Patreon LogoYour support makes Blue Moon possible (Patreon)

YARPG

Cherubian

Supernova
Joined
Aug 30, 2010
Avara

Gender: Female
Alignment: Chaotic Good
Age: 35 (appears 20)
Race: Human, Half-Celestial (modified)
Class and levels: Unchained Monk 8

Claudia-schiffer-2.jpg


Avara recently had reached the ultimate goal that had been the driving motive of her existence for many years. During that quest she had learned to be smart and cunning, but also ruthless, charming and mischievous, curious and most of all, always alert. The longer her quest endured the more she sacrificed every other aspect of her life to further it.

Which now that she has achieved that ultimate goal leaves her comparatively empty and aimless, unsure what to strive for next. She is in no hurry, though, as she knows she will not age and therefore has all the time of the world at her disposal. Finding that new goal can therefore wait, and ideally she will just enjoy herself for a few years of relaxation, though her father's death might put a crank into these plans.

During her quest Avara had learned to be charming and flexible, she has gotten used to sleeping in the sleaziest joints and the roughest wilderness, but she is still a noble daughter at heart who cherishes the perks of her rank, a comfortable bed and dresses of fine silk.

What has changes over this decade of questing as well was her libido which increased her kinky repertoire greatly. When she gave her own body to some old overweight thug out of necessity she had expected the act to be revulsive and steeled herself to endure it, and so it was to her own great surprise that his rough punding got her off like no carnal act before. Since then she has done what others would consider lowering her standards, while she sees it as knowing what she enjoys.


Avara was born the sole daughter of the baron of Selenvale. As the youngest child and due to her natural charm she had a carefree childhood, much more so than her elder brother. Contrary to him she developed a very sharp with and a natural attraction to knowledge. Special fascination for her held what was still known about the very ancient history of ages long past. As such her attraction to moldy old tomes was only natural, and with her disarming smile she persuaded her father to fund a small library at their home castle. Two books in particular had a profund effect on her further life.

The first, The Way of the Crane, supposedly was written centuries ago in a land far to the east and came into her posession at age 10. It took her a bit to decipher the ancient scripture, but combined with the plentiful illustrations the tome held the knowledge about a unique combat style unknown to these lands. One that eschewed the use of all weaponry and armor, and instead concentrated on the harnessing of one's inner qi for impressive results. Avara soaked up page after page and practiced the lessons they contained with impressive discipline, and after several years, shortly before she would have given up, she began to see the results. That easily underestimated combat prowess would prove very useful countless times in her later life.

The second, The Reign of Acheron, she purchased at age 15. It was not a tome but a series of parchment scrolls in terrible condition, frayed, brittle, and on the verge of falling apart. As it soon turned out they were also very ancient and a truly lucky find. In them was chronicled the rise and fall of the Acheronian empire, only a myth to scare children in these days. In its hayday it had been a bastion of tyranny, cruelty, and the darkest of magics, knowledge long lost in these times. One particular chapter caught her interest, as it described how the circle of archmages had devised a method to capture so called celestials, extraplanar beings, and extract their essence in a lethal process. The resulting potion, called the Tear of the Gods, was rumored to grant its imbiber eternal youth and great power. That tale would become something of an obsession for young Avara, especially since she found cross references of some of the events and locations described in the scrolls that also appeared in some of her other historical tomes, which led her to the conclusion that the Tears of the Gods had truly existed, and one of them might still to this very day.

As she grew older, and her sharp mind realized that one of her greatest assets, her beauty, would no tlast her forever, the obsession with the Tear of the Gods became even stronger. She wanted to drink that potion, to achieve the eternal youth it promised. And so, at age 21 she set out to follow what ever leads she had in her single minded quest. The going, naturally, was difficult, more so for a noble daughter who had previously led a pampered existence but fortunately knew how to defend herself surprisingly well. Her funds eventually ran dry, and, far away from her homeland, she had to resort to various other means of earning her living, including classical adventuring and mercenary work, turning her historical and linguistic knowledge into gold, and a stint in the harem of one old sultan. These years shaped and trained her, and unaware of the world around her she became one of the worlds most capable heroes, if only her motivation would have been truly heroic.

And then, after more than a decade, aided by stroked of luck and driven by her unwavering determination, one fateful night deep in the bowels of a long forgotten Acheronian ruin under the desert sands of Shatar she reached her goal. Under the rubble she found a phial of crystal coated by a steel casing, and she knew it indeed was a Tear of the Gods. After a moment of silent reverie she no longer hesitated, and gulped down the contents. Which knocked her out for a whole week. When she rose again from her comatose state, though, she found that the old scrolls had been right. Her power and prowess had been increased, and her body had reverted to her younger self from over ten years ago, her skin smooth and flawless, the scars of her tribulations wiped away, her limbs slender, and there was an undeniable new vigor in each of her strides, a hithero onknown sharpness in her thoughts. She also kne this would not come without a price, since the transformation had rendered her irrevocably sterile.

Finally and the end of her journey it seemed only natural for Avara to return home. Her last visit had been more than five years ago. Shortly before she once again stepped onto the lands of her birth, though, the news of her father's recent demise reached her.


