Monkey

"Hank" Hiranyagarbha Narayanan's page

1 post. Alias of The Dragon.


Full Name

"Hank" Hiranyagarbha Narayanan

Classes/Levels

Male Vanara Gunslinger(Pistolero) 1/Stalker 2

Status:
HP 25/25 | AC18 | T14 | FF14 | F+3 | R+9 | W+6 | Init+7 | Pcp+9 | Grit 3/3 | Ki pool 4/4

About "Hank" Hiranyagarbha Narayanan

Statblock:

Male Vanara Gunslinger(Pistolero) 1/Stalker 2
NN Medium Humanoid(Vanara) Perception+9
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DEFENSE
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AC 18, touch 14, FF 14 (+3 Studded Leather, +4 dex, +1 dodge)
Hp 25(1d10+2d8+5)
Fort +3, Ref +9, Will +6
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OFFENSE
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Speed 30ft, Climb 30ft.
Melee Dagger +2 (1d4/19-20/*2/P or S)
Ranged Masterwork Pistol +7 (1d8/20/*4/B & P/20ft/Move action Reload, Free with paper cartridges/Misfire 1(5ft), 1-2 with paper cartridge)
...Longbow +6 (1d8/20/*3/P/100ft)
...Dagger +6 (1d4/19-20/*2/P or S/10ft)
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Statistics
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Str 11, Dex 18, Con 12, Int 12, Wis 16, Cha 10
Feats Gunsmithing 1G, Rapid Reload 1G, Point Blank Shot 1B, Precise Shot 1, Extra Readied Maneuver 2B(Lets you ready an additional maneuver), Extra Stalker Art 3(Self explanatory), Extra Stalker Art 3B
Traits Larger than Life, Criminal,
Skills Acrobatics +6(+4dex,+2racial), Climb +14(+3rank+3CS+8Climb Speed), Craft Alchemy +5(+1Int+1rank+3CS), Heal +9(+3wis+3rank+3CS), Intimidate +7(+3rank+3CS+1Criminal), Perception +9(+3wis+3rank+3CS), Sense Motive +9(+3wis+3rank+3CS), Stealth +15(+4dex+3rank+3CS+2racial+3Body of Night)
Gear Masterwork Flintlock Pistol, Masterwork Studded Leather Armor, Longbow, Dagger, Powder Horn(10/10), Powder Horn (10/10), Gunsmith's Kit, Explorer's Outfit, Backpack, Bedroll, Waterskin,
Consumables Trail Rations*4, Arrows*20, Powder keg 80/100, Bullets*90, +1 Bullets*10, Silver Bullets*10, Cold Iron Bullets*10, Paper Cartridges*10, +1 Paper Cartridges*10, +1 Bane(Outsider:Evil) Silver Paper Cartridges*3
Coin 479gp, 9sp
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Special Abilities
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Nimble Vanara Have a +2 racial bonus to acrobatics & stealth.
Low-Light Vision A vanara can see twice as far as a human in dim light.
Prehensile Tail A vanara has a long, flexible tail that he can use to carry objects. He cannot wield weapons with her tail, but the tail allows him to retrieve a small, stowed object carried on his person as a swift action.
Grit As a gunslinger, Hank can recover Grit by reducing a foe to below 0 hp, or confirming a critical hit with a firearm.
Quick Clear Hank can remove the broken condition from a firearm as a standard action if he has 1 grit. By spending a grit point, he may remove it as a move action.
Gunslinger's Dodge When a ranged attack is made against Hank, he can spend 1 grit point to move 5 feet as an immediate action and gains a +2 bonus to AC against the triggering attack. Alternatively, he may drop prone for +4.
Up Close and Deadly When Hank hits a target with a one-handed firearm that is not making a scatter shot, he can spend 1 grit point to deal 1d6 points of extra damage on a hit. If he misses with the attack, she grazes the target, dealing half the extra damage anyway.
Maneuvers Hank knows a number of maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels. Hank's Initiator Ability is Wisdom.
Maneuvers Readied Hank can ready 5 of his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Hank dowa not need to sleep or be well rested to ready his maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When Hank initiates a maneuver, he expends it for the current encounter, making them unusable until they are recovered, see below.
Recovering Maneuvers Hank may recover his maneuvers in one of two ways. He may center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice. Alternativeely, he may recover his Wisdom modifier in expended maneuvers as a full round action that does not provoke attacks of opportunity. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class. The next attack he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.
Stances Known Hank knows a number of stances, increasing as he levels. Unlike maneuvers, he does not need to ready them, but can enter any stance he knows as a swift action. They function untill left as swift action, or when Hank enters another stance. Stances provide long-lasting benefits, and are extraordinary abilities unless otherwise noted.
Ki pool Hank has a number of Ki points equal to half his stalker lvl plus his wisdom modifier (4=1+3). At 1st level, he may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action.
Deadly Strike (2 dice) The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.

Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.
Combat Insight(Defensive Reflexes) Hank may add his wisdom modifier to reflex saves and initiative rolls as an insight bonus.
Dodge Bonus Hank recieves a +1 dodge bonus to AC. When recovering maneuvers, this bonus increases to 1+ his wisdome modifier.
Stalker Arts Hank recieves a number of these abilities, which function much like rogue talents.
SA: Combat Precognition (Su) Spending one point of ki as an immediate action forces opponents who attack Hank to roll their attack rolls twice and take the worse of the two results due to his precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds.
SA: Critical Training Hank's deadly strike damage increases by an additional damage die, and he may treat his class level as his base attack bonus for the purposes of qualify for critical feats. If he possesses fighter levels, he may add his stalker level to his fighter level to qualify for critical feats.
SA: Deadly Ambush Hank may deal deadly strike damage against flat-footed targets and targets that are being denied the Dexterity modifier to their AC.

