Abra Lopati

Asher Merivingion's page

141 posts. Alias of mittean.


Full Name

Asher Merivingion

Race

human (Chelaxian)

Classes/Levels

Gunslinger Bolt ace 7/ Swashbuckler 4

Gender

male

Size

medium

Age

29

Alignment

NG

Location

Magnimar

Languages

Common

Strength 12
Dexterity 17
Constitution 11
Intelligence 14
Wisdom 16
Charisma 18

About Asher Merivingion

==RUNELORDS OF KHYBER==
Male Brelish human Unchained Monk (Hungry Ghost Master of many styles) 1
NG medium humanoid (human Brelish)

"Don't be good, be good for something. A moral person is better than a righteous person."

Asher's portrait, Asher's full body

Init 34 (40 size, -4 DEX, -2 Reflex) Senses Perception +6
xp 0/3,000 Tier 1
Destiny points 1 Hero points 5
Favored class Magus - +1 hp per level

==DEFENSE==
Defense +4 FF +0 (+4 DEX)
MaxDex - ACP - ASF -%
DR 0/- damage 0 non-lethal damage 0
HP 33/33 (33) Vigor 33/33 wp 23/23
Clobbered 10 Massive damage 21 Stabilize 21%
Staggered from 0 to -1; dying from -2 to -23
FRW 3/6/2
Defensive abilities
Always fights defensively with Combat expertise.

==OFFENSE==
Spd 30 ft./x4
Melee
• Unarmed strike +5 (1d6, 20/x2) B INIT 36
Ranged

Space 5 ft. Reach 5 ft.
-Special attacks-
Combat Expertise - Unarmed strike +5 (1d6, 20/x2) B INIT 36; Defense +1 (+1 dodge).
Fighting defensively - Unarmed strike +3 (1d6, 20/x2) B INIT 36; Defense +7 (+3 dodge). An additional +4 dodge bonus to AC against melee attacks for a total of +11. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.
Combat Expertise & fighting defensively - Unarmed strike +3 (1d6, 20/x2) B INIT 36; Defense +8 (+4 dodge). An additional +4 dodge bonus to AC against melee attacks, for a total of +12. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

==STATISTICS & ABILITIES==
Str 11 (+0) Dex 18 (+4) Con 12 (+1) Int 14 (+2) Wis 15 (+2) Cha 10 (+0)
Bab +1 CMB +1 CMD +5

Skills
• Acrobatics +8 (+1 SP, +3 trained, +4 DEX)
Climb +1 (+1 STR)
Diplomacy (+0 CHA)
Handle Animal -4 (+0 CHA, -4 City Slicker) N/A
Intimidate +0 (+0 CHA)
• Knowledge (History) +6 (+1 SP, +3 trained, +2 INT)
Knowledge (local) +2 (+2 INT)
knowledge (nature) -2 (+2 INT, -4 City Slicker) N/A
• Knowledge (Religion) +6 (+1 SP, +3 trained, +2 INT)
• Perception +6 (+1 SP, +3 trained, +2 WIS)
• Perform (Sing) +4 (+1 SP, +3 trained)
• Profession (Skald) +6 (+1 SP, +3 trained, +2 WIS)
Ride +4 (+4 DEX)
• Sense motive +6 (+1 SP, +3 trained, +2 WIS)
• Stealth +8 (+1 SP, +3 trained, +4 DEX)
Survival -2 (+2 WIS, -4 City Slicker)
• Swim +4 (+1 SP, +3 trained)

Feats
Improved Unarmed Strike - You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Punishing Kick - Your kicks are so powerful you use them to push or knockback your foes.
Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (5 total). With this feat, you may also make attacks of opportunity while flat-footed.
Panther Style - While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
Panther Claw - While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier (2 total).
Crane Style - You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing - When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.
• Counter: Push - You do not provoke an attack of opportunity when performing a bull rush combat manoeuvre as a Counter to an attack.
• Counter: Shove - As an off-hand attack, you force your target back. If your attack is successful, you move your opponent back 5 feet, while you remain in your space. Your opponent cannot make a 5 foot step on its next turn. Targets with more legs than you or exceptionally stable targets like dwarves gain a +4 bonus to their CMD against shoves.
• Counter: Hinder Natural Attack - Select one of your opponent’s natural weapons. If you make a successful combat manoeuvre check, your opponent cannot use that natural attack for 1d2 rounds.

Traits
Threatening Defender - When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Magical Knack - Your Magus caster level gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Arcane Revitalization - Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.
Martial Manuscript - You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.

Flaws
City Slicker - You suffer a -4 penalty on all Handle Animal, Knowledge (nature), and Survival checks.
Cold-blooded - You automatically fail all Fortitude saves made to overcome the effects of high temperatures. Fire-based effects deal an additional 2 points of fire damage to you.

Drawbacks
Phobia (fire) - You are generally brave, but there is one type of situation that you have no mental defense against. Fire. Any Will save to resist fear in relation to that situation automatically fails, even if you are immune to fear. This phobia can be learned by reading your mind or through careful study of your habits.
Flashbacks - Anytime that you suffer a traumatic event (loss of half your hit points, going unconscious, powerful emotional trauma, etc), you suffer a flashback to a horrible event in your past. This flashback lasts for 2d4 rounds, during which you are helpless. You cannot suffer a flashback more than once per day.

Class abilities
Fuse style (Ex) - Fuse two styles. Have two styles active at one time, activating each with a swift action.
Monk weapon proficiency's - Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Sin
• Sloth - auto-succeed on a roll once per day if you rest ten hours rather than eight.

