Peren Ambergross

Sionnach Athru's page

126 posts. Organized Play character for pippinTook.


Full Name

Sionnach Athru

Race

Init +3, Perception +5, 20 ft mvmt (medium armor)

Classes/Levels

Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

Gender

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 8
Charisma 16

About Sionnach Athru

Sionnach Athru

Normal:
Kitsune Relic Channeler (Medium)
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 24

Fort +3, Ref +4, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee: sickle 1d6, +5 to hit
Ranged: light crossbow 1d8, +5 to hit
======
STATISTICS
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Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
Feats: Realistic Likeness (granted for free per GM), Weapon finesse, Toughness
Traits: Extremely fashionable (+1 to bluff, diplomacy, and intimidate when wearing 150 gp in jewelry), Indomitable faith (+1 to will saves)
Skills: Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8
Languages: Common, Sylvan, Ancient Osiriani, Infernal
SQ: Low-light vision,
Combat Gear: 150 gp in jewelry,

Appearance: Sionnach, or "Sho" as he is known, has penetrating eyes. One would almost say the look like the eyes of a predator. However, the warm smiles and sleek, rounded features of his face soften this intensity.
Personality:
Backstory:

Archmage:
Magic is unpredictable. It cannot be handled lightly. A natural knack is no substitute for years of experience. These were the things his master would remind him of. Repeatedly. But the young wizard knew. He knew he had talent. He knew he had power. He knew he could be more than a mere apprentice. In secret, he was working on a project that would prove it. Something that would convince the old fool that he was ready for so much more. He had refined the idea of the magic jar spell. Its implement would be a bracelet. Power held on your wrist that could capture the soul of an enemy and give you control of their body. What great usage it would have! What could possibly go wrong? Of course, when that question was answered and the young mage found himself trapped in the very implement he had created, no one knew what had gone wrong. His master assumed he had given up on his training and left. The bracelet was a mere trinket. A decoration that passed through various hands with no one realizing the power held within. That is, until the day a curious kitsune mind heard the voice of a young mage trapped in the bracelet he wore...
Appearance: While channeling the archmage, Sho takes on the form of an older, wizened fellow. Not the actual way the young mage looked, but how he saw himself. Sho still has features of youth, but with deeper sunk eyes and flowing white hair complimented by full sideburns.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 21

Fort +3, Ref +4, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee:
Ranged:
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
Feats: Realistic Likeness, Weapon finesse
SQ: +1 to concentration, int checks, and int based skill checks, +2 to damage for all damaging spells,
Spells: Knacks
1st level (4/day)

Champion:
Champion, as Sho calls him, was once a great arena fighter in the land of Tien. He was a champion. An undefeated champion. But he was also a slave. He fought valiantly day after day loving the roar of the crowd. That changed one day when his master sold him to a wizard. Champion assumed the eccentric wizard wanted him as a guard. What he did not know was that this man was a necromancer. Rather than seeking to use Champion for protection, he was seeking to capture the warrior's spirit in a bracelet. However, the headstrong fighter's essence was captured along with that physical prowess and he refused to let the wozard connect with that physical skill. The bracelet, deemed a failure by its creator, passed from hand to hand until it was stolen by a young kitsune.
Appearance: Sho takes on a more Asian appearance while channeling the champion. He has the olive skin of a Tian and dark hair. He appears stronger in this form, though it has no actual impact on his physical prowess.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 21

Fort +4, Ref +4, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee: wakizashi 1d6+3 +6 to hit 19-20 crit
Ranged: aklys 1d8+3 +6 to hit x2 crit (20 ft range)
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
Feats: Realistic Likeness, Weapon finesse
SQ: +1 on attack rolls, +1 strength and strength based checks and Fort saves, +3 on non-spell damage, proficient in all martial weapons and wakizashi and aklys

Guardian:
The Guardian was a watchman who stood guard for countless years spilling into decades. He was a captain of the guard. A hero. A humble protector. When he suffered a fatal wound during a raid, a mage whose life he had saved determined he should try to repay the debt. He gave the Guardian a strange form of immortality by channeling the Guardian's soul into the ring the hero had worn. This ring was then a sign of status for the next several captains of the guard. Eventually, the city fell and the ring passed from hand to hand until it came to be stolen from a collector by a young kitsune.
Appearance: Sionnach appears to be an older man with strongly set shoulders and military posture. He sports a neatly trimmed, brown goatee touched with flecks of grey. His normally shaggy hair becomes a neater bowl cut.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), Heavy wood shield (+2) +3 dex (+1 spirit boon)
======
AC 21, touch 14, flat-footed 16
hp 21

