Zorek

Andaris's page

192 posts. Alias of Matthew Thiessen.


Full Name

Andaris Iskarian Menindor

Race

Aasimar

Classes/Levels

Cleric 3, UnchMonk 1 (HP 28/28 | AC:21 T:17 FF:19 | F:5 R:5 W:8 | Init:+2 Perc:+12)

Effects:
Mage Armor

Gender

M

Size

M

Age

152 (Born 13 Lamashan 4564)

Alignment

Chaotic Good (former Lawful Good)

Deity

Azathoth

Location

Taldor

Languages

Common, Tian

Occupation

Former Monk

Strength 16
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 21
Charisma 8

About Andaris

Base Stats:

General
HP: 28 = 10 + 4x5 (class) + 4 (favoured class)
Initiative: +2 = 2 (dex)
Speed: 30 ft
Hero Points: 3
Languages: Tian, Common

Attack
Mwk Cestus: +7, 1d6+5, 19-20/x2, B/P
Unarmed strike: +6, 1d6+5, 20/x2, B
Warhammer: +6, 1d8+4, 20/x2, B

BAB: +3
CMB: +6
Melee: +6
Ranged: +5

Defense
AC: 17 = 10 + 2 (dex) + 5 (wis) + 4 (mage armor)
Touch: 17
Flat-Footed: 15
CMD: +22 = 10 + 2 (dex) + 3(str) + 5(wis) +2(BAB)
AC Penalty: 0
Saves
Fort: +5
Reflex: +5
Will: +8

Skills:

AC Penalty: 0

Acrobatics: +11
Appraise: +0
Bluff: +0
Climb: +3
Diplomacy: +3
Disguise: -1
Escape Artist: +2
Fly: +4
Heal: +12
Intimidate: -1
Kn (Religion): +4
Perception: +12
Ride: +2
Sense Motive:+10
Spellcraft: +5
Stealth: +6
Survival: +5
Swim: +3

Feats:

Improved Unarmed Strike (monk 1)

Mantis Style (monk 1): You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.

Stunning Fist (monk 1): You must declare before you make your attack roll. Damage foe makes a Fort save (DC 10 + 1/2 your character level + your Wis modifier). On failure, stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. No more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Domain Strike (general 1): If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Dragon Style (general 3): +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Spellcasting:

Spells Per Day
0th: 4
1st: 5 + 1
2nd: 3

Prepared Spells
0th: Guidance, Read Magic, Create Water, Light
1st: Ant Haul, Summon Monster 1, Divine Favor, Shield of Faith, Command
2nd: Summon Monster 2, Hold Person, Bull's Strength

Racial Traits:

Stat modifications: +2 Dex, +2 Wis (Garuda-blooded)
Garuda skills: +2 Fly, +2 Acrobatics
Spark of Immortality: Lesser age resistance (sp, 1/day), +2 vs. death effects
Scion of Humanity: Outsider (native) and Humanoid (human)
Senses: Darkvision (60ft)
Celestial Resistance: Acid 5, Cold 5, Electricity 5
Alternate physical features: Eyes: Multicoloured, Wings: Light (not yet manifested).
Middle-aged: +1 mental, -1 physical

Traits:

Magical Knack: +2 caster level, up to HD.
Mizu Ki Hikari rebel: +1 unarmed damage

Class Features:

Unch Monk 1 - Master of many styles
-Fuse Style: Up to two styles active at once.
-Feats: Stunning fist (2+1/day, DC 19), mantis style, imp unarmed strike. [X] [X] [ ]
-Saves: +2,+2,+0; BAB: 1; Skills: 4+int
-Wisdom to AC and CMD

Cleric 2 - Ecclesitheurge
-Saves: +3,+1,+3; BAB: 2; Skills: 4+int
-Aura: Chaotic Good
-Channel Energy: 2/day [X] [X], 1d6 heal, 30ft burst
-Domains: Primary: Madness, Secondary: Void(Dark tapestry), Others: Nightmare, Stars, Chaos, Destruction, Sun, Catastrophe, Entropy, Insanity.
-Domain Mastery: Use non-domain spell slots to prepare spells from his primary domain’s spell list. Each day when preparing spells, you may select a different domain to gain access to that domain’s spell list instead of his secondary domain spell list.

Special Abilities:

Vision of Madness: (8/day) You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum 1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

It Came From Beyond: Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void.

Blessing of the Faithful: Standard action, bless one ally within 30ft. A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until your next turn. You may expend 1 use of channel energy when activating this ability to increase the duration to 2 rounds.

