Paladin of Iomedae

Azlana's page

406 posts. Alias of Zanbabe.


Full Name

Azlana

Race

Aasimar

Classes/Levels

Inactive

Gender

Female

Size

Medium

Alignment

Chaotic Good

Deity

Shelyn

Languages

Common, Celestial, Draconic, Abyssal

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

About Azlana

Demonslayer and Divine Tracker Ranger / Purifier Oracle of Life 3 Gestalt | HP 24/24 | AC 17 / T 13 / FF 14 | SR 6 (vs Evil) | Fort +4 / Ref +6 / Will +6 (+1 to all vs FE) | CMB +5 / CMD +18 | Initiative +3 | Perception +9/+11 Favored Enemy | Channel 2d6 6/6 | Active Effects: None

=== Basics ===

STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 14 (+2)
CHA 17 (+3)

BAB +3 | Speed 30 feet [No speed penalty to armored coat, and +10 movement if not wearing armor (Belt)]

=== Resistances ===

SR 5 + level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. [exalted resistance]
+ 1/2 favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. (FE bonus currently is +2) [demonslayer]
+2 saving throws against becoming blinded or dazzled. [halo]

=== Weapons ===
Melee
Close: Longsword | Attack +5 | Damage 1d8+2 | 19-20/x2 Critical | S
Reach: Glaive (two-handed) | Attack +5 | Damage 1d10+2 | x3 Critical | S | Reach
Reach: +1 Ranseur (two-handed) | Attack +6 | Damage 2d4+3 | x3 Critical | P | Disarm, Reach

Ranged
Masterwork Composite Longbow (+2): Attack +7 | Damage 1d8+2 | x3 Critical | P | Range 110 feet
(Favored Enemy +2 Attack and +2 Damage vs Evil Outsiders)
Rapid Shot [another shot with full bonus, but all shots at -2]

=== Traits and Feats ===
Traits
Rich Parents [Starting wealth increases to 900 gold]
Touched by Divinity [Campaign: 1st level domain spell as spell-like ability]

Feats
Precise Shot [no penalty for firing into melee]
Rapid Shot [another shot with full bonus, but all shots at -2]

Special Abilities:

Bonus Spells
Channel (Su) (6/6)
Covetous [Have to wear 50 gold of non magical clothing or jewelry (+100 gold for each level after first) or negative effects and start wanting to steal stuff]
Demonologist (Ex) [The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.]
Diminished Spellcasting [One less Oracle Spell per day]
Exalted Resistance [SR vs Evil]
Expanded Spell List [Extra Spells vs Demons]
Favored Enemy (Ex) [Evil Outsiders (Demons)]
Halo [trades out for Darkvision]

Some Special Abilities to Come:
3rd level--Demonologist (Ex)
3rd level--See Sin (Sp)
5th level--Sacred Scourge (Su)
7th level--Celestial Armor (Su)
9th level--Holy Terror (Su)
11th level--Fiendish Quarry (Su)
11th level--Sin Eater (Su)
13th level--Celestial Master (Su)
19th level--Improved Fiendish Quarry (Su)

Skills:

24 skill points [6 base +1 Int +1 favored class = 8 per level]

Acrobatics +3 |+3 Dex
Appraise +1 |+1 Int
Bluff +3/+5 |+3 Cha [+2 vs Favored Enemy]
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft: Music +1 |+1 Int
+Diplomacy +9 |+3 Cha +3 rank +3 class skill
Disable Device* +4 |+3 Dex +1 rank
Disguise +7 |+3 Cha +1 rank +3 class skill
Escape Artist +3 |+3 Dex
Fly +3 |+3 Dex
+Handle Animal* -- |+3 Cha untrained
+Heal +6 |+2 Wis +1 rank +3 class skill
+Intimidate +9/+11 |+3 Cha +3 rank +3 class skill [+2 vs Favored Enemy]
Knowledge: Arcana* --/+3 |+1 Int [+2 vs Favored Enemy (can use untrained)]
+Knowledge (Dungeoneering)* +5/+7 |+1 Int +1 rank +3 class skill [+2 vs Favored Enemy]
Knowledge (Engineering)* --/+3 |+1 Int [+2 vs Favored Enemy (can use untrained)]
+Knowledge Geography* +2/+4 |+1 Int +1 rank [+2 vs Favored Enemy]
+Knowledge History* +5/+7 |+1 Int +1 rank +3 class skill [+2 vs Favored Enemy]
Knowledge Local* --/+3 |+1 Int [+2 vs Favored Enemy (can use untrained)]
+Knowledge Nature* +5/+7 |+1 Int +1 rank +3 class skill [+2 vs Favored Enemy]
Knowledge Nobility* --/+3 |+1 Int [+2 vs Favored Enemy (can use untrained)]
+Knowledge Planes* +5/+8 |+1 Int +1 rank +3 class skill [+2 vs Favored Enemy][+1 v Demons (Demonologist)]
+Knowledge: Religion* +5/+7 |+1 Int +1 rank +3 class skill [+2 vs Favored Enemy]
Linguistics* +2 |+1 Int +1 rank
+Perception +10/+13 |+2 Wis +3 rank +3 class skill +2 race [+2 vs Favored Enemy][+1 v Demons (Demonologist)]
Perform: Oratory +3 |+3 Cha
+Profession: -- |+2 Wis untrained
+Ride +3 |+3 Dex
+Sense Motive +6/+8 |+2 Wis +1 rank +3 class skill [+2 vs Favored Enemy]
Sleight of Hand* -- |+3 Dex untrained
+Spellcraft* +7 |+1 Int +3 rank +3 class skill
+Stealth +7 |+3 Dex +1 rank +3 class skill
+Survival +2/+5 |+2 Wis [+2 vs Favored Enemy][+1 v Demons (Demonologist)]
+Swim +2 |+2 Str
+Use Magic Device* -- |+3 Cha untrained

