Heal (6 wis): +6
Intimidate (1 rank, 1 cha, class): +5
Perception (5 ranks, 6 wis, 2 racial, class): +16
Perform (Dance, I rank, 1 cha, class): +5
Sense Motive (5 ranks, 6 wis, class): +14
Stealth (5 ranks, 3 dex, class): +11
Survival (6 wis): +6

--------------------
Possessions:
--------------------
Wand of Cure Light Wounds (750) -
Ring of Feather fall (2,200) -
Guided amulet of mighty fists (4,000) -
Thieves tools (30) 1
Sling
Bullets (10, .1) 5
Hammock (.1) 3
Monk’s kit (8) 22
Mess kit (.2) 1

Carrying 32 pounds
Has 11.6 GP left

--------------------
Maneuvers:
--------------------
Stances
Broken Blade Stance: The disciple of the Broken Blade has learned the flows of combat to a degree and has the insight necessary to see the path to victory through the patterns of steel his opponents weave before his eyes. While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator's full base attack bonus, plus any modifiers appropriate to the situation.
Pugilist stance: By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.
Scarlet Einhander: By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one- handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in one hand, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 shield bonus to his Armor Class and inflicts an additional 1d6 points of damage while in this stance. The shield bonus granted by this stance increases by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

Maneuvers
Blade of Breaking: A Scarlet Throne disciple knows that sometimes to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it or knock it from their grasp. The disciple may make a disarm or sunder attempt with a +4 competence bonus against his foe's weapon without provoking attacks of opportunity.
Rising Zenith strike: With supreme focus, comes great insight into the workings of a foe's defenses. When the moment is right, the disciple releases his attack in a vicious upward swing. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target's armor class, the attack deals double damage. If this check does not meet or exceed the target's armor class, then the attack fails and the disciple misses.
Sanguine barrier: The focus required in battle allows the disciple to anticipate incoming attacks. The disciple makes a Sense Motive check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, the disciple negates the attack.
Brawler’s Attitude: By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.
Leg Sweeping Hilt: With quick feint high, the disciple hooks his foot behind the leg of his foe and stiffens it like the hilt of a sword, drawing it back to knock his opponent down. The initiator makes a trip attempt with a +2 competence bonus which does not provoke attacks of opportunity. If successful, the initiator trips his opponent and may make an immediate attack at his full base attack bonus.
Steel Flurry Strike: The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.

Prepared
Leg Sweeping hilt
Rising Zenith Strike
Sanguine Barrier
Steel flurry strike

--------------------
Level Up:
--------------------
Ability scores:
2nd: Wis
4th: Wis
4th(inherent): Wis

Level up Bonuses:
1st: Armor
2nd: Melee
3rd: Saves
4th: Armor
5th: Melee

--------------------
Racial Abilities:
--------------------
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
--------------------
Class Abilities:
--------------------
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Slow Time (Su): At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Aspect Master (Su): At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect’s alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. This ability replaces timeless body.

Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.
At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat.
At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.
This ability replaces flurry of blows.

Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.
This ability replaces still mind.

Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.
This ability replaces slow fall.

Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check.
This ability replaces purity of body.

Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.
Ki powers are abilities that draw on the power of a monk’s ki. The standard monk has several abilities that count as ki powers, such as wholeness of body, abundant step, and empty body. A qinggong monk can learn additional ki powers, which often replaces a non-ki monk ability such as purity of body. Ki powers are divided into three categories: feats, monk abilities, and spells.
Replacing:
High jump with Barkskin

--------------------
Amin:
--------------------
Background
The bastard of Herdian, the wayward son of an aasimar aristocracy, and Xio, a Hexian harlot, Amin grew up in the horribly corrupt city of Meridi.

Amin’s grandfather and his family had fled Hexie after stealing from, and subsequently enraging, the Imperial Family. The Terzi family, having escaped over the mountains to the north, fell on bad times in Meridi. The first night they were in town, a thief stole most of their supplies and all of their money and then bribed the law keepers to ignore the incident. This lead to Amin’s grandfather taking up stealing again, but unaware of the unspoken rules, he was quickly arrested, charged and executed. Amin’s grandmother then signed up with a brothel just to survive. She brought a young Xio with her. Over time, and with hard work, Amin’s grandmother became the proprietor of the brothel and his mother one of the ‘workers.’ However, the place never truly prospered.

Herdian, on the other hand had been born into a life of luxury. His father, the sovereign of Meridi, and mother both pampered him from a young age, much to the annoyance of his oldest brother, Mardian. Herdian grew up to be an alcoholic, womanizing lout, but a surprisingly impotent one. Because of his dearth of children, he protected and even, when not completely incapacitated, tutored the few he did have. His brother on the other hand, through miracles unknown, grew up to be a straight-laced, sanctimonious man intent on cleaning up his father’s city.

Amin grew up on tales of the six mighty monastic orders and lessons about how to run a business in a city where people could hire someone to shoot a neighbor for five GP or less. Enamored with the monasteries, more for the idea of a stable food source than anything else, Amin took up the worship of Irori, though a highly bastardized version. Every day he would work on perfecting his lock-picking skills to help Gramama with extra cash. After a score or so of years, he took the reins of the family brothel and developed it into the leading brothel in the city. This earned him the ire of his uncle, but Amin’s grandfather was as indulgent of Herdian’s precious children as Herdian himself.

