Garuda

Ammon the Hawk's page

3 posts. Alias of Kryzbyn.


Full Name

Ammon "The Hawk"

Race

Garuda Blooded Aasimar

Classes/Levels

Mrk3/Htr3/Chm1 | HP:41/41 | MP 5/5 | AC: 19 (+1 vs ranged) / T: 13 / FF: 16 | Fort: +6, Ref: +7, Will: +7; Energy resistance 5 vs. Acid, Cold, electricity | CMB: +4, CMD: 17 | Init: +3 (+5 in suprise round), Perception: +10

Gender

Male

Size

M

Age

?

Alignment

LN

Strength 13
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 17
Charisma 10

About Ammon the Hawk

Ammon

Male Aasimar (Plumekith) Marksman 3/Hunter 3/gestalt 3
LN Medium outsider (native)
Init +3; Senses: Darkvision 60', Perception +10

Daily Abilities:

Power Points: 7/7
Animal focus: 1 for 3 min/day
Mythic power: 5
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Defense
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AC 19, touch 13, flat-footed 16 (+6 Armor, +3 Dex) (+1 vs ranged attacks)
hp 41 (3d8+6+5 mythic)
Fort +6, Ref +7, Will +7
Defensive abilities: Acid, Cold, and Electricity resistance 5
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Offense
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Speed 55 ft.
Melee
. .MWK Great sword +5 (2d6+2) [Slashing]
Ranged
. .MWK Composite Longbow (+1) +9 (1d8+5) or (1d10+5) [Piercing] [110 ft]
. .Deadly Aim +8 (1d8+7) or (1d10+7)
Special Attacks
Powers Known: (ML 3)
1st (7pp) - defensive precognition, offensive precognition.
Spells known: (CL 3)
0th (at will) - create water, detect magic, detect poison, mending, purify food and drink, read magic
1st (4/day)- cure light wounds, gravity bow, summon nature's ally I, sun metal, magic fang
Spell-like Ability:
. .see invisibility 1/day
Domain:
Feather Domain: Fly is a class skill, and spells that allow flight gain one step of maneuverability.
Eyes of the Hawk (Ex): Racial bonus to perception equal to 1/2 level -2. +2 init bonus on surprise round
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Statistics
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Str 13, Dex 17, Con 14, Int 13, Wis 17, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats: point-blank shot, weapon focus: bow, precise shot, deadly aim
Traits: Seeker, Stranger in a strange land
Skills: Acrobatics +16, Autohypnosis +9, Craft (Bowyer) +7, Handle Animal +6 (+10), Knowledge (Geography) +5, Knowledge (Local) +6, Knowledge (Nature) +5, Knowledge (Psionics) +5, Knowledge (Religion) +5, Perception +10, Profession (Soldier) +9, Sense Motive +9, Stealth +10, Survival +10
Racial Modifiers: Eyes of the hawk, +2 Acrobatics and Fly
Languages: Common, Celestial, Ancient Osirian
SQ Skilled, Wild Empathy +3 (+7), nature training, orisons, otherworldly companion, favored weapon, combat style (Sniper)
Other Gear: MWK Backpack, belt pouch, spell component pouch, bedroll, blanket, beast whistle, 50' hemp rope, 2 weeks trail rations, canteen 420 gp 4sp
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Special Abilities
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Favored Weapon (Bows): Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four Marksman levels thereafter, this bonus increases by 1.
Wind Reader (Su): A Marksman can use her heightened senses and awareness of her surroundings to read the wind and environment, allowing her to drastically improve her accuracy. While maintaining psionic focus, she can spend a swift action to gain a competence bonus equal to her Wisdom modifier on ranged attacks until the end of the round. She can do this a number of times per day equal to 3 + her class level.
Evade Arrows (Ex): At 2nd level, a Marksman's familiarity with ranged attacks and her natural intuition alerts her to danger from mundane ranged attacks. She gains a +1 Dodge bonus to Armor Class against ranged attacks (but not ranged touch attacks). At 6th level and every four Marksman levels thereafter, this Dodge bonus increases by 1.
Style Technique: Once a Marksman has reached 2nd level, she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.
Style Skill: At 3rd level, a sniper Marksman gains a +1 bonus to Stealth. This bonus increases by 1 every three Marksman levels thereafter.
Style Mantra: Beginning at 3rd level, as long as a sniper Marksman maintains psionic focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four Marksman levels thereafter, this bonus increases by 1.
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Mythic Abilities
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Champion Path
Distant barrage (Ex): As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target's cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Impossible speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Mythic Feat: Morphic Nature

Ghel'zad

Male Celestial Lion
N Medium Animal (good)
Init +4; Senses: Darkvision 60', Lowlight vision, scent Perception +6