I think I know a guy...
Brother Michah, the Wolf Hammer (Faiths of Eberron 101)
Gwen portrow, Human Expert 1/ Soulknife 3 vagabond on the run from trouble in Thrane.
Yosiah Crint, Human Warpriest 3/Expert 1.
Kaddok, a Fighter (viking) 2 from the north of the Lhazaar principalities.
Shamsiel, Male Aasimar Warlock 2.
Valenor Moonshadow, Half-elf Occultist 1

Languages
• Common
• Aundairan (1)
• Karrnathi (1)

Age 29
Height 5'9" (175 cm) Weight 190 lbs. (86 kg)
Hair Brown Eyes Brown
Occupation Skald
Homeland Cauldron, Blackcap Mountains, Breland

Inspiration Jason Bourne and Deckard Shaw
Berserk button Abuse of a loved one
Belief Sovereign Host
Goal Avenge his mother
Secret Has a lot of money he's never accessed (500 sovereigns)
Tropes Heroic Bastard, You killed my mother

==GEAR==
Carrying capacity 43/86/130 (50/100/150)
Encumbrance 26 lbs.
Combat Gear

Equipment
• Clothes (Worn, 5 lbs.)
Backpack 5/50 (carried, 2 lbs.)
••• Bedroll (in backpack, 5 lbs.)
••• Cold-weather outfit (in backpack, 7 lbs.)
••• Blanket (in backpack, 3 lbs.)
••• Waterskin (in backpack, 4 lbs.)

Money
Dragons (PP)
Sovereigns (GP)
Towers (GP) 7
Shillings (SP) 4
Coppers (CP)

Background:

Asher grew up a bastard of a noble in Breland - a well to do bastard, but a bastard nonetheless. His family's sigil was a valknut, two triangles in a knot, meant to signify freedom, family and glory. His father's family was an ancient Elder tree, signifying the roots and the pedigree of the house. Asher took these and combined them with an ouroboros, hand-painted over the top of the tree turned upside-down, growing out of the stone valknut. The tree is upside down to represent the fact the family is old and "dead" in this new world, and that he is a bastard of it. A part unseen.

Personality:

Asher likes the comforts in life. Not necessarily money, he believes a lot of wealth comes from corruption. For him, being true to one's self is the most important. Being genuine. "I don't care what you believe, believe in something. I don't care what you stand for, stand for something. I don't care what you vote for - vote." He is a true believer in Breland's power of democracy. He does not like roughing it, or towns that lack certain amenities. He can be quite rude.

Description:

Asher has dark brown straight hair, shaved on the sides, and his eyes are like green moss. He has scars running across his face from an encounter with his uncle. His body is lean and strong. He sports a stylish short beard.

Memory of fire and fall:

My uncle believed very...different things...from my father. He believed my father was mistaken for recognizing his illegitimate children. His whoreson, he called me.

At the end of his...I guess you have to call it a rebellion...I was the only one who stood between him and my mother. She was wounded - gravely, though I did not realize at the time - and I confronted him in the courtyard. The red autumn leaves danced around us as they fell from their branches in the wind, as the buildings behind us burned. It was so beautiful. There was no way I could beat him. He was a master swordsman. His grace, his speed, his raw power...I've never seen the like in my life since. It was everything I could do to defend myself. To turn his blade from my skin. To retaliate, and counter, and parry, and survive.

When it was over, I found her where I'd left her. Her blood was the colour of the leaves that surrounded her.

Stats:

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Campaign start: ( days)
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Background:

The daughter of Merrim Atranta and Lord Asher Merovingian, she grew up a bastard - a well to do one, but a bastard nonetheless. Her family's sigil was a valknut, two triangles in a knot, meant to signify freedom, family and glory. Her father's family was an ancient tree, signifying the roots and the pedigree of the house. She took these, and combined them with a snake eating itself, hand painted over the top of the upside down tree, growing out of the stone valknut. The tree is upside down to represent the fact the family is old and "dead" in this new world, and that she is a bastard of it.
Her family worshiped the Old Gods, yet she served as an agent of the Inotian Empire, investigating corruption among its own ranks. This has disillusioned her to religion in general, and much of the Empire she does not trust.
Willing to do bad things for the sake of the greater good.

Memory of fire and fall:

My uncle believed very...different things...from my father. He believed my father was mistaken for recognizing his illegitimate children. His whoreson, he called me. The fact I was a girl didn't seem to matter.

In the end of his...I guess you have to call it a rebellion...I was the only one who stood between him and my mother. She was wounded - gravely, though I did not realize at the time - and I confronted him in the courtyard. The red autumn leaves danced around us as they fell from their branches in the wind, as the buildings behind us burned. It was so beautiful. There was no way I could beat him. He was a master swordsman. His grace, his speed, his raw power...I've never seen the like in my life since. It was everything I could do to defend myself. To turn his blade from my skin. To retaliate, and counter, and parry, and...

I don't remember striking the final blow.

When it was over, I found her where I'd left her. Her blood was the color of the leaves that surrounded her.

Stats:

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Damage taken: 5+4+5=14
non-lethal damage taken: 15
Rolls: (7+3+6+6+2+1+12+1+16+5)59+(10+6+7+14+6+18)
Number of rolls: 16
Average rolls: 7.5

Campaign start: 1/1/29 (35 days)
Posts: 34
Average posts: 1 per day
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