Spells:

Caster Level 1 | Concentration +4 (Caster level + ability mod)
Spells known: 4/2 (plus expanded arcana and bonuses as noted)

=== Spell-Like Abilities ===
Halo [Light, at will, centered on head]
Sanctuary (Protection Domain) 1/Day [1st level, DC 14, Will Save negates, standard action, range touch, 1 round/level]

=== Zero Level === (DC 13)

O Create Water
O Detect Magic
O Light
O Mending
O Purify Food and Drink
O Spark
O Stabilize

=== First Level === (DC 14 O DC 13 R)
Spells per day: 3 (1 less from diminished spellcasting plus 1 bonus)

O Cure Light Wounds
O Detect Demon
O Detect Undead
O Veil of Heaven
R Protection from Evil (bonus from Demonslayer)

=== Second Level ===

R Align Weapon (bonus from Demonslayer)
R Magic circle against evil (bonus from Demonslayer)

=== Fourth Level ===

R Dimensional Anchor (bonus from Demonslayer)
R Dismissal (bonus from Demonslayer)

Equipment:

Armored Coat [50 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [1 silver]
Belt Pouch [1 gold]
Canteen [2 gold]
Explorer's Outfit [free starting outfit]
Glaive [8 gold]
Grooming Kit [1 gold]
Ink [8 gold]
Inkpen [1 silver]
Jade Earrings [75 gold]
Journal [10 gold]
Longsword [15 gold]
Masterwork Composite Longbow (+2) [600 gold]
Mess Kit [2 silver]
Noble's Outfit [75 gold]
Quiver w/60 regular arrows [3 gold]
Quiver w/60 blunt arrows [6 gold]
Shelyn's Sash of Grace [Storyline item]
Silk rope (100 feet) [20 gold]
Silver Holy Symbol of Shelyn [Free from campaign trait]
Spell component pouch [5 gold]
Waterproof bags (2) [1 gold]

Silver Dragon Scale that allows Alter Self 3/day (also +4 to bluff vs evil while the effect is active)

Silver ring (wearing)
2 vials of Cure Moderate Wounds

Potion of invisibility

Unholy symbol of Baphomet with ruby eyes
129 gold

wand of longstrider, potion of cure moderate wounds

20 arrows, club, chain shirt, nice longbow

two magic scrolls, a pouch with 280 gp in various small gems, a neatly folded note, and a darkwood sword case- the case is utterly without blemish, well maintained.

Current Wealth: 871.4 gold

Starting Wealth: 900 gold
Total Starting Equipment: 874.4 gold

Shelyn's Sash of Grace:

Shelyn's Sash of Grace

A beautiful, ornate sash that seems to be made of woven silver, the sash exudes grace and power. When worn, the wearer flood with confidence, grace, and power, as if the goddess of beauty herself inhabited the wearer's weapons. The sash itself has no magic aura, and only works when worn by a loyal follower of Shelyn.

