Sajan Gadadvara

Brother Able's page

8 posts. Alias of AGM Lemming.


About Brother Able

Character Name: Brother Able
Character Race: Slyph
Alignment: Lawful Neutral
Deity: Irori

Current Moderator: Liliyashanina
Adventure: WoTR
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Gender: Male
Age: 24
Height: 5' 9"
Weight: 175
Eyes:
Hair:
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Character Level: 3

Known Languages
Common, Auran, Aquan, Ignan, Abyssal
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Strength: 13
Dexterity: 16 (5 points, +2 Race)
Constitution: 12 (5 points, -2 Race)
Intelligence: 16 (5 points, +2 Race)
Wisdom: 12
Charisma: 10
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Hit Points: 25 (11 + 7*2)
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Armor Class: 15 (Base: 10, Dex +3, Wis +1) Dodge +1
Flatfooted Armor Class : 10
Touch Armor Class: 15

Special Armor Class Notes:
Breeze-Kissed: +2 AC vs non-magical missile attacks
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Save vs. Fortitude: +4 (Base: +3, Con: +1)
Save vs. Reflex: +6 (Base: +3, Dex:+3)
Save vs. Will: +4 (Base: +3, Wis: +1)

Special Save Notes:
Evasion
electricity resistance 5
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Initiative Modifier: +5 (Dex +3, Trait +2)
Base Attack Bonus: +3
Melee Attack Bonus: +1/+3
Ranged Attack Bonus: +3

Special Combat Notes:
Stunning Fist 3/day Fort Save DC= 10 + 1/2 level + WIS(1)
Ki Pool: 2 points
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Weapons:
MW Hand Wraps
Unarmed Strike: 1d6 | x2 | B
MW Cold Iron Kama: d6 | x2 | S | monk, trip
Light Crossbow: d8 | 19-20/x2 | 80'
20 Durable Bolts
Cold Iron Javelin (2): d6 | x2 | 30' | P

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Skills
Total skill points earned: 8/level (4 + Int(3) + Favored Class(1)) +2 BG Skills
- Monk class skills: Acrobatics(Dex), Climb(Str), Craft(Int), Escape Artist(Dex), Perception(Wis), Profession(Wis),
Ride(Dex), Sense Motive(Wis), Stealth(Dex), Swim(Str)
- A perfect scholar adds Knowledge(all)(Int), Linguistics(Int)
- Witch's additional class skills are Fly(Dex), Heal(Wis), Intimidate(Cha), Spellcraft(Int), Use Magic Device(Cha)

Acrobatics: = +9 (Dex 3) 3 Ranks +3 [Class Skill]
Climb: = +5 (Str 1) 1 Ranks +3 [Class Skill]
Escape Artist: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Heal: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +7 (Wis 1) 3 Ranks +3 [Class Skill]
Ride: = +3 (Dex 3)
Sense Motive: = +7 (Wis 1) 3 Ranks +3 [Class Skill]
Spellcraft: = +9 (Int 3) 3 Ranks +3 [Class Skill]
Stealth: = +13 (Dex 3) 3 Ranks +3 [Class Skill] Race +4

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft: = +3 (Int 3)
Knowledge (engineering): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (geography): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (history): = +8 (Int 3) 2 Ranks +3 [Class Skill]
Knowledge (nobility): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Linguistics: = +7 (Int 3) 1 Ranks +3 [Class Skill]

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Feats & Traits:
1st Level: Extra Hex

1st Level Monk Bonus: Dodge

2nd Level Monk Bonus: Deflect Arrows

3rd Level: Extra Hex

Traits:
Mizu Ki Hikari Rebel: +1 to Unarmed Strike damage
Reactionary: +2 Initiative

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Race: Sylph
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
****Native Outsider: Replaced by Mostly Human
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
****Spell-Like Ability: Replaced by Whispering Wind
Energy Resistance: Sylphs have electricity resistance 5.
****Air Affinity: Replaced by Breeze-Kissed
****Languages: Replaced by Mostly Human

**** Alternate Racial Traits ****
Breeze-Kissed
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Mostly Human
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

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Class:
Perfect Scholar uMonk
AC Bonus: Add Wisdom Bonus to AC and CMD. +1 every 4th level.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, 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).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast movement +10'

Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Class Skills: A perfect scholar adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform.

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Ashiftah Witch
Cantrips

Hexes: Will Save DC: 10 + 1/2 level + INT(3)

Level 1: Protective Luck (Su) (Heroes of the High Court pg. 9): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Level 1 Feat: Soothsayer (Su) (The Harrow Handbook pg. 15): The witch’s predictions become self-fulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Level 3 Feat: Cackle (Su) (Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. The creature must be able to hear the witch to be affected by the cackle.

