About Shengo ArashiShengo Arashi Alignment: N/A (Beyond Morality) Size: Large Deity: Hei Feng (CN) Age: 164 Race: Human:
Human (tian) Skilled
Class: Slayer 6 / Anti-Paladin 3, Fighter (Armor Master) 3 Initiative: 15 (6cha+6Mythic+3Competence)
Languages: Common, Ignan, Tian Defense:
AC: 26 = 10+6 (armor)+7(Cha)+1(Shield)+1(Deflection)+2(NA)-1(size) Touch: 18 Flat: 19 HP: 102 = 60 (class) + 18 (con) + 24 (mythic) Fort: 17 = 5 (Base)+ 3 (Con)+ 7 (Cha) + 1 (Luck)+ 1(abp) Ref: 18 = 5 (Base)+ 2 (Dex)+ 7 (Cha)+ 2 (AT)+ 1 (Luck)+ 1 (abp) Will: 16 = 4 (Base)+ 1 (Wis)+ 7 (Cha)+ 2 (AT)+ 1 (Luck)+ 1(abp) CMD: 33 = 10 (Base)+ 6 (BAB)+ 7 (Cha)+ 8 (Str)+ 1 (Size)+ 1 (Deflection) Armor: Dastardly Mithril Agile Breastplate of Mind Buttressing:
Shield: Adamantine Keen Conductive Klar of Spell Resistance:
Face of True Fear: When an opponent targets you with a melee or ranged attack within 30 ft., you can spend an immediate action to make an Intimidate check. You can use the result as your AC or as your touch AC — as you desire — against that attack.
Deflective Shield: He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. Cynical Ear: Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC or all Diplomacy checks against you by 2. Lion’s Cloak: A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects. Offense:
Speed: 30 Reach: 10Ft. Weapons:
Adamantine Keen Conductive Klar of Spell Resistance:
CMB: 15 = 6(bab)+8(Str)+1(size) Sneak attack: 2d6 Studied target: +1 (+2 lenses / +3 focused) Horifying Visage: By expending one daily use of your touch of corruption as a standard action, you may attempt to permanently blind one sentient creature within 30 ft. as per the blinding beauty supernatural ability of a nymph. A successful Fortitude save (DC: 10 + 1/2 your antipaladin level + your Charisma modifier) Negates this effect. This is a mind-affecting fear affect and your attacker must be able to see you clearly.
Boots of Speed: Haste 10/day Long arm Bracers: Three times per day, as a swift action, the wearer can stretch her arms beyond their limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a —4 penalty, while unarmed strikes and natural weapons using the arms take no penalty. Lion’s Cloak: Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the beast shape II spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability. Studied Target Bonuses:
Base: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Focused Target: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action. Bloodstained Gloves: The original color of these supple, calfskin gloves is obfuscated by layers of brown bloodstains that persist through any amount of cleaning. If the gloves are soaked in the blood of a recently killed creature, the wearer gains a +1 insight bonus on attack rolls and damage rolls against creatures of the same type (or subtype for humanoids or outsiders, per the ranger’s favored enemy class feature) for 1 hour. If the gloves are worn by a slayer, the bonus on damage rolls is equal the slayer’s studied target bonus. Creatures that lack blood, such as skeletons, golems, or clockwork creatures, cannot activate the gloves’ ability. Lenses of the Predators Gaze: These amber lenses are shaped to look like the eyes of a cat. As a standard action, the wearer can use these lenses to target a single creature that he can see. When he does, as long as the target is not already the subject of the wearer’s studied target class feature, the wearer gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature, along with a +1 bonus on weapon attack rolls and damage rolls against it as if he had the studied target class feature. If the wearer has the studied target class feature, he can instead use the magic of these lenses as a free action when designating the subject of his studied target to increase his effective slayer level by 5 for the purposes of the studied target class feature. The wearer can gain these effects for up to 10 rounds per day, but the rounds don’t need to be consecutive. Stats:
Str: 26 | +8 = 14 (base) + 1 (level) + 2 (Race) + 4 (Mythic) + 2 (mythic path) + 1 (Inherent) + 2 (size)
Feats and Traits:
Traits:
Normal Feats:
Mythic Feats:
Class Features: Slayer:
1. Track
2. Slayer Talent: Ranger Combat Style
3. Sneak attack: 1d6 4. Slayer Talent: Unchained Rogue Talent
5. Studied Target: +2 6. Slayer talent: Ranger Combat Style
Anti-Paladin Class Abilities:
1. Smite Good
2. Touch of Corruption: 8/Day
3. Cruelty: Cruel Feat: Face of True Fear
Anti-paladin Code:
Antipaladins of Hei Feng are self-sufficient wanderers who roam the land, offering great aid or—more commonly—great destruction at their own whims. They are rarely deceptive about their intentions, and desperate people can ask them for help, knowing that these antipaladins will keep their word if they agree to offer assistance. Any slight, however, will be met with overwhelming retribution. The code of Hei Feng’s antipaladins contains the following adages.
