Ptolus‎ > ‎

Iris Akasha Balacazar AKA 'Sister Akasha'

w
Name: Iris Akasha Balacazar             Player: Ark
Align: Neutral Good                     Race: Human (pretend those god damned ears aren't there)
XP: 0                                                                                
Class: Monk 1/Swordsage 1               Gender: Female                          
Age: 24                                 Height: 6'2"
Hair: White                             Weight: 188 lbs.
Skin: Really quite tan                  Eyes: Gold

-Attributes-   -Bonus-                 HP: 27 / 27
Str 16           +3                    INIT: 2 + 4 = 6 (Dex + Feat)
Dex 14           +2                                            
Con 12           +1                        Base+Abl+Eqp+Shl+Nat+Mnk
Int 10           +0        AC          15 = 10 + 2 + 0 + 0 + 0 + 3
Wis 16           +3        Touch       15 = 10 + 2 + 0 + 0 + 0 + 3 
Cha 08           -1        Flat-Footed 13 = 18 + 0 + 0 + 0 + 0 + 3  

Melee Attack

Unarmed:
1d20 + 4 (total) 1d6 + 3 (base total)
         3 (Str)             3 (Str)
         1 (BAB)           

Flurry of Blows:
  1d20 + 2 (total)     1d6 + 3 (base total)
         3 (Str)             3 (Str)
         1 (BAB)           
        -2 (Flurry) 

Saving Throws    

Fort: 3
  = 2 + 1 + 0
Ref:  6  = 4 + 2 + 0
Will: 7  = 4 + 3 + 0

  -Misc Notes-
   None

Maneuvers Readied

Burning Blade
Blistering Flourish
Mighty Throw
Stone Bones

Stances

Island of Blades

Manuevers Total

Burning Blade - Swift/Boost - Melee Attacks do 1d6+IL Fire damage additional until the end of your turn.
Blistering Flourish - Standard/Strike -  30ft PBAOE, Fort Save DC11+WisMod or be dazzled for 1 minute.
Clinging Shadow Strike - Standard/Strike - Make 1 Melee Attack, +1d6 Damage if it hits and opponent must save Fortitude vs DC11+WisMod or suffer 20% miss chance for 1 round.
Island of Blades - Swift/Stance - You and your allies gain flanking benefits to creatures that you are both adjacent to.
Mighty Throw - Standard/Strike - Make 1 Melee Touch Attack, Resolve as a Trip Attempt but do not provoke AoO's. +4 bonus to this attempt. If you succeed, throw dude up to 10 feet and prone him.
Stone Bones - Standard/Strike - Make 1 Melee Attack, Gain DR 5/Adamantine for one turn(?) if it hits.

Feats

Human - Power Attack

Level 1 - Improved Initiative 
          +4 initiative. No mess, no fuss.

Monk1 - Improved Unarmed Strike
Monk1 - Flurry of Blows
Monk1 - Improved Grapple

Skills

Class Reference: M - Monk (4/level), SS - Swordsage (4/level), SSN - Shadow Sun Ninja (4/level)
SkillClassStatTotalAbility ModRanksMisc Mod
Appraise
INT 00

Balance M SS SSN DEX 22

Bluff
CHA =1-1

Climb M SS SSN STR 33

Concentration M SS SSN CON 11

Craft M SS SSN INT 00

Decipher Script
INT 00

Diplomacy M SSN CHA -1-1

Disable Device
INT 00

Disguise
CHA -1-1

Escape Artist M SSN DEX 22

Forgery
INT 00

Gather Information
CHA -1-1

Handle Animal
CHA -1-1

Heal SS WIS 33

Hide M SS SSN DEX 431
Intimidate SS CHA -1-1

Jump M SS SSN STR 33

Knowledge (History)SS INT 00

Knowledge (Religion) M SSN INT 405
Listen M SS SSN WIS 735
Martial LoreSS SSNINT00

Move Silently M SS SSN DEX 22

Open Lock
DEX 22

Perform (Dance) M SSN CHA -1-1

Profession [C] M SS SSN WIS 33

Ride SS DEX 22

Search
INT 00

Sense Motive M SS SSN WIS 33

Sleight of Hand
DEX 22

Spellcraft [C]
INT 00

Spot M SSN WIS 735
Survival
WIS 33

Swim M SS SSN STR 33

Tumble M SS SSN DEX 524
Use Magic Device
CHA -1-1

Use Rope
DEX 22

Equipment

- Weapon/Armor Proficiencies -
 Nothing, I'm a god damned monk.

