Sarita Senbi

Azira Tal-Shirin's page

889 posts. Alias of Giant Halfling.


Full Name

Dame Azira Tal-Shirin, Third Sword-knight of Iomedae, Knight of the Fifth Crusade

Race

HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 |

Classes/Levels

+12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

Gender

female, Aasimar, Paladin 8, Marshal/Champion 2 |

Alignment

Lawful-Good

Deity

Iomedae

Languages

Abyssal, Celestial, Common

Strength 11
Dexterity 25
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Azira Tal-Shirin

Racial Abilities:
Aasimar [musetouched]
Outsider [native]
+2 Dex, +2 Cha
Darkvision 60’
Resistance 5 vs acid, cold, and electricity
SLA (1/day)- glitterdust
Skilled- +2 to diplomacy and perform

Class Abilities:
Paladin [virtuous bravo] 8
aura of good- stronger aura than most mortals
detect evil (at will)- per the spell, or sense 1 target's aura as a move action (as if studied for 3 rounds)
bravo's finesse- use light or 1-handed piercing weapons as per weapon finesse (counts as feat for prerequisites); use Cha instead of Int for combat feat prerequisites.
smite evil (3/day)- vs evil target, gain +Cha mod to hit and +level damage, and ignore DR (swift action to activate)
divine grace- +Cha mod to all saves
lay on hands (8/day)- heal self (swift) or touched target (standard) for 4d6; or damage undead (standard) for same.
aura of courage- immune to fear; allies within 10' gain +4 morale bonus on saves vs fear
divine health- immune to all diseases
nimble- +2 dodge bonus to AC while wearing light or no armor
channel energy- as cleric, 2 LoH/use
panache- 4/4; regain on successful critical or 'killing' blow
- dodging panache: when attacked, move 5' and gain +Cha mod to AC vs triggering attack (1 panache; immediate action)
- menacing swordplay: intimidate as swift action on successful attack (must have at least 1 panache)
- opportune parry and riposte: spend 1 panache as AoO to parry (opposed attack rolls; -2/size category smaller than attacker); on successful parry, counter attack as immediate action (must have at least 1 panache)
- precise strike: +level precision damage (must have at least 1 panache); spend 1 panache (swift action) to double bonus on next attack
- swashbuckler's initiative: +2 initiative (must have at least 1 panache)
divine bond- 1/day (standard) add upto +2 enhancement (or axiomatic, defending, flaming, flaming burst, holy or keen) to weapon for 1 minute/level
aura of resolve- immune to charm; allies within 10' gain +4 morale bonus on saves vs charm

Mythic Abilities:
Marshal/Champion 2
mythic power- 7/day
- surge: +1d6 to d20 roll
- advance: all allies in 30' can make free move action or 5' step (swift)
- swift charge: move up to speed, make free attack anywhere during move with +tier to hit and ignoring DR (swift)
hard to kill- automatically stabilize below 0 hp; don't die until -hp=Con x2
amazing initiative- +tier to initiative; spend 1 mp during turn to take extra standard action (can't be used to cast spells)
armor master- no armor check penalty or max Dex bonus in light armor
legendary item- Radiance

Traits, Feats, and Skills:

Traits:
child of the crusades [campaign] (mythic)
righteous leader [social]

Feats:
P1- weapon focus [heavy blades]
1- slashing grace [heavy blades]
3- angelic blood
5- page leadership
M1- dual path
blessing- deific obedience [Iomedae]
7- planar infusion [positive material]

Skills [4/level]:
Acrobatics +20 (8 ranks +3 class +7 Dex +2 blessing)
Diplomacy +21 (8 ranks +3 class +4 Cha +2 race +4 sacred)
Knowledge [religion] +11 (8 ranks +3 class +0 Int)
Perform [dance] +17 (8 ranks +3 class +4 Cha +2 race)

Background Skills:
Knowledge [nobility] +15 (8 ranks +3 class +0 Int +4 sacred)
Linguistics +2 (2 rank +0 Int)
Perform [sing] +15 (6 rank +3 class +4 Cha +2 race)

Languages:
Celestial, Common; Abyssal, Infernal


Equipment:
courtesan's outfit, silver holy symbol [Iomedae]
cold-weather gear
cloak of resistance +1
medals: agility (Dex), clarity (Int), valor (Str)
ring of protection +1, amulet of natural armor +1
mithril breastplate +1, buckler +1
belt of Dex +2
Radiance (see legendary item)
masterwork cold-iron longsword, longbow, 10 arrows, 10 cold-iron arrows
holy water x2, alchemist's fire, potions [csw, invis, shield of faith]
backpack: traveler's any-tool, holy water x2, alchemist's fire, potions [clw, csw], 10 arrows, 10 cold-iron arrows, debt certificate (200g to Verene)
56.65 gold

