Arazni

Parinaa's page

5 posts. Alias of lexibean.


Full Name

Parinaa

Race

Undine

Classes/Levels

Monk (Zen Archer) 7

Gender

F

Size

Medium

Age

190

Alignment

LG

Deity

Irori

Languages

Aquan, Common

Strength 13
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 18
Charisma 7

About Parinaa

Parinaa
Undine Monk (Zen Archer) 7
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 20, flat-footed 16 (+3 Dex, +1 deflection, +1 dodge, +5 untyped)
hp 52 (7d8+14)
Fort +8, Ref +9, Will +10
Resist cold 5
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Offense
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Speed 50 ft., swim 30 ft.
Melee unarmed strike +5 (1d8)
Ranged +1 holy composite longbow +9 (1d8+3/×3+2d6 vs. Evil)
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 7th; concentration +5)
. . 1/day—Magical Talent (Create Water)
Undine Spell-Like Abilities (CL 7th; concentration +5)
. . 1/day—hydraulic push
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Statistics
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Str 11, Dex 17, Con 15, Int 10, Wis 18, Cha 7
Base Atk +5; CMB +5; CMD 25
Feats Deadly Aim, Dodge, Hydraulic Maneuver, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits anatomist, Magical Talent (Create Water)
Skills Acrobatics +11 (+19 jump, +18 to jump), Climb +4, Diplomacy -1, Escape Artist +13, Intimidate +2, Knowledge (religion) +4, Perception +11, Sense Motive +11, Stealth +10, Swim +18
Languages Aquan, Common
SQ ac bonus, fast movement, high jump, hydrated vitality, ki archery, ki arrows, ki defense, ki pool, slow fall, unarmed strike, wholeness of body
Other Gear +1 holy composite longbow, cloak of resistance +1, ring of protection +1, 2,000 gp
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Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist +1 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Hydrated Vitality (14 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Hydraulic Maneuver Use your hydraulic push ability to perform a bull rush, disarm, dirty trick, or trip.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Magical Talent (Create Water) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Perfect Strike (2d20) (7/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Swimming (30 feet) You have a Swim speed.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (7 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Pari's Background!

About Parinaa:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile…whatever you need to get an image in your mind. 5 is just a minimum…more elements are encouraged!

1. Pari is creepy. She is tall and human shaped, with long limbs and a smooth-lined and lithe figure. She’s pretty enough from afar. Her skin is a pale blueish color, with swirls and patterns like light playing under water. She has smooth silk of hair, also blue, that flows over her shoulders and around her shoulder blades. And she even has even, girlish features that would make literally anyone except her pretty even, girlish features that would make literally anyone except her pretty. But then she smiles. And she’s creepy. She has rows and rows of teeth, like a shark, that do not fit her face. On her neck flutter gills that show a slight reddish color underneath. She has milky blueish eyes, and apparently no eyelids (at least in the same sense humans have them). Well, she does have eyelids – but they’re pale and underneath. She doesn’t blink much, but when she does, its apparent she’s got at least two pairs of lids, the under ones flickering only a bit now and then. Her hands are long and spindly, with webs between her fingers, except between the forefinger and middle finger of her left hand, where it appears to have been cut. She is wearing white robes that she keeps clean generally, padding about in bare feet. Over her back is thrown a bow of shiny dark wood.

2. Pari is an Undine basically raised in the Blackfens. A swampish Undine, she is used to living in the brackish water and slimy green vegetation there. Still, a chance meeting with some Tengu that live there taught the young Undine a little about the outside world and the curious blue creature headed out into the world. Wandering without a whole lot of money didn’t really treat her all that well, but eventually she reached Korvosa, and there she stayed, finding a place under the docks where she could be close to the water. It wasn’t quite home, but it would have to do.

3. In Korvosa, Parinaa found her calling at a temple to Irori – and that was the art of self-perfection. With a keen eye for ranged combat, and a natural canny understanding of the world developed from living in the swamps, Pari made an excellent monk, and trained there for a good number of years. Not all the monks were too keen on the odd blue creature amongst them, but for the most part, Pari didn’t cause too much trouble.

4. Parinaa is rude. Her low Charisma score is intended to reference not her appearance (which is quite nice if she never opens her mouth), but her attitude. She is creepy and blunt, and often quite inhuman in her mannerisms.

5. Parinaa is Lawful Good. She believes that the world should an orderly place, and she is good. She wants to help people generally, and may just go and do what she thinks is right without waiting for anyone else. She finds that her efforts to help are not often appreciated, but she does it anyway.

Pari's Goals:
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Parinaa is in search of a cause and adventure. She's had enough of living under docks and lurking in fens. Preferably, some kind of adventure that does the world good!
2. I’d like Pari to find some more of her kind – she doesn’t know a whole lot more than her swamp-friends. And she wasn’t all that impressed with the collective intelligence of the swamp-folk!

Pari's Secrets:
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. When she first got to Korvosa, Pari actually stole a few gold and supplies in order to keep herself going until she got involved with the temple there. She is deeply ashamed of her start this way, and always hopes to have a chance to pay it back somehow.

2. Pari’s Tengu friend is a rogue that has gotten on the wrong side of the law in his time. She might have an issue with that if she found out…

Pari's People:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Astrix – Pari’s Tengu friend. He lives in Korvosa still, and he might pop up. She likes him, insofar as he’s different than her somewhat inbred family at home, and has an interesting outlook (Chaotic Good) on the world.

2. Alarra – Pari’s mother, or the undine woman that raised her. She loves Pari, but Pari has always been an odd and distant child to her. She is not sure who her father is, but it doesn’t really matter. She tried to raise her only daughter alone. The stress of providing means that they are sometimes distant with eachother, and Parinaa has been gone for a long time.

3. Pari had her fair share of rival monks. Her cold and somewhat standoffish attitude didn’t really help her relationship with them. To her, she is an oddity; a good monk, but not that great to be around.

Pari's Quirks:
Step 5: Describe three memories that your character has. They don’t have to be elaborate, but they should provide some context and flavor.
1. Pari cut the webbing between the fingers of her right hand to make it easier to shoot and hold arrows. That is a good barometer of her dedication to what she is.

2. Pari likes to be wet. She finds what downtime she can to go put herself in water, and is usually damp in some manner. She also drinks a lotl

3. Pari has an undeniable calling towards the ocean. Despite being raised in a swamp, the vastness of a real sea is something that always seems to make her feel like she belongs to something bigger and better.