Build Parameters

BAB progression is 1.00 per level (good), 0.75 per level (average), 0.50 per level (bad).
Save progression is 2.5 starting / +0.5 per level (good), 0.33 starting / +0.33 per level (bad).  (Some PrCs have different schedules.)
CLClassILBABFlurryFortRefWillHP
1Monk 10.50-2/-222220
2 Swordsage 11.51-1/-124427
3Monk 22.0 20/035534
4Monk 32.531/135541
5Monk 4 3.032/246648
6Monk 53.543/346655
7Monk 64.054/457762
8Monk 74.56/15/5/057769
9Monk 85.06/16/6/168876
10Monk 95.57/27/7/268883
11Shadow Sun Ninja 16.58/38/8/8/38101090
12Shadow Sun Ninja 27.59/49/9/9/49111197
13Shadow Sun Ninja 38.510/59/9/9/491111104
14Shadow Sun Ninja 49.510/510/10/10/5101212111
15Shadow Sun Ninja 510.511/6/111/11/11/6/1101212118
16Shadow Sun Ninja 611.512/7/212/12/12/7/2111313125
17Shadow Sun Ninja 712.513/8/312/12/12/7/2111313 132
18Shadow Sun Ninja 813.513/8/313/13/13/8/3121414139
19Shadow Sun Ninja 914.514/9/414/14/14/9/4121414146
20Shadow Sun Ninja 1015.515/10/515/15/15/10/5131515153



Manuever Progression


CLClassILMLDesert WindShadow HandStone DragonSetting Sun
1Monk 10.50



2Swordsage 11.51+Burning Blade (1),
+Blistering Flourish (1)
+Island of Blades (1)
+Clinging Shadow Strike (1)
+Stone Bones (1)+Mighty Throw (1)
3Monk 22.02
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1), 
Clinging Shadow Strike (1)
Stone Bones (1)Mighty Throw (1)
4Monk 32.52
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1), 
Clinging Shadow Strike (1)
Stone Bones (1)Mighty Throw (1)
5Monk 43.03
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1), 
Clinging Shadow Strike (1)
Stone Bones (1)Mighty Throw (1)
6Monk 53.53
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1),
-Clinging Shadow Strike(1), 
+Cloak of Deception (2)
Stone Bones (1)Mighty Throw (1)
7Monk 64.04
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1),
Cloak of Deception (2)
Stone Bones (1)Mighty Throw (1)
8Monk 74.54
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1),
Cloak of Deception (2)
-Stone Bones (1),
+ Stone Vise (2)
Mighty Throw (1)
9Monk 85.05
Burning Blade (1), 
Blistering Flourish (1)
Island of Blades (1),
Cloak of Deception (2)
Stone Vise (2)
Mighty Throw (1)
10Monk 95.55
Burning Blade (1), 
Blistering Flourish (1)
-Island of Blades (1),
Assassin's Stance (2)
Cloak of Deception (2)
Stone Vise (2)
Mighty Throw (1)
11Shadow Sun Ninja 16.56
Burning Blade (1), 
Blistering Flourish (1)
Assassin's Stance (2),
Cloak of Deception (2)
Stone Vise (2),
Mountain Hammer (2)
Mighty Throw (1)
12Shadow Sun Ninja 27.56
Burning Blade (1), 
-Blistering Flourish (1)
Assassin's Stance (2),
Cloak of Deception (2), 
+Shadow Garrote (3)
Stone Vise (2),
Mountain Hammer (2)
Mighty Throw (1)
13Shadow Sun Ninja 38.57
Burning Blade (1)
Assassin's Stance (2),
Cloak of Deception (2), 
Shadow Garrote (3), 
+Shadow Stride (5)
Stone Vise (2),
Mountain Hammer (2)
Mighty Throw (1)
14Shadow Sun Ninja 49.57
Burning Blade (1)
-Assassin's Stance (2),
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5)
Stone Vise (2),
Mountain Hammer (2),
+Giant's Stance (5)
Mighty Throw (1)
15Shadow Sun Ninja 510.58
Burning Blade (1)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5)
Mighty Throw (1)
16Shadow Sun Ninja 611.58
Burning Blade (1)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5), 
+Shadow Noose (6)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5)
Mighty Throw (1)
17Shadow Sun Ninja 712.59
Burning Blade (1)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5), 
Shadow Noose (6)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5)
Mighty Throw (1)
18Shadow Sun Ninja 813.59-Burning Blade (1)
+Inferno Blade (7)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5), 
Shadow Noose (6)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5)
Mighty Throw (1)
19Shadow Sun Ninja 914.59
Inferno Blade (7)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5), 
Shadow Noose (6), 
+Shadow Blink (7)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5)
Mighty Throw (1)
20Shadow Sun Ninja 1015.59
Inferno Blade (7)
Cloak of Deception (2), 
Shadow Garrote (3), 
Shadow Stride (5), 
Shadow Noose (6), 
Shadow Blink (7)
Stone Vise (2),
Mountain Hammer (2),
Giant's Stance (5),
+Earthquake Strike (8)
-Mighty Throw (1)