Legendary Item:
Radiance
+2 cold-iron longsword; golden glow (as torch)
Legendary Power- +1d6 to attack rolls or cmb (2/day)

Item Abilities
Intelligent Item (x2)
Alignment- lawful-good; Ego- 6
Senses- 30'
Int 12; Wis 12; Cha 12
Communication- speech (celestial, common)
Spellcasting (CL 4): 3/day- veil of heaven; 1/day- hero's defiance, lesser angelic aspect


Combat Stats:

Str 11
Dex 25 (16 +2 race +2 blessing +2 mythic +1@8 +2 belt)
Con 14
Int 10
Wis 12
Cha 18 (15 +2 race +1@4)

HP: 89 (8d10 +16 Con +8 fcb +8 mythic +5 blessing)
AC: 30 (10 +1 natural +7 armor +2 shield +7 Dex +2 dodge +1 deflection); touch: 20, flat-footed: 21
CMD: 30 (10 +8 BAB +0 Str +7 Dex +2 dodge +1 deflection +2 sacred)

Fort +13* (+6 base +2 Con +4 Cha +1 resist)
Ref +14* (+2 base +7 Dex +4 Cha +1 resist)
Will +14* (+6 base +1 Wis +4 Cha +2 trait +1 resist)
* +1 Fort or Ref vs effects from evil outsiders; +2 (all) vs confusion/insanity; +2 vs evil descriptor

Radiance +18/13, 1d8+17, 19-20/x2
- smite +22/17, 1d8+25, 19-20/x2
Longbow +15/10, 1d8, 20/x3; range 100'


Background:
Azira’s parents, Bahram and Iuni, we’re born in the slave pens of Katapesh, where they learned little beyond discipline and the price of disobedience. Their master, Sharizah Shabaziv, was renowned for his stables of planetouched breeding stock. The two formed a deep bond from their cages on opposite sides of the same walkway, and (both being of azata lineage) they secretly hoped that one day they might be chosen to breed together. Instead they were both part of a lot sold to a nobleman in Cheliax. They were never delivered, though; the ship carrying them was set upon by Andoran privateers in the Inner Sea. They survived the battle and were given their freedom by the Andoran captain, Dav Shirin. They spent the rest of the journey learning to read from Dav’s wife Lara, a priestess of Iomedae who served as the ship's healer.

The young couple settled in nearby Absalom where they began to study the faith of their liberators, and to marvel at the righteousness and valor it prescribed. They soon joined the church and were married in one of the Inheritor’s chapels. The discipline they learned as children served them well and less than a year later they both took their vows to enter the order of Paladins. When word reached the city at the center of the world that a third crusade was being called, Bahram and Iuni decided it was their chance to live lives worthy of the freedom Iomedae had given them. They made the long journey up the Sellen River from Cassomir to the Lake of Mists and Veils, and across Mendev to the front. There, they proudly and valiantly fought against the demons alongside crusaders from many backgrounds all across Avistan, but they adamantly refused to participate in the inquisitions that they, perhaps naively, felt were distracting from the real war.

After the crusade was ended, they made a home for themselves in Kenabres where they stayed close with many of those they had fought alongside. Azira was born during this time and spent her youth surrounded by the children of other crusaders. Her parents began training her from a young age in both swordplay and the tenets of Iomedae’s faith, reminding her often of the importance of discipline and that until the Worldwound was closed there would always be a need for able women and men who were ready to fight the demonhordes. She took to her lessons like a fish to water and her natural grace easily translated to a knack with light blades, though she never truly got comfortable wearing armor. She and the other children spent many hours playing Crusades in the streets of their neighborhood, and talked about the heroes they would one day grow to be. It was a pleasant childhood, and instilled many admirable qualities in young Azira, but there was a problem: aasimar are much longer lived than humans, and mature more slowly. While Bahram and Iuni’s friends grew old, they stayed youthful and vibrant, and as Azira’s friends grew into early adulthood she languished in adolescence. When the Fourth Crusade was called, Azira was deemed too young and had to live with her friends’ aging parents while her own parents marched off to war with her friends.

Bahram never returned. Iuni was called back to Kenabres several years before the Crusade ended due to a shortage of trainers for new recruits seeking to enter the order paladins, and has served as a trainer ever since. Many of Azira’s friends did not return, and those who did were changed in a way she could not understand. Over the years that the Crusade stretched on, she made new friends, mostly with the children of newly arrived crusaders, and mostly with children younger than herself, in the hopes of not being outgrown ever again. About a year after the Fourth Crusade ended, she was finally deemed ready, by her mother, and took the vows to follow in her parents’ footsteps. She was relieved to know that she would not be left behind again, though somewhat frustrated that she didn’t have a way to help out right away.