Personal Code:
Fighter:
1. Bonus Feat: Dazzling Display 2. Bonus Feat: Thunder and Fang
3. Armor Training: +1 Mythic Tier Abilities:
Trickster Path 1. Longevity
2. Mythic Sneak Attack
3. Beyond Morality
4. Enhance Ability: Str
5. Enhanced Ability: Cha
6. Bloody Streak
Skills:
*Acrobatics: 7 = 2Ranks + 2Stat + 3CS
Mythic Intimidating prowess: Intimidate +6 vs non mythic / +3 vs mythic Studied target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent (+2 with lenses, +3 focused target) Track: +3 survival to follow tracks Size: +4 intimidate to creatures that are medium or smaller Intimidate / Demoralize Effects:
Intimidate +43 (base); fear, mind-affecting. Fiery Glare: May Take 10 on Intimidate checks, even in combat. Size Advantage: +4 vs Medium or smaller creatures (Large size). Auto Result: 53 (base) / 57 vs Medium or smaller (non-mythic); 50 / 54 vs mythic. Demoralize: Standard → 1 foe ≤ 30 ft (DC 10 + HD + Wis); Shaken 1 rd + 1 per 5 over DC × 1.5 (Memorable).
• Hurtful — Make one melee attack as a swift action. • Mien of Despair — Target loses morale bonuses for 1d4 + 1 rds. • Cruel weapon — On hit vs shaken/frightened/panicked: target sickened 1 rd; on kill/KO: gain 5 temp HP (10 min). • Shatter Defenses — Target flat-footed to your attacks until end of next turn. • Mythic Shatter Defenses — Upgrades above: Target is flat-footed to all attacks (not just yours) • Violent Display — On confirmed crit or sneak attack, may use Dazzling Display as an immediate action (mass demoralize). • Dazzling Display — As a full-round (or triggered) action, make one Intimidate check to demoralize all foes within 30 ft. Aura of Cowardice (20 ft): Enemies –4 vs fear, lose immunity to fear. Face of True Fear: Immediate → use Intimidate check result as AC / Touch AC vs 1 visible attack (30 ft). Common Debuff Stack: Shaken (–2) + Sickened (–2) = –4 atk / saves / skills / checks; target flat-footed; –4 vs fear; loses morale bonuses. Effective Totals:
Magic Items:
Head - Circlet of Persuasion | 4500gp Headband - Headband of Fortune’s Favor | 7700gp Eyes - Lenses of the Preator’s Gaze | 8000gp Neck - Amulet of NA +2 | 8000gp Shoulders - Lion Cloak | 12000gp Chest - Sash of the War Champion | 4000gp Body - Living Garment | 5000gp Belt - Belt of Mighty Constitution | 16000gp Wrist - Longarm Bracers | 7200gp Hands - Bloodstained Glove | 8000gp Ring 1 - ring of freedom of movement | 40000gp Ring 2 - Ring of Sustenance | 2500gp Feet - Boots of speed | 12000gp Slotless - Manual of Gainful Exercise +1 | 27500gp
Spells:
Permanent Enlarge Person | 3850gp
Mundane Equipment:
Bedroll 2sp
Money: 108gp 7sp
10-minute Backstory:
Step 1 – Key Background & Concept Elements The Typhoon’s Orphan
Adopted by the Flame-Born
Trial of Ruin
The Face in the Storm
Voice of Charm and Scorn
The Storm’s Creed
The Storm-Saint’s Code
Beyond Morality
The Sigil Sojourn
Appearance
Presence
Step 2 – Goals Character Goal – The Grand Design:
Player Goal:
Step 3 – Secrets Known Secret:
Unknown Secret:
Step 4 – Allies & Enemies Lian Zephyrfire (Friendly): Ifrit priestess and former companion who still calls him brother. She preaches rebirth through ruin and fears the day his faith forgets the first half of that phrase. Korin “Iron Raft” Tasuda (Friendly): Planar smuggler who arranges his mercenary work in Sigil. Practical and fearless—she treats him like a living natural disaster to be scheduled, not worshiped. Abbot Chou Jin-Ren (Hostile): Once a monk of Hei Feng, now sworn to the machinery of Mechanus. He believes Shengo’s existence proves chaos must be caged. Storm-Lord Takai (Nemesis): A half-celestial zealot who claims Hei Feng’s true favor and calls Shengo a heretic. Their clashes leave skies split and oceans trembling. Step 5 – Memories, Mannerisms & Quirks Memory:
Mannerism:
Quirk:
Narrative Backstory:
