About VolyanaAppearance:
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)
Offense:
Speed 30'
Initiative +2 BAB +2 CMB +5 (+2 BAB +3 Str) Unarmed strike +5/+5; 1d6+3 bludgeoning ×2
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)
CMB +3 (+2 BAB +3 Str -2) Unarmed strike +3/+3 1d6+3 ×2 bludgeoning
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 ----------
Inventory Tracking:
Current gold - 181 gp, 9 sp, 3 cp
PURCHASED
SOLD
20 Shuriken
Prestige and Boons:
XP 4
Fame 8
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
[][]Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental
Chronicles:
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