Shelyn's sash of grace-
A beautiful, ornate sash that seems to be made of woven silver, the sash exudes grace and power. When worn, the wearer flood with confidence, grace, and power, as if the goddess of beauty herself inhabited the wearer's weapons. The sash itself has no magic aura, and only works when worn by a loyal follower of Shelyn.
The sash enables a dizzying defense against would be attackers, allowing it's wearer to dance around attacks with ease.
At first level, the wearer takes no speed penalty from an armored coat, and if not wearing armor, gains a +10 to movement speed. The wearer is always clean, a subtle spell cleaning her and her garments every single round.
At third level, every time an enemy misses the wearer's touch ac in melee, they take a stacking -1 to their AC vs attacks from creatures other then the wearer.
At fifth level, the wearer gains a +2 enchantment bonus to dexterity. The wearer also gains the shocking enchantment on the first arrow fired each round, and can add charisma to damage when making ranged attacks against demons.
At seventh level, when the wearer wears no armor and non-magical clothing and jewelry worth at least 100 gp per class level, she gains her charisma score as an armor bonus against any creature who could be sexually attracted to her, or 1/2 that against all other non-mindless creatures.
At ninth level, the wearer can call upon the Devine power of Shelyn as a move action to grow multicolored wings, gaining a fly speed of 60 (good). This can be used for a number of minutes per day equal to character level, in one minute increments. While these wings are active, feathers fall of them as the wearer moves, creating a distracting flow of feathers and providing a +2 Divine bonus to ac.
At 11th level, the wearer gains +2 more points of enchantment bonus to Dex, and all attacks with a bow are now shocking. Feathers trail behind each shot, and the arrows seem to have a mind of their own, ignoring concealment, and reducing total concealment to concealment.
At 13th level, the wearer can call on the wings of Shelyn for an unlimited amount of time per day.
The wearer can choose to let this spread to the rest of their body, covering most of it in the selfsame multicolored feathers, improving fly speed by 40, and causing the belt to lose all power and instead become an instantaneous, undispellable, slotless effect.
At 15th level, all arrows gain the holy quality- if they already have this quality, they gain the shocking burst quality.
If the wearer rolls a natural 20 to hit and confirms a critical, the target takes 1 point of con bleed, as the arrow comes close to the target's heart.
At 17th level, the wearer gains another +2 to dexterity, and doubles the penalty enemies take to ac when they miss her. The wearer's bow now ignores total concealment, and adds Dex to damage as well as STR.
At 19th level, the wearer exudes beauty and power like the goddess herself. The wearer gains another +2 to Dex, and adds any two ability bonuses to their Dex bonus for determining their Dex bonus to ac. The wearer cannot be made to lose their Dex bonus by any means aside from being helpless.
The wielder's bow becomes a Devine instrument, gaining a +3 enchantment bonus- this can be spent on any enchantments desired, and can increase the weapon past a total +10 enchantment.

Appearance:

Build: beautifully proportioned
Eyes: multicolored
Face: unearthly beauty
Head: halo
Voice: musical
Other: always look clean
Other: melodic laugh
Other: don’t sweat

Background:

Azlana was adopted as a baby from a Kenabres orphanage devoted to Shelyn. They would take in orphans, raise them, and teach them an artistic trade. Her parents lived in a smaller town nearby, not right in the city, and when she was a little older they brought her back once a week to the orphanage to take classes while they did their city shopping. That's how she learned to paint and to make jewelry.

She was originally left at the orphanage because she was an Aasimar, and rescued because she was an Aasimar by parents who were both Aasimar, and who didn't want to have a non-Aasimar child. Her parents' intentions in the decision were primarily that they had both felt like outsiders and didn't want that for other children, and making the life of *their* child overwhelmingly good where it might otherwise have been very bad. The results of the upbringing were mostly great, but in small ways unfortunate, because Azlana has grown up thinking that Aasimars are superior to other beings, which is better than thinking she is inferior, but which also gets in the way of ... life.

Her older half-brother, Zade, was adopted after her, when she was about six, but he was older than she was (about 10), and remembered his parents and a lot of petty, and some outright, cruelty. He had started finally fighting back, which is what got him dumped at the orphanage, and a subsequent messenger to her parents from a woman at the orphanage who remembered the Aasimar couple that was looking for Aasimar children, since that might be the only hope for this boy, who looked really beat up and was ready to fight all the other kids together.

Azlana was overwhelmed with the idea of a brother and helping him have a better family (as her adoptive parents explained it), and after a while, as he blossomed under the tutelage of his new parents, Azlana came to practically hero-worship the young man who was so much better than she was at everything.

Fast forward eight years, and (against your parents wishes) instead of staying at the academy in Kenabras and finishing his studies in magic, Zade joins the crusades, and gets assigned to a distant outpost (or at least it seemed distant to Azlana at the time, who only knew that she couldn't see her brother). For a while they got letters talking about his rapid rise in the ranks, and the righteousness of the cause... but then, after about a year, nothing. Azlana at this point is too young to join the crusades or set off to find her brother. She was only about halfway through her studies at the academy, and she was not brave (or cruel?) enough to disappoint her parents in the same way, but as far as she can, she becomes a crusader while still at school. She studies Abyssal, she researches Demonology. She dedicates at least this portion of her life to learning how to purify evil.