Strength: 10 (0)
Dexterity: 24/26 (+8)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 26/32 (+11)
Charisma: 18 (+4)


Initiative: +10 = +8(Dex) +2(Reactionary trait)

Max HP: 76
Current HP: 76

Speed: 50

Saves:
Fortitude: 11 = 6 (Base) +2(Con) +3(CP: Resistance) [+4 against poison]
Reflex: 18 = 6 (Base) +8(Dex) +1(Deft Dodger trait) +3(CP: Resistance)
Will: 20 = 6(Base) +11(Wis) +3(CP: Resistance) [+2 against enchantment]

AC: 37 = 10 + 8(dex) +13(Monk: Wis+2) +1(Race: Natural Armor) +1(Feat. Dodge) +2(CP: Deflection) +2(CP: Natural Armor)
Touch AC: 34 = 10 + 8(dex) +13(Monk: Wis+2) +1(Feat. Dodge) +2(CP: Deflection)
Flatfooted AC: 28 = 10 +13(Monk: Wis+2) +1(Race: Natural Armor) +2(CP: Deflection) +2(CP: Natural Armor)
Flatfooted Touch AC: 25 = 10 +13(Monk: Wis+2) +2(CP: Deflection)

CMD: 50 = 10 +8(BAB) +8(Dex) +11(Wis) +13(Monk: Wis+2)
CMB: +19 = +8(BAB) +11(Wis)

Unarmed Strike
To Hit: +21 = +8(BAB) +11(Wis) +1(Feat: Weapon Focus) +1(CP: Enhancement)
Damage: 1d10+12 = 1d10(Monk) +11(Wis) +1(CP: Enhancement)


Common
<to be determined>
<to be determined>
<to be determined>
<to be determined>
<to be determined>
<to be determined>

Acrobatics: +19 = 8(Rank) +8(Dex) +3(Class)
Climb: +7 = 4(Rank) +0(Str) +3(Class)
Diplomacy: +15 = 8(Rank) +4(Cha) +3(Class)
Knowledge: History: +13 = 8(Rank) +2(Int) +3(Class)
Knowledge: Religion: +6 = 1(Rank) +2(Int) +3(Class)
Linguistics: +5 = 3(Rank) +2(Int)
Perception: +24 = 8(Rank) +11(Wis) +3(Class) +2(Alertness)
Stealth: +19 = 8(Rank) +8(Dex) +3(Class)
Sense Motive: +24 = 8(Rank) +11(Wis) +3(Class) +2(Alertness)


Deft Dodger: Your gain a +1 trait bonus on Reflex saves
Reactionary: Your gain a +2 trait bonus on Initiative checks

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
You know just where to strike to temporarily stun a foe.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 25 = 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels you have in classes other than monk. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Benefit:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Benefit: You gain a +1 bonus on all attack rolls you make using your unarmed strikes.
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You are skilled at grappling opponents.

Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Your unarmed fighting techniques blend poise with graceful defense.

Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.

Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
You use your defensive abilities to make overpowering counterattacks.

Benefit: You take only a –1 penalty on attack rolls for fighting defensively.

Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.

In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
You often notice things that others might miss.

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Character points: 66000 (65000 used)
Wisdom +6 enhancement bonus (36000)
Dexterity +2 enhancement bonus (4000)
Resistance bonus +3 on all saving throws (9000)
Armor class +2 deflection bonus (8000)
Armor class +2 armor bonus (4000)
Unarmed attack and damage +1 enhancement bonus (4000)


Half-Celestial Template (modified):
Ability score bonus: STR+2, DEX+4, CON+2, INT+2, WIS+4, CHA+4
Natural Armor improves by +1
Darkvision 120 ft
Immunity to disease
+4 racial bonus on saves vs. poison
Acid, cold and electricity resistance 10
DR 5/magic
Spell Resistance 19
Spell-Like Abilities:
- Feather Fall (at will)
- Bless (1/day)
- Levitate (3/day)
- Reduce Person (3/day)
- Cure serious wounds (1/day)
- Neutralize Poison (1/day)
- Remove Disease (1/day)
Sterile
Heals without scars
No bodily hair beneath the neckline


You are trained in using your inner focus with your unarmed strikes, as opposed to brute strength.

Benefit: When attacking with unarmed strikes, you may use your Wisdom modifier instead of your Strength modifier on attack rolls, damage rolls, combat maneuver rolls and to calculate combat maneuver defense.
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk 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.
A monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
A monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
A level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
The monk has a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 15 = 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. In addition the monk has the following additional powers that consume points from his ki pool:

Abundant Step (Su): The monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Elemental Fury (Acid) (Su): The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with causticenergy, causing them to deal 1d6 points of acid damage for a number of rounds equal to 4 = 1/2 his monk level.

High Jump (Ex): The monk power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
The monk gains a +2 bonus on saving throws against enchantment spells and effects.
The monk gains immunity to all diseases, including supernatural and magical diseases.
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.


<under construction>
 
Back
Top Bottom