Shengo Arashi entered the world on a night when the heavens split apart, the typhoon that tore across the Tian coast did not simply destroy his family’s manor, it erased it… walls, gardens, keep, servants, nobility, all swept into the ravenous dark. When the storm finally relented, only an infant remained, carried to shore in a cradle of debris and foam. Those few survivors who found him swore the lightning curved away from his tiny form, refusing to strike him, and by dawn his noble house was nothing but rumor, its last heir a nameless child in a ruined world. He was not nameless for long, for wandering ifrit ascetics found the boy at the water’s edge, and in him they saw omen rather than tragedy. They followed Hei Feng, the Duke of Thunder, believing any child spared by a storm must be destined for one, and so they took him in as their own. From them he learned that destruction could be revelation, that laughter can outlive lightning, that the world is clearest in the moments it breaks, and their wild joy became the first hymn he ever knew. Years later, when he stood on the verge of adulthood, he faced the Trial of Ruin, an ancient duel in which a disciple must confront the one who trained him. Shengo expected struggle, maybe clarity, but instead he struck down his master in a single earth shaking blow… and for a breath the world was silent. Then the sky answered. Lightning slammed into him, charring flesh and bone, stopping his heart… and then starting it again. When the smoke cleared, the boy was gone, and a giant stood in his place, taller, broader, shaped by a single heartbeat of divine fury. The magic that struck him sealed time around his body, and he would never age again. The scars from that night never healed, and instead he carved new ones over the old, marking his flesh with prayers and defiance. Each line was a promise that he would not bow, would not break, would not fear, and his face became something beyond mortal, half symbol, half warning, a ruin shaped by will and fire. Even the fearless hesitated beneath his gaze. For all his monstrous appearance, Shengo learned that words could cut deeper than blades. He could laugh while being threatened, smile as he lied, speak truths that made people shift in discomfort. He understood that charisma and terror are siblings, not opposites, and sometimes a few chosen words moved a crowd, or stopped one dead. In time, he created a creed that twined his god’s doctrine with the lessons carved into him. The storm cleanses through ruin.
Immortality stripped away any sense of good or evil he might have had. They felt like shifting winds, useful in small ways, meaningless in the long term, and what mattered to Shengo was consequence… and will. Morality, he decided, was weather. His wandering eventually brought him to Sigil, the City of Doors, a place so tangled in ideology, portals, and paradox that even gods stepped lightly. It was the perfect crucible for someone like him, a city where people whispered for the kind of help respectable souls never asked for openly. Those who hired him expected screams, and those he worked for wanted permanent solutions, irreversible persuasion, or problems removed entirely. Each time he finished a task, he laughed, because they believed they were leashing him, and in truth he was only indulging them. Shengo’s presence was unmistakable. Towering over eight feet, he moved with quiet confidence, the scent of ozone following him like an omen. Lightning white scars traced his arms and chest, faint stripes shimmered across his shoulders when the light caught them just so, and molten gold eyes glowed beneath black hair streaked with silver. His armor hummed softly when he walked, as if echoing his heartbeat. In battle, he exhaled once before the killing began, a low metallic hiss, like steel breathing. Anyone who fought beside him knew that breath was the beginning of the end, and when his first blow landed, laughter was close behind. Yet beneath all his certainty lay old shadows. He remembered the night he killed his master, the silence afterward still haunting him, and sometimes he wondered whether the lightning’s response had been blessing… or punishment. Had Hei Feng accepted the act, or condemned it with his quiet… he never truly knew. Deeper still, something vast slumbered inside him, unknown even to him, a shard of an ancient storm older than any god, carried within the lightning that changed him, patient and waiting. He was not without allies.
But enemies haunted his steps as well.
Shengo remembered little but vividly.
Despite everything he had become, one desire lingered. Somewhere across the multiverse lay the Eye of the Tempest, the place where all storms converge. Shengo longed to find it, to stand in its center, to see destruction and creation meet, and perhaps then understand whether he was truly Hei Feng’s instrument… or something altogether his own. Until that day, he walked the City of Doors, laughing at those who tried to tame him, and smiling at those brave or foolish enough to walk by his side. |