Equipment:

-True Caydenbrew (4 doses)
-Pearl of Power (1st)
-Cleric's Kit (No torches)
-Healer's Kit + Surgeon's Tools
-Wand of Mage Armor (46)
-Warhammer
-Mwk Cestus
-Skeleton Key (2)
-Holy symbol (stone)
-Flask of Holy Water (2)
-Alchemist's fire (4)
-Thunder stone (1)
-Tanglefoot bag (1)
-Tangle burn bag (1)
-Smoke stick (6)
-Potion of cure light wounds (1)
Total weight: ~31
Carrying Capacity: L76, M153, H230
Wealth: 786g

Backstory:

Andaris was born in Tianjing to a mixed parentage of a noble Aasimar father and female human soldier. His parents separated after their brief union and abandoned Andaris to be raised as a monk. This was not an easy life, as he was constantly undervalued as a mixed blood aasimar, never trusted to rise in station - always assumed to be useless. And so he fled. After 140 years of being constantly belittled and patronized, Andaris left Tianjing to make his mark in the world and to show that he could achieve real good in the world.

This journey took Andaris first to Chu Ye, where he encountered the Mizu Ki Hikari rebels. Their cause against the evil Oni rulers of the province was the first cause to which Andaris devoted himself. There he practised his martial skills, learning new styles and forms not available to him in the monastery of Tianjing. However, constant defeat at the hands of the evil spirits led to a retreat into the woods of Chuyokai Forest and the establishment of hidden fortresses within. To Andaris, these fortresses were too much like the monastic prison of his previous life, and so his desperation to depart once more and do real good in the world grew further.

Andaris' time in Chu Ye left him with questions. How did a force as evil as the Oni gain such power? and How can I make myself strong enough to challenge even the greatest evils? Instead of returning to his roots and seeking out the Celestial wisdom of his birthplace, Andaris headed for Goka. There, he felt, among the crowds of people from around the world, lay the answers to his questions. As is so often the case, dangerous questions lead Andaris to dark places. His questions into the nature of the Oni led him on a journey into the deepest levels of the undermarket of Goka, where illegal trade gives way to cathedrals of outlawed and long-forgotten cults. In the libraries of the occult, Andaris finally found his answer, the power of the Oni was said to lie within the void between the stars, representing the very power which gave birth to the stars themselves. Within the void lay the power of the gods of the dark tapestry, the great old ones which were said to have formed much of the universe out of their madness. However, these gods saw the mortals as no more than their playthings, to torment and sow madness whenever they were called upon.

Still, Andaris pursued any piece of information which could open up his own potential and use the power of the void for good in the world, rather than its usual random destruction. Eventually he learned of Azathoth, the blind god at the centre of the universe. In Azathoth he saw the promise of power without limit or agenda. Andaris believed he could channel the power of this apathetic and mindless god into acts of goodness, and destroy only the evils in the world. With a new purpose, Andaris sought contact with Azathoth, whose last known altar was said to be sanctified in the broken city of Ulduvai in Garund's Shattered range.

Taking passage on a ship under cultist control, Andaris sailed to Osirion under the guise of seeking to spread word of the Lamashtu. However, in the city of Sothis he fled the cultists and made his way toward the mountains. His passage was swift and sure, as Andaris felt pulled toward the ancient shrine of the idiot god. There he carved a small holy symbol of Azathoth out of stone and awakened the god's powers.

Knowing that this was merely the first step in a long journey towards awakening his full power, Andaris sailed into the inner sea as a deckhand, admittedly of little skill, and landed in Taldor. Here he decided to gain the aid of nobles and heroes, to witness and assist in Andaris' conquest of all evil in the world.

Extras:

True Caydenbrew
Aura faint enchantment; CL 5th
Slot none Price 3000 gp; Weight 2 lbs.
Description
This golden ale is named after the Lucky Drunk, Cayden Cailean, who is the god of adventure, drinking, and freedom. Blessed by Caydenite priests, this caydenbrew has many properties valuable to those who risk their lives to accomplish great deeds.
Drinking one dose of true caydenbrew spurs the imbiber to perform mighty tasks, empowering them with the effects of a heroism spell.
A single dose can be applied to a creature affected by a contact- or injury-delivered poison to completely neutralize the poison. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
A single mouthful (1/4th of a dose) is enough to revitalize the drinker, acting as a casting of cure light wounds that only removes damage dealt as strain.
Finally, a single drop of true caydenbrew can transform any non-magical liquid into caydenbrew, converting up to 5 pints at a time.
A single batch creates 4 doses.
Construction Requirements: Craft Wondrous Item, enhance water, heroism, neutralize poison, Creator must be a worshiper of Cayden Cailean, Creator must have 5 ranks in Profession(Brewer); Cost 1500 gp