A few years later this equilibrium changed as the elderly ruler became violently ill and quickly perished, leaving control of the city in Mardian’s hands. Mardian’s first act was to have his younger brother and their children declared enemies of the state with their lives forfeit. Well aware of his uncle’s opinion, Amin fled the city with his elderly mother as soon as he heard word about his grandfather’s demise. The two fled back into Hexie, where Amin soon tried to join the Emerald Tortoises. The order shortly expelled the young aasimar. He instead turned to the Opal Ghosts.

Description
A somewhat unimposing five foot six from his malnourished childhood, Amin just recently passed his 83 birthday. He often tries to hide the most noticeable trait of his ancestry by keeping his head and face completely clean-shaven. He often keeps a blank, uncaring expression on his face, caring little for people and many of their misguided antics. The world can be a dark and cold place and any ideas otherwise are often unfounded and naïve. He does find a bit of happiness in outwitting or out-maneuvering people and can find some joy vicariously and often times, secretly (overtly would be a weakness), wishes people the best in life. If given orders by a superior or other person he trusts, he will follow them as best he can.

Ten-Minute Background
Character, Description, Big ideas
1) Amin has a history of having to lie, steal, and cheat to get what he wants. He often tries ‘approved’ channels first; but, when things do not work correctly, he is perfectly fine using shadier tactics.

2) Amin is very distrustful of people he first meets, from long years of practice. He tends to be highly caustic and cynical with them until he gets to know them better.

3) He finds many of the members of the Opal Ghosts to be overly greedy and slovenly, focusing on getting as much as they can versus what they need to be comfortable. He often feels superior to them; he had been running a successful business before most of the current members had earned their first gold piece after all.

4)Amin can jimmy a lock with little effort and finds many traps to be almost childish in their simplicity.

5) Taking his father’s example to heart, Amin avoids excesses in his life.

6) Just as happy knocking a man unconscious as outright killing him, Amin is very skilled at swiftly incapacitating people.

7) Amin feels, from both the Emerald Tortoises ostracizing him and his long history with the Ghosts, that he cannot join another order.

8) The man does have a temper but he generally controls it well. However, if provoked, he can quickly become enraged. It is a major flaw and he is trying to overcome it.

Goals
1) I would like to try having Amin break out of his cycle of negativity, probably by being around more optimistic characters…

2) Amin would love to place well in the tournament. He sees it as a way to prove he could be a valuable member.

3) He would love to join a different order, preferably the Tortoises (if they would even take him.)

Secrets
1) Amin is part of the small group of Opal Ghosts tasked with keeping others in line. The Wraiths, organized by Old Tenian (see friends), keep the members of the order from being too disruptive and causing the group to collapse. It also helps they prevent or pursue the few audacious enough to steal from the elders. The group is an open secret in the order.

2) Amin loathes the Ghosts and most of their members; for him, they stand for thieving for no purpose and most members seem like pompous fools. He often channels this dislike into a cold, hard fury, which he uses to full many of his battles.

3) Old Tenian has actually coerced many of the other orders to spurn the aasimar’s inquiries into joining, trying to keep him from leaving.

4) He looks up to most members of other orders, and is a little jealous, especially with disciples of the Emerald Tortoises.

5) Despite his seeming uncaring, the man does wish people the best especially as it can be a cold, uncaring world.

Enemies, friends
1) Old Tenian is one of the richest and most powerful of the Opal Ghosts. He is Amin’s commander and finds the aasimar to be a likely successor. Amin on the other hand feels the old man is one of the wiser, more orderly members of the order and feels the man is a good leader.

2) Mardian is the ruler of Meridi, a major hub for trade for the mainland and Hexie. He is on a personal mission to clean out corruption and evil, and sees his nephew as the embodiment of it.

3) Ianin is the best information broker in Meridi. He developed a close bond with Amin, who paid him handsomely. Amin still gets pieces of information, such as words about his uncles movements or rumors from further lands, and still keeps close ties to the man.

4) Rania comes from minor nobility and finds herself above everyone. When she first joined the Order she turned her into a major disruption, trying to displace the current elites to take her ‘rightful place.’ When the Wraiths (see secrets 1) put her back into her place they earned her animosity. She since then has backstabbed and schemed her way into a position of power, the correct way to do so, but she still bears a grudge and wants to disband the group.

Quirks, mannerisms, memories
1) Amin often appears completely devoid of emotion when in combat, often staring at his enemies with cold, unnerving eyes.

2) One of Amin’s fondest memories is of snuggling close to his grandmother as she went over the books for the brothel, and wishes he could find such peace again.

3) One of Amin’s first memories of Hexie was a small town just inside the pass from Meridi. He remembers how quiet and peaceful the place was, but also how the people lived in squalor. He has since then been trying to reconcile having money and a good lifestyle with calm and content. He has the first two but has yet to find the second…

--------------------
Combat post header and other quick references:
--------------------
[ooc]Combat stats:
Hp 42/42; AC 22/20T/19FF; CMD 24
+7F/+8R/+11W
Stance:
Buffs: [/ ooc]
--------------------
Tracking
--------------------
Ki points 9/9
Elemental fist (2d6) 5/5
--------------------