Fort +4, Ref +5, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee: light mace 1d6 +5 to hit
Ranged:
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 16
Feats: Realistic Likeness, Weapon finesse
SQ: +1 AC and con checks, +1 CMD and fort/ref, proficient in heavy armor and shields

Hierophant:
The symbol of his goddess, Urgathoa, gleamed in the light as the hierophant would travel the land. While some associate Urgathoa only with the undead, the Hierophant knew that his goddess embraced indulgence and getting the most out of life. He traveled the land indulging his desires and healing others that they might do the same. When he found himself succumbing to an illness and facing death with no immediate route to undeath (which would have been more his preference), he refused to let Pharasma have his soul. Instead, he prayed that his goddess would grant him undeath in the form of binding his soul to his holy symbol. This lovely and decorative symbol was among those items stolen by a kitsune thief named Sionnach. This was his chance to again interact with the world and indulge...and to convert another willing soul to the goddess of indulgence.
Appearance: With the Hierophant, Sho takes on the appearance of a ghostly white figure with raven black hair. His features become more angular and gaunt. One would almost say he has the look of a vampiric figure.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 21

Fort +3, Ref +4, Will +4
======
OFFENSE
======
Spd 30 ft.
Melee:
Ranged:
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
SQ: +1 on wis checks and wis skill checks, +2 to all magical healing, +1 will saves
Spells: Knacks known(stabilize, guidance
1st Level known (bless, cure light wounds (4/day)

Marshall:
He was simply a lawman. A defender of order in his small village. Life was simple. It was peaceful. That is, until the wizard came to town. He told everyone he was merely here to peruse some items he had heard were in the local library. This, of course, seemed ludicrous to the marshall as their library was hardly anything special not impressive. Suspicious of the man's work, the marshall followed him one night. That's where he stumbled upon the wizard at work. He was in the midst of some sort of ritual in the middle of the town's cemetery. The cover of night and a storm did not hide his actions from the marshall. However, the marshall was not hidden from the wizard, whom he now realized, too late, was a necromancer. The marshall's soul was bound in the necromancer's ring while the necromancer himself walked off in his newly stolen body. The body of the marshall.
Appearance: The form Sho takes on when he channels the marshall is rather humble and unassuming. His hair is a bland brown. He has stubble, but not enough for a beard.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 21

Fort +3, Ref +4, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee:
Ranged:
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
SQ: +1 to cha checks and cha skills, +1 on spirit surges, can use spirit surge on attack rolls/concentration checks/saving throws/abilities/skill checks (also applies to allies who participate in séance), *undecided séance boon*

Trickster:
She was called reckless. Irresponsible. A terror. And that was by her parents. Well, she was a tiefling, and her parents were not particularly pleased at the idea that they were strapped with raising a "demonspawn." They played the martyrs. They loved the sympathy. She was tired of being their little prop for their victim act. She was tired of it. She snuck out and never looked back. She made her living in interesting and unsavory ways. Some men had rather a penchant for exotic company, and if they had enough money, so be it. She was not above taking an item or two when she left. She was also not above "borrowing" wealth from other people's pockets. She took what she wanted whenever she could. It was no surprise, then, when she tried to "borrow" the wrong item from the wrong type of person. The moment her eyes fell on the large gem in the necklace, she had to have it. Unfortunately, the moment she touched the gem, she was sucked into it. From that moment forward, she lived as a disembodied soul within that cursed gem. Then, finally, the kitsune came along. He was fun. He was also experienced at "borrowing" and he was willing to let her out to play...
Appearance: Sho takes on an androgynous appearance while summoning the trickster. His body becomes more curvy and his gait becomes more rolling and sensuous. His hair becomes longer and takes on a red hue. He wears it in a practical pony tail to keep I out of the way of lock picking and other such important work.
Init: +3
Senses: Perception +5

