Death Initiate

Volyana's page

187 posts. Organized Play character for d'Eon.


Full Name

Volyana

Race

Varisian

Classes/Levels

Monk 2 | HP 18/18 | AC 15 (19) T 15 (19) FF 12 | F +6, R +6, W +5 | Init +2 | Perc +7 | 30' | Stunning Fist 2/2 | Timelost Chronicler 1/1

Gender

Female

Size

Medium

Age

25

Alignment

LN

Deity

none, Sister of the Lash

Languages

Taldane (common), Varisian

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

About Volyana

Appearance:
5'8", 11 stone 6
Volyana has cropped red hair, and is dressed in loose monk robes, with a simple string of prayer beads around her neck. Just peeking out from under her robes a number of scars can be seen, the marks of the Temple of the Endless Step. She speaks Taldane and Varisian with a noticable Kaer Magan accent.

The Seven Virtues:
The Seven Virtues are the guiding principles she follows, and are the path to enlightenment.
Control - manipulate circumstances so that there may be only one outcome.
Determination - see all things through to their conclusion.
Insight - see the truth behind facts.
Knowledge - know the facts of a situation.
Perfection - the goal that surrounds and encompasses all actions.
Strength - act upon knowledge with insight and control to bring forth victory.
Will - take all actions that one must.

Defense:
HP 18
AC 15 (10 base +2 Dex +2 Wis +1 dodge)
CMD 20 (10 base +2 BAB +3 Str +2 Dex +2 Wis +1 dodge)

Fort +6 (+3 base +2 Con +1 enhancement)
Ref +6 (+3 base +2 Dex +1 enhancement)
Will +5 (+0 base +2 Wis +2 misc +1 enhancement)

Offense:
Speed 30'
Initiative +2
BAB +2
CMB +5 (+2 BAB +3 Str)

Unarmed strike +5/+5; 1d6+3 bludgeoning ×2
Nine-section whip +6/+6; 1d8+3 bludgeoning 19-20/×2 blocking, distracting, monk, trip
Cold iron waveblade +6/+6; 1d6+3 piercing or slashing 18-20/×2 monk

Shuriken +4/+4/+2/+0/-2/-4; 1d2+4 piercing ×2 10' monk

Crane Style:
AC 19 (10 base +1 shield +2 Dex +2 Wis +2 dodge +2 misc)
Total Defense AC 20 (10 base +2 Dex +2 Wis +6 dodge)

CMD 23 (10 base +2 BAB +3 Str +2 Dex +2 Wis +2 dodge +2 misc)
Total Defense CMD 25 (10 base +2 BAB +3 Str +2 Dex +2 Wis +6 dodge)

CMB +3 (+2 BAB +3 Str -2)

Unarmed strike +3/+3 1d6+3 ×2 bludgeoning
Nine-section whip +4/+4 1d8+3 bludgeoning 19-20/×2 blocking, distracting, monk, trip
Cold iron waveblade +4/+4; 1d6+3 piercing or slashing 18-20/×2 monk

Shuriken +2/+2/+0/-2/-4/-6 1d2+4 piercing ×2 10' monk

Skills:
Acrobatics +7 (2 ranks +2 Dex +3 misc)
Climb +3 (0 rank +3 Str)
Escape Artist +6 (1 rank +2 Dex +3 misc)
Knowledge (history) +5 (1 rank +0 Int +4 misc)
Knowledge (local) +5 (1 rank +0 Int +1 trait +3 misc)
Knowledge (religion) +5 (2 ranks +0 Int +3 misc)
Perception +7 (2 ranks +2 Wis +3 misc)
Sense Motive +6 (1 rank +2 Wis +3 misc)
Stealth +7 (2 ranks +2 Dex +3 misc)
Survival +2 (0 rank +2 Wis)‡

‡+2 circumstance bonus to avoid being lost

Special Abilities:
Favored Class: Monk, +2 skill points

Flurry of Blows: Make an extra attack at highest BAB as a full action using any combination of monk weapons and unarmed strikes. No penalty for using two weapons.