Maneuvers & Stances:
Maneuvers Kown
Readied - Dimensional Strike(SU) - Veiled Moon 1 - Standard action strike - Hank makes a melee or ranged attack, and the opponent is flatfooted against the attack.
Readied - Hunting Serpent Blow - Steel Serpent 1 - Standard action Strike - Hank makes a melee or ranged attack, and a heal check vs the target's AC. If the heal check succeeds, the target is flat-footed vs the attack, and takes an extra 1d6 damage. If check fails, Hank takes -2 to hit on the attack.
Readied - Sting of the Rattler(SU) - Steel Serpent 1 - Standard action Strike - Hank makes a melee or ranged attack, which deals an extra 1d4 damage. On his next turn, the target takes an additional 1d4 damage.
Readied - Horizon Wind Lancet - Solar Wind 1 - Swift action boost - Hank's first ranged attack this round deals an additional 1d6 damage.
Readied - Steady Hand - Solar Wind 1 - Swift action boost - For this round, the range increment of Hank's attacks increase by +30ft.
Ghost Hunting Blow(SU) - Veiled Moon 1 - Swift action boost - All of Hank's attacks made this round, are made as if his weapon possessed the ghost touch property.
Dizzying Venom Prana(SU) - Steel Serpent 1 - Swift action boost - The next attack Hank makes causes the victim to be staggered for 1 round. Additionally, the target takes 2 wisdom damage, fort DC 14 negates the ability damage.

Stances Known
Active - Body of the Night(SU) - Steel Serpent 1 - While in this stance, Hank adds his ranks in Heal as a competence bonus to his stealth checks. Additionaly, when making attacks against flat-footed opponents, or opponents denied their dexterity bonus to AC, Hank gains +4 to hit and deals +1d6 damage.
Stance of Piercing Rays - Solar Wind 1 - While in this stance, Hank's ranged attacks deal +1d6 fire damage.

Backstory:
Hiranyagarbha was born in a treetop village, deep in the Bandarom Jungle. When he was four, his parents gave him to a temple; it was the traditional thing to do with your third child. And so young Hiranyagarbha spent his childhood, from he was four untill he was eleven, living with the monks. He didn't really mind, but found it somewhat boring. In a rebellious phase, he ran off, to see the world. But it's a big place, and people don't always have the best intentions out there, a fact the young Vanara hadn't been prepared for. He lived on the streets of the port city of Jalapur for three years, untill he got shanghaied onto a pirate ship. The Shackled Maiden was half a world away from home, a fact that suited its captain, Meg, or "the Red Lady", as she went by, perfectly.

For years, they plied the Obari ocean, doing what pirates do best. The crew taught Hiranyagarbhaa thing or two about life, and gave hima new name. "Hiranyagarbha Narayanan" was a tad too many vowels for them to be comfortable with, and so they called him "Hank" instead. As a pirate, Hank has done a lot of things he isn't proud of, but the life was one of incredible excitement, and it brought him his pistol, which he hasn't been seperated from since then.

Two years ago, circumstances forced the Shackled Maiden to head north into the Inner Sea. Hank jumped ship in Almas, Andoran, and hasn't looked back since. Life on land suits him well, better than the sea ever did. He's found he enjoys the quiet, and has even started contemplating what he remembers of the teachings of his monestery, harnessing his Ki, and adapting some of the secret techniques to use with his flintlock pistol. Now that he has some life experience under his belt, he's starting to appreciate the path in ways he never could in his youth. Once he has learned enough, he thinks to create a monestary himself, dedicated to the mystical Way of the gun, he is developing.

To pay the bills, he's taken on work as a caravan guard out of Almas, bound for Senara of Cheliax. A dispute about taxation has ground the caravan to a halt in the midst of Isger however, and Hank is starting to doubt he'll ever see the rest of his payment.
Figuring that he's not obliged to stay on unless there's payment at the end, Hank has set out to find work that is more likely to see him paid.

In particular, he's heard rumors of goblin tribes in Chitterwood, and since Goblinoid was the 'lingua franca' of the Shackled Maiden, he's hoping he might be able to leverage that into an advantage if someone needs something done in the forest.

He has also 'acquired' some silver along the road, which he has smelted down to forge bullets. He's heard what they say about Cheliax, and some digging around brought up information on the materials neccesary to shoot devils.

Description:
Image.
He usually wears a long coat over his leather armor.His hair, fur and gear is kept in meticulous order, as he's learned that 'civilized people' react much better to him being a vanara if he looks like he's taking care of himself.

He has black fur and hair, and deep, brown eyes, often sporting a mischevious glint.

Personality:
Hank is a bit of a contradiction. So long as there's coin in it, he'll take all but the most morally repulsive jobs. Still, he is likely to help people out for free if they can't pay.

He's deeply contemplative, but likes to play tricks on people. He is a bit of a coward in combat, but will stand up for what he thinks is right.

To strangers, he's friendly enough. There's a bit of a rogueish charm to him, although he sometimes likes to keep his distance.

Traits:
Larger than Life Hank is treated as large for the purpose of intimidate checks while holding a firearm. There's a sense of confidence you get while wielding a gun - there's nothing quite like it. You can face down anything then.

Criminal Hank has +1 to intimidate, and it's a class skill for him. He's spent a good deal of time as a pirate of the high seas, and it taught him a thing or two.