Among her new friends there were four with whom she was especially close: Korryn, Timon and Sorica, and Jin Mai. Korryn Strongtooth was a half-orc whose family came up from Lastwall to fight in the Fourth Crusade; like her father, her tusks were so pronounced she could use them as a weapon. Timon and Sorica Markescu were brother and sister; their (human) family of successful merchants came to Kenabres from Karcau in Ustalav at the end of the Fourth Crusade to help rebuild some of the damage that had been done there. Kaisho Jin Mai seemed to be a human man of Minkaian descent until he trusted his friends so completely that he revealed his true nature as a kitsune; his family had pledged themselves as demonslayers and when they learned of the Worldwound, during the Second Crusade, they set out over the Crown of the World to come and fight. Timon and Sorica were well trained in the Lepidstadt school of dueling and taught the graceful style of swordplay to Azira and their friends. The five of them boasted that their blades would defend Kenabres like the five talons of one of Terendelev’s claws and took to calling themselves the Claw of Terendelev. They hung out everyday, eating and drinking together, training, and even going on ‘patrols’ outside the city while they talked about how one day they would have their chance to fight.

That day came not long ago. The five were together for the festival but were running late because they’d all waited for Korryn to finish her duties at one of Iomedae’s shrines in the new city. They were in the ring district, approaching the northern gate to the old city, when the demons attacked. They were stunned for a moment but the sight of Terendelev soaring overhead was all it took for them to jump into the fray. They quickly dispatched a dretch, and then managed to corner a schir in a nearby alley before the ground began to quake beneath their feet. One of the buildings next to them collapsed, trapping them in the rubble. It took nearly a day for them to free themselves and by the time they had much of the city was already in ruins. They began to move from hiding spot to hiding spot, drinking water that Korryn summoned and scavenging whatever food they could find in the ruins, and they looked for any opportunity they could find to take out lesser demons that were on their own. Their campaign was going well until last night: they had just ambushed an abrikandilu when an unseen hala swooped down and grabbed Azira from behind. It flew off with her and likely would have killed her had the Inheritor not intervened. An arrow whistled through the evening sky and struck the demon as it flew. It dropped her and wheeled around to attack its assailant. She survived the fall, just barely, and was able to heal herself but is now alone in the city, left to wonder whether her friends, or her mother, still live, and why they’ve seen no glimpse of Terendelev in the skies since her landing…


Appearance:
Azira is a fairly tall woman, standing 5 feet and 9 inches, with a slender but femininely curving body. Her dark chestnut hair is actually on the light side for a Keleshite woman and her amber-brown eyes are very nearly golden. Her softly tanned skin is without blemish and her delicate features are stunning in their symmetry and proportion. She wears a fitted mithril breastplate over a simple but elegant red silk dress hemmed high enough to easily accommodate movement. A silver holy symbol of the Inheritor hangs on her chest, and she is never without her golden longsword on her hip, or in her hand.

Code of Conduct:

- I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
- I am the first into battle, and the last to leave it.
- I will not be taken prisoner by my free will. I will not surrender those under my command.
- I will never abandon a companion, though I will honor sacrifice freely given.
- I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
- I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
- I will suffer death before dishonor.
- I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

thoughts on the future:
I generally try not to plan out too much future development because I like for my characters to develop organically and to try to pick things that make sense in game, but I have a few things in mind that might be useful for you (GM) to know.

Classes- Unless something really unforeseen happens, I'll most likely be sticking with paladin levels.

Feats- My 'combat style' is pretty much set, but I'll probably grab improved crit at some point. If there's not other feats that make more sense, I'll probably take the angel wings racial feat (which requires the angelic blood racial feat first), because if you're going to make a celestial-blooded paladin you really ought to go all in. Although, Radiance is going to allow me to use the angelic aspect spell, so who knows, maybe I'll look at the planar infusion spells or something?

Gear- Radiance is my weapon, so I'll likely be looking largely at defensive items: upgrading armor, ring of protection, and amulet of natural armor (plus Dex and Cha items). And, then mostly just keeping an eye out for interesting/flavorful things? Next tier I'll most likely give Radiance intelligent item again and take spellcasting again (using the points to improve lesser angelic aspect 1/day to normal angelic aspect 3/day, and add divine favor 1/day); at tier 4 or 5 I'll probably spend another path ability on legendary item to keep it improving.


The "Claw of Terendelev"