Eliandra

Teran Shadowsbane's page

No posts. Alias of WabbitHuntr.


About Teran Shadowsbane

Background:
Rescued as a babe from the fall of Drezen 4638 AR by an Elderly Tiefling Master of the Silver Crane discipline. I am the last known survivor of the line of Aasimars descended from Al'asadriel (creator of the Silver Crane discipline). During the fall of Drezen my family was specifically targeted by the demons, for what reason I do not know. My Mother and Father were killed in front of me. They put up a valiant struggle to protect their children. My father in his Gleaming armor and shining Great Sword DemonBreaker and my mother in her flowing white robes combating the evil scourge with nothing but her deceptively powerful fists. Demon after demon fell to them that day but there were too many! The last image I have of that day before falling unconscious from my wounds is that of my twin brother being flown away in the claws of a demon. Master Tariel was very doubtful that I would survive these grevious wounds and the hard ride escaping Drezen, but there was no choice. The city was overrun and the citizens were turning into bestial creatures and tearing each other apart. Luckily, praise Ragathiel after weeks at deaths door somehow I survived.

A new leader emerged amongst the demons in 4692 AR, Storm King was an unknown to the world prior to his emergence, except to my family descended from Al'asadriel. We knew of the Storm King prior to his arrival at the World Wound. The details are unclear to me as it was a family secret passed on once a young Aasimar had matured enough to understand the ramifications and importance of this secret. My family was killed before I was told the details, but I do know that the Storm King had something to do with the disappearance of Al'asadriel.

Present day Fifth Mendevian Crusade (4713 AR – )

My true name is Tristan Asadriel. But for the past 65 years I have grown up in Lastwall using the name Teran Shadowsbane. Master Tariel thought it was best to hide my identity worried that the demons who had targeted my family would come after me if they learned of my location. He took me to Lastwall where I could learn from the Paladins who constantly fight to protect the nation from the undead and orc threats. More importantly, in LastWall there is a temple/monastery devoted to Al'asadriel and it is the headqurters/center of power for the Empyreal Guardians of the region. It was there that I was exposed to a vast number of fighting styles, but the Psionic Blood of my mother runs strong in my veins and I naturally began emulating her unarmed fighting style. (starting age for Aasimar 68-108)

“Since its founding, Lastwall has stayed true to its purpose, standing guard against the undead horrors of Ustalav and the savage orc hordes from the Hold of Belkzen. Both are tenacious foes and require constant vigilance in order to contain them”

Lastwall has been the perfect training ground for me. A warrior nation vigilant against the orc and undead threats but away from the demons of the World Wound who it is feared would hunt me if my identity were revealed. There was never any doubt that Lastwall is my training ground, preparation before returning to the World Wound to join the crusade and at some point to reclaim my name.

Master Tariel recently died of old age. He has been a huge part of my life since the fall of Drezen. Growing up with and loving the Tiefling Tariel as a foster father I can look beyond prejudices associated with Tieflings and other similar races. I know that redemption and good is possible in all races.

Master Tariel an Awakened Blade and the Empyreal Guardians of Lastwall have trained me well. Preparing me for my return to the WorldWound training me to seek out and combat Evil delivering Silver Crane strikes with my fists. “Disciples of the Silver Crane are men and women for whom the power of the celestial and divine flow into the arts of their blade. The Silver Crane is a goodly discipline and may only be learned and used by those who have a good alignment who are inspired by the teachings of good aligned outsiders. It focuses on strong strikes designed to combat evil, celestial insights, and combat-predictions to defeat foes and enable the initiator and his allies to endure the hardships of battle against the forces of evil. ”

.

Appearance:
Celestial blood runs strongly in Teran, she cannot be mistaken for anything other than an Aasimar. She is very beautiful, quick and graceful. Multicolored blue green and gold eyes. She keeps her lush Silver hair shaved. Even when there was no wind, her hair moved around with a life of its own as if being blown by a light breeze. It drew too much unwanted attention and interfered with her training. Still strikingly beautiful she finds the shaved head has changed the initial impression strangers have when first meeting her. Less object of beauty and more object of curiosity and she is fine with that.The sole flaw in her appearance is a Demon claw slash from under the left side of her jaw going straight down the center of her chest to her waist. This is her permanent reminder of the day when she lost her Mother , Father and twin Brother. She was self-conscious of this scar as a child but has outgrown that being surrounded by the warriors of LastWall where scars are marks of survival and courage. 5’10 145lbs She bears no weaponry except a dagger at her waist. She wears sky blue pants and a white tunic trimmed in gold . She wears crimson and gold bracers with Ragathiel, Iomedaes and Al’asadriels symbols

Personality:
Driven by her past, she has trained hard under the weight of high expectations of the Empryeal Guardians. She is a young Aasimar sometimes prone to anger and recklessness when she is the only one impacted by his actions. “Ragathiel’s fury” some of her mentors have called it. But when others are impacted by her actions she is quite capable of reining in her recklessness and temper. She has come a long way in this regard. Her training, the focusing of her will as part of her fighting style necessitates this discipline and focus.

