Echo Wood Scout

Azrael the Talon's page

297 posts. Organized Play character for Batpony.


Race

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

About Azrael the Talon

Backstory:

Born into a small town somewhere near the Shackles, Azrael was made orphan at a very young age as Undead Pirates pillaged and burned his settlement to the ground. This resulted in a pure hatred against pirate kind and the undead. Furthermore, Azrael had managed to escape due to the help of the villagers in arms and wandered into the slums for safe haven, where he was eventually adopted by a band of Tengu Assassins/Rogues.

Growing up was difficult as the Tengu did not speak common, nor did Azrael speak Tengu. What he learnt was not emotion or speech, but the art of reading people's behaviours and anticipating their body language. Making him perfect in the art of skill combat. Just like the majority of Tengu's, Azrael was trained using finesse, and used light weapons (such as Kukri's) to aid quick movements. Eventually his skill outgrew them all, earning him his very own "Talons" (or Kukris), as well as a nickname of Talon.

Now Azrael sees himself as a mercenary with a conscious, and travels alongside band of merry Pathfinders to find his purpose in the world, as well as slay as many undead and demons alike. Azrael continuously identifies himself as a Tengu, hence he wears a mask symbolically to cover his mouth.

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Azrael the Talon (Fame 22/Infamy 10)
Human Fighter 4 Unchained Monk [UnC] 2
LN Medium humanoid
Init +6, Senses Perception +11

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DEFENSE
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AC 20/22, touch 16, flat-footed 14/16 (+4 Armor, +6 Dex, +1 Dodge / +2 Shield )
hp 52
Fort +10, Ref +9, Will +4
Defensive Abilities Snake Style (Combat Style), Evasion, Cut from the air
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OFFENSE
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Speed 30 ft
Melee +1 Kukri +13; d4+4 (18-20)
Unarmed Strike +12; d6+2
+1 Kukri +11; d4+4, +1 Kukri +11; d4+3
+1 Kukri +11; d4+4, Unarmed Strike +10; d6+1
Flurry Unarmed Strike +12; d6+2, Unarmed Strike +12; d6+2
Range Throwing Shield +12 (d4 or trip)
Special Attacks Fencer (+1 atk bonus on AoO with blades), Stunning Fist (1/day, Fortitude DC14 Negates), Flurry of Blows

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STATISTICS
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Str 14 Dex 22 Con 14 Int 7 Wis 14 Cha 7
Base Atk +6 CMB +8 CMD 24
Traits Suspicious [APG] , Fencer [APG]
Feats Weapon Finesse, Two Weapon Fighting, Power Attack, Skill Focus (Sense Motive), Stunning Fist, Improved Unarmed Strike, Combat Reflexes, Snake Style [UC], Martial Focus (Blades,Light), Cut from the Air, Dodge
Skills Sense Motive +17 Survival +8 Acrobatics +11 Perception +11
Languages Common
SQ Bravery, Stunning Fist, Snake Style, Flurry of Blows, Armor Training, Evasion, Cut from the AIr
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SPECIAL ABILITIES
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Bravery (Ex) +1 Bonus Will save vs Fear
Stunning Fist (Ex) (1/day; Fortitude DC14 (10+2+2) Negates) You must declare this before attack roll(thus, a failed attack roll ruins the attempt). A defender who fails a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) is 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. A monk may attempt a stunning attack a number of times per day equal to his monk level
Snake Style (Combat Style) (Ex) You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Flurry of Blows (Ex) A monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Armor Training (Ex) Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.
Evasion (Ex) Whenever a monk succeeds at a reflex save that normally deals half damage, she instead takes no damage. Evasion can only be used if the monk is wearing light or no armor. A helpless rogue does not gain this benefit.
Cut from the Air (Weapon Mastery) When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected

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GEAR
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Armor Mithril Shirt Belt Body Chest Eyes Feet Hands Head Headband Neck Ring Ring Shoulder Cloak of Resistance +1 Wrist
Other Gear +1 Kukri ,+1 Kukri, Wand of CLW (50), Chain Shirt, Throwing [AA] Heavy Shield, Backpack, Grappling Hook, Flint & Steel, Silk Rope, mirror, bedroll, signal whistle, waterskin , cold iron dagger x2, Alchemist fire x2, Holy water x2, Belt of Incredible Dex (+2)

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CHRONICLE BOONS (active & unused)
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Explore, Report, Cooperate (5-08)
Friend of Janira Garvix (5-08) +1 bonus on knowledge checks attempted while in Grand Lodge (active)
Mercy's Blessing (7-12) Reroll a saving throw against a poison or disease and take the better result
Nira's Gratitude (7-12) After you roll a Kn check, Perception or Sense Motive check but before results are revealed, you can cross this boon to roll a second time using bonus (6+Character level)
Magnimarian Debt (4-00) When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points.
Formidable Renoun (4-00) When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Acquainted with Ashlynn (5-09)
Light of Redemption (5-22) Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against that effect. You can cross this boon off to reduce the prestige cost of an atonement spell by 2
Mendevian Commendation (5-22) For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma and ability checks made to influence crusaders of Mendev (maximum +3)

~~~Skulls and Shackles~~~
10 disrepute points remaining
Nascent Notoriety; Growing Notoriety You may use Infamy instead of fame when determining maximum gp value of items purchased from your faction.
Fearsome Reputation (1+ Disrepute) When you make an Intimidate check or saving throw vs fear effect, you may spend 1 point of Disrepute to gain +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (Maximum +5)
Captured Ship (1+ Disrepute) You may spend any number of Disrepute to reduce the cost of purchasing Ship vanity by an equal number of Prestige points. If you reduce the cost to 0 prestige, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship.
Deep Platinum Pendant You gain a +2 bonus on Diplomacy checks made to influence creatures with the aquatic or water subtype. In addition, you gain a +5 bonus on saving throws to avoid pressure damage from deep water.
Get Up, You Dogs! (10 Disrepute): While on a waterborne vessel, you may cast mass cure light wounds as a cleric of your character level, though it may only be used to heal living targets, not harm undead. You may use this ability when not on a waterborne vessel by spending an additional 5 Disrepute.
Walk the Plank! (0 Disrepute): While on a waterborne vessel, you may execute a follower to gain temporary Disrepute equal to the number of Prestige Points that you used to purchase the follower vanity. These Disrepute points must be spent by the end of the scenario or are lost forever.

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CHRONICLES
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5-08 The Confirmation
Quest: Phantom Phenomena
Module: Murder's Mark
7-12 The Twisted Circle
AP #55: Wormwood Mutiny (GM)
5-02 The Wardstone Patrol
5-09 The Traitor's Lodge
4-00 Race for the Runecarved Key (GM)

AP #56 Raiders of the Fever Sea (GM)
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FACTION JOURNAL
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1/9
Purifier (2+ goals) When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.
Miracle Worker (4+ goals) Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed
Celestial Blessing (7+ goals): Once per adventure, you can call upon your deity as a free action to grant yourself and all allies within 30 feet to whom you have line of effect DR/evil equal to half the number of goals you have completed (rounded down) for 2 rounds

(1/2) Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level. (5-09)
(0/2) Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
(0/2) Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm
(0/1) Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.
(0/1) Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
(0/1) Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).
(0/1) In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.
(3/3)(0/2S) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. (AP#55, 4-00, AP#56)