Shoanti Tribeswoman

Jade Tian's page

62 posts. Alias of Kyrademon.


About Jade Tian

JADE

CG Female Human Fighter (Two-Handed Fighter) 13 (Favored Class)
Medium Humanoid (Human)

Init +1; Senses: Perception -1

--------------------
DEFENSE
--------------------
AC:
25 (+12 armor, +1 Dex, +1 Natural, +1 Deflection), 12 touch, 24 flat-footed

Hp: 128 (13d10+39, double max at 1st)
Special Hp Modifiers: +1/2 level to negative hit points required to kill; +5 to Stabilization checks

Saves: Fort +12, Ref +8, Will +6
Special Save Modifiers: +4 vs. attempts to cause loss of grip on weapon; does not drop weapon when stunned or panicked

Special Defenses: Heart of the Wilderness, Gloves of Dueling

--------------------
OFFENSE
--------------------
Spd:
40 ft. (30 ft. in armor)

Melee: Large +1 Shock Speed Dwarven Waraxe +27/+27/+22/+17 (2D8+22+1d6 electric, 19-20 x3); +1 Lucerne Hammer +26/+21/+16 (1D12+17, x2, brace, reach, +3 to sunder med or heavy armor); Fangs +21 or +16 secondary (1d8+8 or +4; poison, see feats)
Special Melee Modifiers: Add +4 to two-handed weapon damage when appropriate from Overhand Chop or Backswing (see abilities); Power Attack for two-handed weapons is -4 to hit and +12 to damage, with to hit penalty eliminated for first attack each round by Furious Focus (see feats); Improved Vital Strike triples weapon damage dice on attack action (see feats); Piledriver adds free bull rush or trip attempt on melee attack action with two-handed weapon (see abilities); Can poison weapons as swift action with Envenom (see feats); Shattering Strike adds +3 damage vs. objects (see abilities)

Ranged: Masterwork Composite Longbow +15/+10/+5 (1D8+8, x3, 110’)

Special Attacks: Power Attack, Improved Vital Strike, Improved Critical (Dwarven Waraxe), Dazzling Display, Serpent’s Fang, Envenom, Piledriver, Overhand Chop, Backswing

--------------------
STATISTICS
--------------------

Str: 26, Dex: 12, Con: 12, Int: 12, Wis: 8, Cha: 16

BAB: +13/+8/+3; CMB: +21 (+3 to sunder); CMD: +33 (+4 vs. disarm, +7 vs. sunder) Modifiers: Gloves of Dueling, Shattering Strike

Background Feats: Exotic Weapon Proficiency (Dwarven Waraxe); Skill Focus (Diplomacy); Skill Focus (Intimidate)

Feats: Weapon Focus (Dwarven Waraxe), Power Attack, Furious Focus, Dazzing Display (Dwarven Waraxe), Intimidating Prowess, Eldritch Heritage (Serpentine, Envenomed), Weapon Specialization (Dwarven Waraxe), Vital Strike, Toughness, Improved Critical (Dwarven Waraxe), Greater Weapon Focus (Dwarven Waraxe), Improved Eldritch Heritage (Serpentine, Envenomed), Improved Vital Strike, Greater Weapon Specialization (Dwarven Waraxe)

Boon: Cute Little Fangs

Traits: Bully, Poverty-Stricken, Savannah Child (Handle Animal)

Skills: Diplomacy +24 (or +26, see Cute Little Fangs boon), Handle Animal +11, Intimidate +34 (or +38, see Cute Little Fangs boon), Survival +15; Modifiers: Bully, Poverty-Stricken, Savannah Child, Skill Focus (Diplomacy), Skill Focus (Intimidation), Intimidating Prowess, Heart of the Wilderness, Cute Little Fangs, Boots of Striding and Springing give +5 to Jump (Check +1 in armor, +6 out of armor)

Languages: Common, Tien

Magic Gear: Large +1 Shock Speed Dwarven Waraxe, +1 Lucerne Hammer, +3 Glamered Plate Mail, Amulet of Natural Armor +1, Belt of Giant Strength +4, Cloak of Resistance +3, Ring of Protection +1, Boots of Striding and Springing, Gloves of Dueling, 3 Potions of Cure Moderate Wounds, 2 Potions of Fly, 2 Potions of Touch of the Sea, Potion of Jump, Elixir of Love (in bottle of fine wine, see Mundane gear), Ioun Torch

