About Minuè MyrettName Minuè Myrett
Dark Identity:
Dark Identity (Su): At 1st level, a darklantern can transform into her vigilante identity as a full-round action. When a darklantern switches to her vigilante identity, she undergoes a horrifying transformation from an elf into a drow. After the transformation is complete, the darklantern takes on the appearance of a drow (but otherwise retains her normal facial features and voice) and gains a +2 bonus to Dexterity and Charisma, darkvision with a range of up to 60 feet, and the light blindness universal monster ability. While in her vigilante identity, the darklantern counts as a drow for the purpose of any ability, spell, or magic item targeting drow. A darklantern’s vigilante identity must be chaotic evil, but her social identity can be more than one step removed from this alignment.
Transforming back into the darklantern’s social identity requires a move action. However, a darklantern must succeed at a Will save (DC = 10 + the number of hours she has been in her vigilante identity) in order to successfully transform back into her social identity; otherwise, the move action is wasted and the action cannot be attempted for 1 minute. Each time a darklantern fails this check, she takes 1 point of Wisdom damage and the DC for the save decreases by 2. Seamless Guise:
Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Vigilante Specialization:Avenger:
Vigilante Specialization (Ex): At 1st level, a vigilante must choose to be either an avenger or a stalker.
An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table 1–1. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal. Drow Magic:
Drow Magic (Sp): At 1st level, when in her vigilante identity, a darklantern can cast dancing lights, darkness, and faerie fire, once each per day, using her vigilante level as her caster level. AC Bonus:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Draconic Might:
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma. Bonus Feats:
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.
A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses. Flurry of Blows:
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:
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 Strikes:
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. ----------------------------------------------------------
Appearance:
As her true form, Naniro Zhas appears as much like her Kyonin brothers and sisters. Her skin is smooth and sunkissed, marked across the bridge of her nose with a field of freckles. The Elve's hair is a shade of red, and it hangs smooth and straight, cropped just above her shoulders. Naniro's green eyes are soft and kind, highlighted by her expressive red brows. Having spent decades training her body, she posses a physique befitting an agent with sleek muscles and graceful steps. She dress modestly, and her clothing and equipment all serve their function and purpose.
When she undergoes her Dark Identity transformation, becoming Minué Myrett, generally her facial features and body stay the same, with a few differences of course. Most obviously, her skin darkens to a smoky blue shade, still retaining her freckles, albeit now shades of dark black stars in the smoky sea of her skin. So too does her hair change from the vibrant red to a shade of blue-black. Lastly are her eyes, which shift from their verdant green to a darker brown. Along with the more obvious physical changes, Minué makes a purposeful change to the way she holds herself, going as far as to even change their gait while walking. On all levels of observation, physical and magical, she truly IS a Drow after her transformation. Personality:
Trained to be like a mirror, Minué is able to put on the airs of the matriarchal cruelness of the Drows to those around her when the need arises. In truth however, inside her heart, Naniro is a kind hearted soul who wishes to see everyone rise above their stations, and live in a freely chosen life. Mercy and fairplay lend heavily to her views of the world, given her entire mission is to free and redeem as many of the Drow denizens of the Darklands as she can. Though, it's all an uphill battle, and given the hostile environment she finds herself in, and the fact that she's been in deep cover for so long, it's easy for her to forget herself at times. This can lead her to dwell in bouts of loneliness. It's in her loneliness that she also finds solace, as she is a follower of Ashava, who calls her to find other lonely people and be the guiding light for them. Background:
Naniro Zhas was born and raised on the surface, in the Kingdom of Kyonin. For 100 years, her upbringing was deemed normal by typical Elven means, pursuing passions of theirs and training in their interests. It was when she was then approached by a secretive individual wearing a mask made of brown leaves that her life changed direction. The man offered an alias to her, calling himself Swallowtail and spoke to her of a mission of grand importance. A mission for the very souls of her people. This is how she first learned of the Drow, and of their fall and corruption due to their proximity to Rovagug. It was through this secretive order that Naniro would cast aside her true name and form, and instead undergo an excruciating ritual to change her very nature.
Given the power to change from Elf to Drow, and trained in nominally underhanded skills of deception and subterfuge, the newly named Minué was given the broad and lifelong mission of infiltrating the Darklands and Drow society, and trying to turn as many of her forlorn brothers and sisters to the Light once again. So it came to pass that Minuè descended into the Darklands, into the layer of Sekamina, and eventually found passage on the Dying Sea. Whilst on this ship, Minuè met a couple of Drow nobles also making the transit who went by the names of Verik and Larissa Vanderboren. They seemed kind enough, and all together rather interesting conversationalists to boot. However, much like everywhere in the Darklands, nowhere is safe for long. Their ship came under attack by passing corsairs and some even were so bold as to board the ship. Minuè jumped to action and dispatched a pair of pirates making for the Vanderboren's, saving their lives. The two of them were overcome with gratitude and offered to help her establish herself in the city of Telderist as a thanks. Having spoken at length with the Vanderboren's on the transit, Minuè was able to land a job and lodging helping at the Twilight Orphanage in the Midnight District, all thanks to the noble couple's connections. It was a fine base of operations in the city, and she actually got to help be a positive influence in the orphaned children in her care. 50 years passed, and Minuè had established herself in the city, and all the while she worked to help soothe the lost souls of the Darklands. The morning the letter came to her informing her of the deaths of the Vanderboren's, she was overcome with a sadness. The pair of them were the first kind hearts to help her, and were the ones to give her the fighting chance she needed to pursue her mission. The news of the nature of the Vanderboren's death also set to mind a target for her, and she was keen to find the ones responsible for burning them alive. |