======
DEFENSE
Lamellar Armor (steel)(+5), +3 dex
======
AC 18, touch 13, flat-footed 15
hp 21

Fort +3, Ref +5, Will +3
======
OFFENSE
======
Spd 30 ft.
Melee:
Ranged:
======
STATISTICS
======
Str 10 +0, Dex 16 +3, Con 14 +2, Int 14 +2, Wis 8 -1, Cha 16 +3

Base Atk +2; CMB +2; CMD 15
SQ: +1 to dex checks and dex skills, +1 ref, 3 bonus skills treated as if level worth of skill ranks in them, 1 skill gets +1 and treated as class skill

Combat Gear: sleeves of many garments, bandolier, 5 days of trail rations, 150gp in jewelry (implements including holy symbol of Urgathoa), Steel Lamellar Armor, aklys, wakizashi, sickle, morningstar, pearl of power, shawl of life-keeping, 3 alchemists fires, light crossbow, 20 bolts 2640gp

Appearance: Siannach has intense eyes. If those brown orbs fall upon you, you might be tempted to say it's like being stared down by a predator. However, the rest of Sionnach's face softens this. He has a smile on his face most of the time. His facial features are rounded, yet sleek. His shaggy hair gives him a boyish quality.
At least, that's what he usually looks like each morning. While the eyes tend to keep their intensity, and the smile remains, he sometimes looks more rugged. Other times, he seems to have the look of an older, serene man. Other times, he looks more androgynous and curvy. For those counting, it seems he has six other appearances that seem to show up sometime after he awakens each day.
Sionnach always seems to be carrying more gear than it seems he'd need. Watching him for a span of time, you'd notice that he seems to change which of the gear he actually uses on a daily basis. He wears a long coat over his armor which gives him additional pockets to store some of that gear and he keeps a tophat perched on his head. While the coat and gear seem functional, Sionnach claims the hat is merely for fashion. The jewelry adorning his person could also be mistaken for fashion, but it actually has a deeper significance...
Personality: Sionnach views himself as quite the lady's man. There have been several ladies who would agree. However, this is not his only defining quality. He also has an ornery streak and enjoys playing the jolly prankster. A quality he possesses which some find troubling is that he will talk to himself. While many people will do this same thing, he expands it to having full arguments with himself. He even goes some spans of time not speaking to himself because he's angry at himself. Other times, he's cracking up for no reason and then explaining it away by informing others that he just told himself a joke.
Backstory: Sionnach was raised by kitsune parents who were in hiding. Fearing persecution for being different, they kept themselves, and their young son, sheltered and stayed continually in human form.
As Sionnach grew older, he became more and more curious about this forbidden world. He began to sneak out and explore. When his parents would try locking him in his room, he learned to pick locks.
Eventually, he snuck out and simply never came back. There were treasures and wonders galore out in the world. Ladies who found him roguishly handsome. Shiny baubles that found their way into his pockets. People and music. Treasures that were only a locked door away. Sionnach was living in his own fantasy.
As Sionnach continued his ways of looting for fun and profit, he found six pieces of jewelry he decided he could not part with. In fact, the pieces were so lovely, he decided he needed to wear them rather than his usual approach of pawning. He was fascinated by the strange woven lines and intricate designs on the jewelry. However, shortly after he began wearing them, he noticed he would hear voices. Voices when no one was there.
One day, he decided to answer. Six voices filled his head. He could see faces, hear stories, see lives lived and coming to an end with spirits being pulled into pieces of jewelry. The exact pieces of jewelry he was wearing.
While a sane man might have been terrified, the young kitsune was merely fascinated. As he continued connecting with and interacting with the voices, they began giving him guidance and advice. Eventually, he learned how to even harness the power of these beings. One at a time, they would no longer merely be disembodied voices, but would lend their own physical prowess and expertise to the kitsune's own form.
Sionnach and his internal allies turned their attention to more than the mere burglaries he had been committing. They sought adventure. they saved people. They robbed people. They hurled magic with deadly effect. They sought the company of women. He occasionally found men attractive. He connected intimately with the spirits. Sionnach was no longer him. He was them.
However, the question still lingered, who had gathered all of these items together in the first place? Had this collector known their power? And would he be searching them out to reclaim his prize?