Mundane Gear: Traveler’s Outfit, Cold Weather Outfit, Backpack, Masterwork Handaxe, Masterwork Composite Longbow Str 8, 40 arrows, 10 cold iron arrows, 10 silver arrows, 4 Sets Masterwork Manacles (2 Medium, 2 Small), 50’ silk rope (knotted to 40’), Grappling Hook, 1 lb soap, Waterskin, 5 flasks alchemists fire, 2 flasks acid, 2 bottle of fine wine

Money: 8 gp

--------------------
SPECIAL ABILITIES
--------------------

Racial Abilities:

Bonus Feat: 1 extra feat at 1st level
Heart of the Wilderness: +1/2 level to Survival, +5 to stabilize checks, +1/2 level to negative hit point required to kill

Two-Handed Fighter Archetype Abilities:

Shattering Strike (Ex): +3 to CMB and CMD for sunder attempts and damage rolls against objects ([lev-2]/4+1)
Overhand Chop (Ex): x2 strength bonus to damage when making single attack or charge with two-handed melee weapon
Weapon Training (Ex): +5 to attack and damage with two-handed axe weapons ([lev-1]/4)+2; +4 with two-handed polearms; +3 with two-handed Heavy Blades Modifiers: Gloves of Dueling
Backswing (Ex): On full attack with two handed melee weapon, x2 strength bonus to damage on all attacks after the first
Piledriver (Ex): As a standard action, can make a single melee attack with a two-handed weapon, if the attack hits, make a bull rush or trip combat maneuver against the target as a free action that does not provoke an attack of opportunity.

Abilities from Feats:

Weapon Focus (Dwarven Waraxe), Greater Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Critical (Dwarven Waraxe): Add +2 to hit and +4 to damage with a Dwarven Waraxe, and increase the critical threat range one increment
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can as a full-round action make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Intimidating Prowess: Add Strength bonus as well as Charisma bonus to Intimidate checks
Power Attack: Take -4 to hit (lev/4+1) to gain +4/+8/+12 to damage for light/normal/two-handed weapons
Furious Focus: Eliminates to hit penalty for Power Attack on first attack made each turn when using a two-handed weapon
Improved Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding other bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Serpent’s Fang (Ex): Grow fangs as a free action. Treated as a natural weapon inflicting 1d8 points of damage plus your Strength modifier, plus poison: Bite - injury; frequency 1/round for 6 rounds; effect 1d4 Con or Dex damage (see Cute Little Fangs boon); cure 2 saves. The save is Fort DC 16 (10 + 1/2 [lev-2] + Con. Can use fangs for 6 rounds per day (3+Cha). Modifiers: Cute Little Fangs
Envenom (Su): As a swift action, you can lick or bite a melee weapon to imbue it with 1 dose of black adder venom (Injury; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save). The poison’s DC is 18 (10 + 1/2 [lev-2] + Cha). Can use this ability 3 times per day (1/3 [lev-2]). The poison cannot be removed or stored, and the weapon loses the benefit of the poison after the first successful attack or 1 hour has passed.

Abilities from Traits

Bully: +1 to Intimidate
Poverty-Stricken: +1 to Survival
Savannah Child: +1 to Handle Animal

Abilities from Magic Items

Gloves of Dueling: Grants +4 bonus to CMD against disarm and sunder attempts against wielded weapons, and effects that cause loss of grip on his weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.
+3 Glamered Plate Mail, Amulet of Natural Armor +1, Belt of Giant Strength +4, Cloak of Resistance +3, Ring of Protection +1, Boots of Striding and Springing: +14 to AC, +4 to Str, +3 to all Saves, +10 speed, +5 to Jump checks; upon command, glamered armor changes shape and appearance to assume the form of a normal set of clothing, retaining all properties - only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Abilities from Boons

Cute Little Fangs: Jade's fangs are always visible. They enhance her appearance, giving her a +2 competence bonus to Diplomacy checks. As a swift action once per day, she can flash them in a winning (or threatening) smile as a spell-like ability which acts as the spell Eagle's Splendor with a range of personal and a duration of one round. Although the fangs are always present, she can only use them as natural weapons in combat the number of rounds per day indicated by the feat that grants them. However, this boon increases their base damage to 1d8.

