Aron Kir

Aron Kir, Former Condemned's page

48 posts. Alias of kamenhero25.


Race

Male Human (Keleshite) Rogue 5/Low Templar 2 | HP: 58/79 | AC: 20, T: 14, FF: 17 | CMD: 22 | Fort: +5, Reflex: +10, Will: +2 | Init: +4 | Perception: -1

About Aron Kir, Former Condemned

Male Keleshite human low templar 2/rogue (unchained) 5 (Pathfinder Campaign Setting: Inner Sea World Guide, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +4; Senses Perception -1
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Defense
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AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 shield)
hp 79 (7 HD; 5d8+2d10+19)
Fort +5 (+5 circumstance bonus vs. cold weather), Ref +10, Will +2; +1 vs. the abilities of chaotic evil outsiders
Defensive Abilities danger sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron short sword +11 (1d6+5/19-20) or
cold iron dagger +9 (1d4+2/19-20) or
cold iron light shield bash +9 (1d4+1)
Special Attacks crusader, dirty fighting, sneak attack (unchained) +3d6
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Tactics
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During Combat: Aron fights with an intense focus, moving in to engage foes in melee as swiftly as possible and staying mobile via 5-foot steps to try to flank. He attacks with his sword and shield, using them to great effect when he can make sneak attacks. When facing foes on his own where he can’t get sneak attacks in, Aron fights defensively and does his best to reposition himself closer to allies.
Morale: Aron is no coward, but he’s also a realist. If faced with no chance at securing an advantage in combat, he withdraws and attempts to escape, either to strike soon thereafter in ambush or to return with allies. Only if his lover Sosiel is in danger does Aron never retreat from battle, regardless of the odds.
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Statistics
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Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +5; CMB +9; CMD 22
Feats Exotic Weapon Proficiency (catapult, standard), Mounted Combat, Siege Engineer[UC], Skill Focus (Knowledge [engineering]), Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +11 (+7 to jump), Bluff +12, Craft (alchemy) +9, Disable Device +15, Disguise +2, Knowledge (engineering) +12, Knowledge (local) +10, Knowledge (nobility) +12, Linguistics +12 (+14 to create forgeries), Ride +11, Sleight of Hand +11
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dwarven, Elven, Halfling, Hallit, Infernal, Osiriani
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fire as she bears, flag of convenience, rogue talents (bleeding attack +3, combat trick), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of invisibility, potion of lesser restoration (2); Other Gear +1 chain shirt, mwk cold iron shield spikes light steel shield, +1 cold iron short sword, cold iron dagger, bedroll, cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, platinum ring, trail rations (5), traveler's outfit, waterskin, winter blanket, 62 gp, 4 sp, 3 cp
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Crusader +1 (Ex) Bonus to Will saves, weapon attacks & damage vs. chaotic evil outsiders.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dirty Fighting (Ex) On crit replace extra dam with roll on table. Proficient with improvised weapons.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flag of Convenience (Ex) Fewer Leadership penalties, and replace followers. +2 to Linguistics for forgery.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Siege Engineer You are considered proficient with all siege weapons
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Aron Kir grew up on the streets of Cassomir after his parents were thrown into jail as part of a political machination amongst Taldane nobility. He was forced into a life of crime in order to support himself and his younger sister, Annabelle. Unfortunately, one slip-up on a job lead to his imprisonment and eventual conscription into the Condemned, a special branch of the Mendevian Crusades for criminals from across Avistan.

The Crusades were ultimately a good influence on Aron, for after finding religion through his new lover, Sosiel, a priest introduced to him through Annabelle, Aron has really turned over a new leaf. However Aron still struggles against his old demons, and though he desires to be a good person he hasn’t quite yet made it there. Aron is generally a light-hearted, hard-working person, though he is prone to episodes of neurosis, melancholy and depression. Aron ultimately is balanced by his love, Sosiel, who keeps him level-headed and counsels him against rashness and self-doubt.