Daily Abilities:
Animal Focus: Bear (+2 Con)
Smite Evil 1/day
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Defense
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AC 21, touch 14, flat-footed 17 (+4 Armor, + 3 natural, +4 Dex)
hp 30 (3d8+6)
Fort +4, Ref +7, Will +3
Defensive abilities: Acid, Cold, and Electricity resistance 5
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Offense
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Speed 40 ft.
Melee
. .Bite +4 (1d8+2) [Piercing/Slashing]
. .2 claws +4 (1d4+1) [Slashing]
. .Rake 1d4+4 [Slashing]
Special Attacks
Smite Evil: +0 to hit, +3 to damage evil creature
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Statistics
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Str 14, Dex 18, Con 13 (15), Int 2, Wis 15, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats: Improved natural attack (bite), Armor Proficiency (Light)
Skills: Acrobatics +4, Climb +3, Perception +6, Stealth +8, Survival +6
SQ Link, share spells, evasion
Other Gear: Chain Shirt barding
Tricks: attack, down, fetch, heel, seek, track, defend, come

"One cannot know the content of a heart, but one can trust the actions on display."

Appearance: Ammon is a hawk-headed humanoid male, with fine feathers covering most of his extremities, while he has a wonderful white and black headdress-like plumage. His torso and abdomen are hairless and featherless. He does not have talons, but normal humanoid fingers and toes, his hands and feet free of feathers as well.
He is tall, and lithe. He has a serious look about him, his hawk-ish eyes rarely blinking.

Motivation: Ammon does not know what he is or where he comes from. As it stands, he is somewhat of a drifter, going from place to place, in an attempt to find out more about his origins, helping as he can along the way.

Personality: He has a strong "common sense" sense of justice that sometimes conflicts with the laws of the land he finds himself in. He is very much "what you see is what you get" and does not like mind games, preferring to stay silent than play into such things. Even so, he does play well with others, and enjoys working with and helping others toward a common goal. So far, no one he has worked with has been honest enough to remain with for too long. He seeks this honest bond with true comrades, almost as much as his origins. Right now, his lion, Ghel'zad, is the only one he trusts.
He also has a naiveté about him, because of his desire to take things at face value. He can usually tell when someone is being less than truthful, but the intricacies of interaction itself escape him.
He is also predisposed to help the common folk. He feels obligated to do so at some level. This is another thing about himself he doesn't understand.
When he arrives at a new place, he quietly observes out of the way, till he gets a knack for the culture, and an idea of how to interact.
He realizes that in most places he's an outsider, and spends the effort to learn the ways of the people he interacts with.

Companions: Ghel'zad is the 4th companion he's called. His first was a hawk, his second a badger, his third a horse. He does not take their aid for granted, and mourns each one of them when they pass. He will not have them engage enemies recklessly, and treats them each with respect, knowing eventually they will give their lives in his service.
He also does not tolerate any disrespect to them, admonishing those that do so.

Background: Ammon is an enigma to himself. In his mind, he woke up, simply staring up at the sky. He does not know why he can do the things he can, or where he comes from. From what he's been able to learn from various people is that he has some outsider blood, or is somehow a descendant or relative of the original Osirians. He knows he can call upon the powers of the divine and nature to aid him, and provide him with animal companions. He knows he has a powerful will he can focus to
various effects, and that he is adept at archery. He is confident in his abilities, regardless of his or their source. They have helped keep him alive, so far. His travels have seen him fighting bandits, guarding caravans, and acting as a dispenser of frontier justice. All that he owns, including his nick-name "the Hawk", he's earned helping out the citizens of the various territories he's wandered through across the green world of Castrovel. He's followed an oracle's vision through a portal, and now finds himself on a new world the locals call Argosa.
He's been told he might be able to find what he seeks in the city of Zel-Argose. Trouble is, he seeks a great many things.

Which of them will he find?

The truth?:

Ammon is a demi-god son of Ra, from the Osirian pantheon. This is where his mythic power comes from, and his connection to him is where is sense of duty to common folk comes from, and his sense of justice. He was active as a demi-god on Golarion during the time when the pantheon was actively involved there. But, wherever they have gone or retreated to, their exodus swept up Ammon in the wake, and only within the last few years has he re-emerged, sans memory. His mother, Rahmet, was a human and has long since passed, and his father assumes he elected to stay on Golarion, and is either unwilling or unable to check in on him.
A touch of his divinity remains, as represented by his divine archetype for his hunter class, and his mythic tier. It also explains his ease of travel through the planes and to different worlds.
It's probably best he does not remember his former self for the time being. While he's retained his speed and dexterity, his endurance and strength have been greatly reduced. Perhaps over time he will be restored?