Patron Spells:
Strength (Advanced Player's Guide pg. 70): 2nd — divine favor, 4th — bull's strength, 6th — greater magic weapon, 8th — divine power, 10th — righteous might, 12th — bull's strength (mass), 14th — giant form I, 16th — giant form II, 18th — shapechange.

Protecting Veil: An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
This ability replaces familiar.

Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
This ability replaces the hex gained at 2nd level.

Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.

Favored Class Bonus: Add 1 spell to Familiar, 1 below max usable.
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Equipment & Gear:
Weapons:
MW Hand Wraps: 300 GP
MW Cold Iron Kama: 303 GP, 2 lbs
Light Crossbow: 35 GP, 4 lbs
20 Durable Bolts: 20 GP, 2 lbs
Cold Iron Javelin (2): 3 GP, 4 lbs

Backpack: 2 GP, 2 lbs: Total Weight 16 lbs
Bedroll: 1 SP, 5 lbs
Silk Rope: 10 GP, 5 lbs
Waterskin: 1 GP, 4 lbs

Adventurer's Sash: 20GP, 3 lbs: Total Weight 4 lbs
Flint & Steel: 1 GP
Whetstone: 1 CP, 1 lb
Level 1 Pearl of Power: 1000 GP
Wand Cure Light Wounds: 50 charges: 750 GP
Wand of Mage Armor: 20Charges: 300 GP

Total weight carried:
Weapons: 12 lbs
Equipment: 20 lbs

Carrying capacity : Light -> 50 lbs, Medium -> 100 lbs

Starting Gold: 3000 GP
Weapons: 661 GP
Equipment: 2084 GP, 1 Silver, 1 CP

Remaining Gold:
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Movement:
Base Speed: 40 ft.
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Magic: Starting: All cantrips. 6 1st level & 2/level free
Cantrips:
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

Level 1: 8
Adhesive Spittle
Burning Hands
Cheetah's Sprint
Cloak of Secrets
Comprehend Languages
Cure Light Wounds
Ill Omen
Mage Armor

Level 2: 2
Blood Transcription
Glitterdust

Level 0:
Level 1: 3 (2 + INT(1))
Level 2: 2 (1 + INT(1))

Save DC: 10 + Spell Level + INT(3)
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Character History :
Tell someone that you were born in Chu Ye and you will probably just get some strange looks. Where is Chu Ye? What is Chu Ye?

Well, for me it is a distant memory. I was born to two perfectly normal humans in Chu Ye. That means that they were slaves, but actually well kept slaves. They were healthy, slightly educated, and hard working. I don't look a thing like either of them. I also didn't tolerate the idea of being a slave like they did. As soon as I was old enough to be curious I met with other like minded 'humans' and learned how to escape. Weapons and most other equipment needed for escape was strictly forbidden, meaning that it was well hidden and we learned to fight using our bodies as weapons.

I was 17 years old when I made my run north. There were eight of us with various skills. I wish I could say that I was a trained hunter, but that fell to two of the other men. We only had one trained linguist/diplomat, but she wasn't needed until several months into the journey. Two of the kids disappeared in the first week, sneaking away to run home when they got hungry. The rest of us continued on. I won't say that the journey was easy, but all six of the rest of us made it. We also learned to count on each other, and learned what each was capable of. I was the strongest fighter. Li Yung was our 'mystic'. She was also our linguist and as I found out, a witch. When I showed interest she tried training me and found that I was able to connect with a patron just like she could, and learn spells just like she did. That helped later when several of us were hurt, including our cleric. Nobody died, but without magical healing we could have. Having the ability to cast magic to make the freezing temperatures survivable also helped!

I did mention that I was born to two perfectly normal humans, right? Well, that meant that I thought I was human. I mean, I look like a human, talk like a human, can see in the dark and have a constant breeze flowing around me.... In other words, I'm a Sylph. Li Yung was the first to notice it and explained it while teaching me a little about the other planes and people that lived there. How's that for an interesting birthday present? Hey Mom and Dad, did you know?

Making it over the 'top of the world' to new lands was hard. We all struggled to learn the new languages and start new lives. Our group broke up over time, dropping one member, then a couple, and finally Li Yung and I were the only remaining. We made our way to Mendev, traveling with caravans or military groups. At first we hid our witch abilities. We didn't have living familiars and didn't have to wear our veils in public. I was accepted as a Monk of Irori and Li Yung as a trained medic with minor clerical magic. She even created a holy symbol to disguise her casting.

The battles haven't gone well. Something happened and it has gotten really dangerous now. The Paladins of the last crusade have been mostly defeated and now they seem fine accepting anyone that is willing to try and fight demons....