She has a recurring dream where she fights alone by herself against a horde of Demons. She moves with incredible speed grace and power constantly changing locations preventing the horde from overwhelming her, picking the demons off, one by one(smiling as the bodies pile up around her).

Goals:

Join the Crusades. Pay my respects to my Family in the fallen city of Drezen by slaying the  marilith commander Zuhra Aponavicius. Ultimate life goal: take part in destroying the Storm King and in the process hope to find answers to the fate of my great x5 grandfather the Solar Al'asadriel.

Plot hook:

Teran thinks her twin brother died at the hands of the demons. But did he really? Why was her family specifically targeted at the Fall of Drezen?

Or she may have heard that a fallen Aasimar bearing an iconic family trait is now a top lieutenant of the Marilith ruler of Drezen.

God and Alignment:
Ragathiel , Iomedae, Al’asadriel NG
Terans worships the triumvirate of Ragathiel, Iomedae, and Al’asadriel
Having grown up in Lastwall surrounded by Paladins, Teran has a very healthy respect for their codes and vows. But some of these restrictions have always felt unnecessary or overly restrictive to her. It has always felt very clear to her. Do what is best for the many while respecting the rights of the individual. She will always seek to follow the Law whenever possible, but when it’s not... The shades of gray between order and freedom are not really a concern of hers. Her focus is in bringing more light into the world by protecting those who are less able than her. Being Good does not mean giving up a tactical advantage like revealing yourself from hiding before attacking. Evil beings deserve no quarter. Striking from the shadows is perfectly fine with her. In fact if she can make her enemies look nervously into the shadows wondering if their moment of reckoning has come, then so much the better.

Vows:

As an Empyreal Guardian she has taken the following oath: "In my own name, unsullied and bound to my virtue, and in the name of Al'asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al'asadriel returns to release me."

Below is the Allegiance Benefit for swearing allegiance to the Empyreal Guardians. I have not including this as I do not think it is balanced.

Allegiance Benefit: In addition to access to the Silver Crane discipline (exchanging a discipline of their choice), Empyreal Guardians enjoy a +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources, as well as a +2 morale bonus on saving throws vs. mind-affectingspells and abilities.

Role:
Mythic Champion path. Highly Mobile Striker. Primary damage dealer standing to toe with the BBEG. Also able to accompany rogue on stealth missions.

If a trap bot is needed she can take the traits: Trap Finder and Wisdom in the flesh(disable device) and the Stalker Art Trap spotter. With these abilities and her very high wisdom perception she will be very good at keeping the party safe from traps. She can fill the Trickster Mythic Path.

[spoiler=Build notes]

Lvl 1 War Priest (Sacred Fist), Soulknife (Deadly Fist WarSoul): mindblade fists, Path of war maneuvers and Pugilist Stance +1d6 dam to unarmed strikes
Lvl 2 Sacred Fist 2 , Psy Warrior (Pathwalker) Focused Offense blade skill (Mind Blade gains Wis to hit and dam), Path of War maneuvers, Inertial Armor psionic power
Lvl 3 Sacred Fist 3 , Stalker: manuevers
Lvl 4 Sacred Fist 4 , Stalker Wis to reflex and init
Lvl 5 Sacred Fist 5 , Stalker Evasion
Lvl 6 Sacred Fist 6 , Awakened Blade prestige class
Lvl 7+ more of the same

Statistics:

[spoiler=Statistics] Warpriest (Sacred Fist 1). Soulknife (Deadly Fist, Warsoul) 1
NG Medium Humanoid Female Aasimar
Init +2; Senses Perception +9
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DEFENSE
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AC 17 touch 17 flat-footed 15 (+5wisr, +2 dex, +0 shield,+0 NA,+0 Magic)
hp 15{+1d**,+5Con}
Fort +7 {+2 Base,+5Con}
Ref +4 {+2 Base,+2Dex}
Will +7,{+2 Base,+5 Wis}
CMD 15
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OFFENSE
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Speed 40 ft.
CMB +2
Base Atk +1
Melee+3{+1Base, +1Str+ 1 Weapon Focus}
Ranged+3 {+1Base,+ 2Dex)