In addition, at the start of the day, she can choose to be either Cute and Charming, or Angry and Violent. If she chooses the former, the bonus to Diplomacy increases to +4, and she may cast Charm Person and Sanctuary both 1/day as spell-like abilities. If she chooses the latter, she gains a +4 competence bonus to Intimidate, and may cast Rage and Bull's Strength as spell-like abilities. All spells are cast at a caster level equal to her character level, with save DC's based on her Charisma score.

When in Cute and Charming mode, her fangs' poison does Dexterity damage. In Angry and Violent mode, it does Constitution damage.

Boon Spell-Like Abilities

Eagle's Splendor (Transmutation; swift action; personal; 1 rd): Grants a +4 enhancement bonus to Charisma, increasing Charisma skill checks and save DC's for appropriate spells and spell-like abilities
Charm Person (Enchantment, charm, mind-affecting; standard action; Range 25 ft. + 5 ft./2 levels; one humanoid creature; 1 hour/level; Will negates; Spell Resistance applies; Save DC 19, see text): Makes a humanoid creature regard you as its trusted friend and ally - treat the target's attitude as friendly. If the creature is currently being threatened or attacked by you or your allies, it receives a +5 bonus on its saving throw. You must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do, retries are not allowed. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell.
Sanctuary (Abjuration; standard action; touch; creature touched; 1 round/level; Will negates; No Spell Resistance; Save DC 19): Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Bull's Strength (Transmutation; standard action; touch; creature touched; 1 min/level): Grants a +4 enhancement bonus to Strength; increasing to hit, damage, and Strength-based skill checks
Rage (Enchantment, compulsion, mind-affecting; standard action; Range 100 ft. + 10 ft./level; one willing living creature per three levels, no two of which may be more than 30 ft. apart; 1 round/level + concentration; Spell Resistance applies): Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. Increase to Constitution grants 1 hit point per Hit Die, but these disappear when the spell ends and are not lost first like temporary hit points. While raging, a character cannot use any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Fly, Intimidate, and Ride, or any ability that requires patience or concentration.

Background: Jade is a translation and shortening of a Tien name that literally means “Jade-Petals-of-an-Exquisitely-Carved-Orchid-Flower-Catching-the-Last- Sunlight-of-the-Day-Through-the-Window”. She hates her full name, and she hated the life into which she was born.

The Tian family is one of the most highly placed noble clans of Xa Hoi. The family name is not the original one; they adopted the name of the continent in which their country lies, in what some see as a piece of arrogance, as they rose through the ranks of nobility in the Dragon Kingdom, besting one rival after another with diplomacy, manipulation, and poison when the first two failed. Their origins are obscure, and some whisper of something tainted and serpentine in their bloodline. But they whisper it quietly, lest they be overheard, and in the Dragon Kingdom, who truly blinks at a trace of the snake?

A daughter of the Tian family is expected to be quiet, polite, diplomatic, conciliatory, and make a good marriage that advances the goals of the clan. Jade was having none of it. From the age of 6, her personality clashed with what was expected of her. As a Tian, she almost cannot help being diplomatic sometimes, but given the choice, she will take a more direct route to gaining what she wants.

It was perhaps inevitable that Jade would run away. What was less likely was that she would attempt it at so young an age, that she would manage it successfully, or that she would survive doing so. But before she reached adolescence, Jade had stowed away on a ship bound far from the continent of Tian Xia.

Her life for many years was one of grinding poverty, harsh lessons, and survival in inhospitable climes. It was a vast difference from her pampered past as a daughter of nobility. Nonetheless she still preferred it, as she saw it as a chance to pursue her true dream. Exactly what her true dream is, she has never been quite capable of putting in to words, but it currently seems to involve swinging around an improbably large axe and losing her temper a lot.

Jade looks nothing like most Tian-Dan; her odd family is clearly from elsewhere, and despite a careful program of interbreeding, they still look it. Although she has the short height of the Tian Dan, barely breaking 5 feet, she has the bright, acid green eyes of her family, lighter skin than most Tians, and reddish hair – far more like a Chelaxian than a Tian, although Chelaxian is not a precise fit either.

Jade is impetuous, oblivious, and stunningly imperceptive, and charges through life demanding it reward her with adventure, excitement, and true love, and often becomes frustrated when it fails to deliver. She can, however, be quite charming when she chooses to be, and is fiercely devoted to anyone she considers to be a friend.

However, the Tian family has ambitions that stretch beyond their continent, and secrets they would prefer remain unknown to outsiders. It is entirely possible that her family has not forgotten her, and hunts for her still – and whether it is to bring her home or to end her life is an open question.