Evasion: If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Feats:
Improved Unarmed Strike: Unarmed strikes do not provoke attacks of opportunity. Unarmed strikes may deal lethal or nonlethal damage.

Stunning Fist: Twice per day, a creature hit by an unarmed strike must make a DC 13 Fort save or be stunned for 1 round. A stunned creature drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Iron Will: +2 bonus to Will saves.

Dodge: +1 dodge bonus to AC.

Crane Style: Entering Crane Style is a swift action. Reduce penalty for fighting defensively to –2. While using this style and fighting defensively or using the total defense action, gain an additional +1 dodge bonus to your Armor Class.

Combat Reflexes: May make up to two AoOs per round, and may make AoOs while flat-footed.

Traits:
Martial Manuscript: +2 trait bonus to confirm crits with monk weapons and unarmed strikes.

Style Sage: You gain a +1 trait bonus on Knowledge (local), and Knowledge (local) is a class skill. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk.

Common Buffs:
Acrobat's pillar: DC 20 Acrobatics check, +2 circumstance bonus to Acrobatics checks made to avoid attacks of opportunity. Lasts for 24 hours or until an Acrobatics check is failed.

Surefoot training blocks: DC 15 Acrobatics check, +2 circumstance bonus to Acrobatics checks made to balance on narrow or uneven surfaces and Climb checks. Lasts for 24 hours or until an Acrobatics or Climb check is failed.

Nine-section whip waster: DC 15 CMB check, +2 circumstance bonus to CMD vs manuevers targeting my nine-section whip. Lasts 24 hours.

Jade wayfinder: at-will, standard action, lasts for 1 minute or until discharged. +1 competence bonus on a single attack roll, saving throw, or skill check, chosen before making the roll to which it applies.

Equipment:
Carried: masterwork nine-section whip, backpack, belt pouch, blanket, hemp rope (50'), soap, three waterskins, mess kit, flint and steel, utility knife, monk's outfit (2), jade wayfinder, The Forms of Anan Sala, Sayings of Yen Hazai, lash, whetstone, smelling salts, masterwork cold iron waveblade, cloak of resistance +1

Stored: acrobat's pillar, surefoot training blocks, nine-section whip waster

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Encumbrance
Light 0-76 lbs 54 lbs
Medium 77-153 lbs
Heavy 154-230 lbs

Inventory Tracking:
Current gold - 181 gp, 9 sp, 3 cp

PURCHASED
Acrobat's pillar - 50 gp
Potion of cure light wounds - 50 gp
Surefoot training blocks - 50 gp
Antiplague - 50 gp
Antitoxin - 50 gp
Oil of magic weapon - 50 gp
Wayfinder - free
Jade wayfinder enhancement - 1 PP
Wand of cure light wounds - 2 PP
Masterwork nine-section whip - 308 gp
Troll styptic - 100 gp
Oil of magic weapon - 50 gp
Smelling salts - 25 gp
Cosmic Captive spellcasting - 1 PP
Cloak of resistance +1 - 1,000 gp (from Chronicle 4)
Masterwork cold iron waveblade - 310 gp

SOLD
Nine-section whip - 4 gp

20 Shuriken
10 Torches
5 Trail rations
1 Potion of cure light wounds
2 Alchemist's fire (1 used in Chronicle 1)
4 Chalk dust
1 Antitoxin
1 Antiplague
2 Oil of magic weapon
47 Cure light wounds charges (2 used in Chronicle 4, 1 used in Chronicle 6)
1 Troll styptic

Prestige and Boons:
XP 4

Fame 8
Prestige 4

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item — would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn you learned the location of an Azlanti site that might have survived millenia of looting and tragedy. While adventuring in a ruin, archaeological site, or other structure that predates Earthfall you may cross this boon off of your Chronicle Sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Timelost Chronicler: You have journeyed through the the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion's history. You gain a permanent +1 bonus to Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call upon the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare the use of this power before the roll is made.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Elemental Conquest: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring
on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

[][]Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental
Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an
initial gift with the promise of greater rewards should the Society free him. You can activate this boon as
a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your
level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared
again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these
spell-like abilities requires you to check both boxes.