--Melee +3 (2d6+1/19-20/x2) when in combat is in Path War Pugilist Stance, adds 1d6 to unarmed strikes
--Flurry +1/+1 (2d6+1/19-20/x2)

--Ranged+4(1d6+2/19-20x2)

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STATISTICS
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Str 13, Dex 15, Con18 Int 10, Wis 20, Cha 10

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Traits
Exposed to Awfulness

Psionic Knack +2ml

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Drawbacks none
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Race Traits
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Aasimar :
Aasimar Archon-Blooded: +2 Con & Wis, +2 racial bonus to Intimidate &Sense Motive, spell like ability Continual Flame 1/day
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance5, and electricity resistance 5.

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Feats
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Speeed of thought +10 insight

Weapon Focus MindBlade +1 to hit

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Skills (4 points; 4 class, 0INT)
Class Skills
Acrobatics*(Dex)____+7{+1rank,+3Dex, +3 Class}
Autohypnosis*(Wis)____+(rank,+5Wis, +0Class}
Climb*(Str)____+{+rank,+Str+class}
Craft (Int)____+0{+0rank,+0Int}
Intimidate(Cha)____+0{+0rank,+0Cha}
Knowledge (Psionics)(Int)____+0{+0rank,+0Int)
Perception(Wis)____+9{+1rank,+5Wis, +3Class}
Profession(Wis)____+0{+0rank,+0Wis}
Stealth* (Dex)____+8{+1rank,+3Dex, +3Class}
Swim*(Str)____+5{+1rank,+1Str+3class}

Background
Lore (crusades)(Int)____+6{+1rank,+2Int+3class}
Lore (Greater Demons)(Int)____+6{+1rank,+2Int+3class}

Non-class
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Appraise(Int)____+0{+0rank,+0Int}
Bluff(Cha)____+0{+0rank,+0Cha}
Diplomacy(Cha)____+0{+0rank,+0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+0{+0rank,+0Dex}
Fly*(Dex)____+0{+0rank,+0Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis]
Heal(Wis)____+0{+0rank,+0Wis}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Nature)(Int)____+0{+0rank,+0Int)
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Knowledge (Religion) (Int)____+0{+0rank,+0Int}
Linguistics(Int)____+0{+0rank,+0Int}
Perform(Cha)____+0{+0rank,+0Cha}
Ride*(Dex)____+0{+0rank,+0Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+0{+0rank,+0Int}
Survival(Wis)____+6{+1rank,+5Wis}
Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Celestial, Elven, Draconic

Special Abilities:

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SPECIAL/CLASS ABILITIES
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.
Soul Knife (Deadly Fist) lvl1
Wild Talent
The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.

Empowered Strikes (Su)
At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strikedamage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
This effect is similar to a mind blade, except the deadly fist cannot change the form of empoweredstrikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
In all other ways, empowered strikes functions as a mind blade, including using Psychic Strike.
This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
Enhanced Strikes
The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except theenhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.
This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.
Unarmed Assault
At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill.
This ability replaces the bonus feat gained at 1st level.
Psychokinetic Discharge (Su)
A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
This ability replaces the Throw Mind Blade class feature.
Soul Knife (War Soul) lvl1
Maneuvers
A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provokeattacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: War Soul Maneuvers. The war soul must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even numbered war soul level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul's primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.
This ability replaces the psychic strike class feature and the blade skill at 10th level.

[spoiler=Maneuvers]
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Maneuvers
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DisciplinesBroken Blade, Veiled Moon,
Thrashing Dragon, Silver Crane*
*=accessed via Martial Traditions
Maneuvers Known 3 Readied 3 Stances 1 IL 1

Stances 1rst Pugilist Stance: +1d6 dam with unarmed attacks

S=Strike B=Boost C=Counter

1rst S Enduring Crane Strike READIED
1rst S Flurry Strike READIED
1rst S Swift Claws READIED

Recovery Method
War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. While recovering maneuvers, the war soul's mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

Warpriest (Sacred Fist) lvl 1
Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su)
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdommodifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform

Bonus Languages
A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

AC Bonus (Su)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist 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.

Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.
This ability replaces sacred weapon.

Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
This ability replaces focus weapon.

[spoiler=Spells]
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Spells
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0th (3)
Detect Magic
Read Magic
Create Water

1st (1+1bonus/day)
Divine Favor x2

Blessings:

3+ 1/2 per Warpriest lvl

Good Blessing, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Luck Blessing, Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends

[/spoiler]

Gear/Possessions:
Will be completed if chosen
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-50 lb. Medium 100lb. Heavy 150lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

To be completed if chosen