School was hard for Azlana. She missed her brother, and she also felt like her whole support system had been taken away. Azlana had always favored Shelyn, and felt a special connection to her, feeling not only that she had watched over her in the orphanage, but also in finding her some amazing and good parents to replace the ones that had thoughtlessly abandoned her. She often dreamed about her guidance, and she always felts at peace when touching the silver holy symbol that the priestesses at the orphanage had sent with her when she was adopted. At school, her devotion became stronger because she didn't have anything but her faith to fall back on, and she talked to Shelyn often, asking for her help in adjusting and dealing with school, and so many other things. She would just pour out her heart, telling her everything she was thinking and feeling. Her dreams of Shelyn also became much more frequent... almost every night. She wasn't sure if this happened to everyone, but when she talked to her mother about it during a weekend trip, she said that it did happen often to people with a divine calling, and perhaps the goddess was trying to tell her something. She tried to remember the dreams, and occasionally she would feel inspired to make certain choices or do certain things, and she tried to follow those hunches, knowing that they came from Shelyn.

When she graduated from school, at the age of 20, she considered her options and prayed about them too, and felt that she had to join the crusade and see if she could find her brother, who they now had not heard from for 2 years. Her parents were not especially pleased, but they understood her explanation, and bought her a very nice bow as a going away gift, hoping that it would keep her safe. [I think that the campaign trait is obvious, but wanted to call out that this is how I incorporated the Rich Parents trait, since every cent of that extra 600 gold went to the bow.]

Motivations / Goals:

She wants to know what Shelyn wants her to do, and if she does, and she can do it, she will.
She wants to find and save her brother, although she recognizes that this is unlikely.
She wants to be rich like her parents are. It is hard to live on your own and have to give up all the sweet, sweet luxury. And besides, she likes people to notice how good she looks, especially the jewelry she made herself.

Personality:

She's a little bit snobbish, but not really intentionally. She just doesn't consider that other people might disagree with her, or that she might be wrong. (What?!?) I think that deep down she is nice and good, and sometimes that shows through, but not as much as she thinks it does. She's still too young to have really broken out of the selfish phase, and most of what she does, she still does for herself. The exceptions are her family and Shelyn, and perhaps a few close friends from school. She's learning, but she hasn't seen a lot of the world yet.

Plot Hooks:

--Parents--Still alive, in a smaller town near Kenabres. I was thinking Paladin father, Cleric mother, both good, maybe both neutral, or one Lawful and one Chaotic... some mix that makes them a little more tolerant of their often-chaotic adoptive children. They might even adopt another Aasimar now that Azlana is out of the house and they are still mourning Zade. You could change the classes or give them all a last name if you are so inclined. They need to be well-off, but they don't really have to be noble.
--Zade could be still alive... we don't know. He would have to have a good reason for disappearing, and I suppose the demons would have to have a good reason for not killing him too (if that's where he disappeared). Here's my idea on that... maybe the dreams are coming more often from Shelyn because Shelyn lost a brother too, and is trying to prepare/inspire Azlana to save hers before he goes over to the dark side. ... ? But truthfully, he could just be busy, have a new girlfriend, or the myriad of other reasons that boys don't write home. Doesn't have to be dramatic. Or, he could be dead dead dead. :)
--Her Oracle curse of being covetous is definitely something you could use to jerk her chain. If someone steals from her, she's likely to go ballistic. For a softer reaction of drooling and temptation, any nice jewelry, sweet expensive clothing, or anything else that just exudes luxury would do quite well.
--There is always the birth parents play... either hers or Zade's.
--There are the priestesses at the orphanage, who could hear something or request something, and she would feel obligated to help them.
--Maybe a school friend as well. I didn't specify any of those, but they exist.

What is the character building toward?:

Crunch-wise, just stay Ranger-Oracle I think. I don't remember much about the epic rules, so I can't plan for that yet. I promise to read up as we get closer. Other options would be to go from Oracle to full Cleric if she thinks that Shelyn has called her to that. She could also pick up Bard or Rogue levels depending on how the story goes. Bard would fit with Shelyns arts/music focus, and Rogue if her chaotic nature leads her to lean toward the neutral more than she currently would, once she is away from the influence of her parents and her school.
Story-wise, she currently wants to cleanse the world from demons, and she thinks that Aasimar are better than everyone else. I hope to see her soften and learn that some creatures with demon-blood can be good, that Aasimars sometimes go astray as well, and to really have it hit her that she is just as, or more, racist than the people who rejected her at birth... and then work on changing that about herself.