Fluff


Description:
A rambunctious collection of dangerous, exuberant energy wadded into a six-foot package. Iris' gentle facial features would cut a dashing noble figure if they weren't almost permanently wrung into a lopsided grin or similarly sleazy arrangement. Everything about her hints at some seriously noble pedigree, but with one hell of a rough edge. Green eyes blazing with a roughneck love of life, hair the colour of crestfallen snow that could be silky smooth and pleated beautifully... if it wasn't waist-long with the biggest anime bangs possible. 

Most of the time, she dresses in sets of white greatrobes that have seen better days, but also tend to have a totally radical beaked hood she can yank over her head to go all Assassin's Creed on things. She does not have a default mode of dress beyond this, and it is likely to lounge around in whatever she wants. Expect a totally sweet coat at some point.

Personality & Goals:
Iris doesn't have a good grip on her goals in life at the moment. In fact, she doesn't really have many of them to begin with. Far from something to feel down about, she feels as though getting shot at and blown up was probably the only reason she's alive today, and has a seemingly infinite amount of energy to put to use in trying to give something back to the community her family has been rorting for so long. For now, she's content to sail along doing as much good work as humanly possible, helping the less fortunate and helping to keep things in order around St Gustav's chapel. What Iris lacks in experience, she makes up tenfold in enthusiasm. While she'll never master the finer arts of the spoken language at a court level, her infectious energy probably makes any given visit to St Gustav's while she's around the place a little more memorable.

Overall, Iris is a pleasantly unrefined person to be around, so long as people are prepared to hear a somewhat raw take on events at hand. While she tries not to offend, there are no guarantees. She means well. She has her serious moments, when they're called for, and is pretty intense about the whole 'helping people!!!' shtick, but is generally just a swell friendly talkative happy time martial artist.

Arcana & Stand:
Iris' Tarot is the Chariot, which is really complicated but at a glance is basically all about the union of opposites, and fighting like a badass with pure willpower until you are victorious, at which point shit has just begun. That seems really good for this character. Consequently, when Iris dings level two, the flavor chosen for her martial manoeuvres will be the awakening of her totally radical astral self, the stand Gold Chariot!

Not that it will actually appear in all its glory for a while, but Gold Chariot is basically what would happen if someone decided to redesign Iris as 75% Anime Robot, with sleek interlocking plate armour of gold, pallid white skin and improbably bright green hair. It's also a fucking ghost that flies out of her and punches things in the face. Let's do this.

Backstory


Iris Akasha Balacazar probably could have made it very rich and influential if she had just shut her mouth, swallowed her conscience and gone along with the plan.

A series of shuffled arrangements and marriage offers and paperwork and money changing hands meant that she was saved from a fate of criminal bastardry and born into the family proper twenty-four years ago to this day, a complicated setup that only wound up coming about because of the unquestioning loyalty of her father to the greater good of the family Balacazar. Which is to say that they he was very good at making money, asked a minimum of questions, never talked back, and got the job done right first time, every time. If nothing else, after all, the family heads knew that the new pipsqueak came from a fine lineage of get-shit-done specialists extraordinaire, and with any luck could look forward to getting some additional capacity out of this arrangement.

The plan was not perfectly executed, prone to mortal error as most things are. The child was to be schooled both as a normal girl of privilege might be, but also in arts more applicable to the family business as she grew older. Like how to thump a guy without leaving any bruises, or how to jimmy open a lock and steal everything inside that isn't nailed down and get out again in short order, how to negotiate with the snarky mugs and underlings that make up the rank and file of the family at large. But the rising prominence of the Killraven Clan over the years meant that there were more distractions to deal with, more territory to guard, and that meant less time spent keeping an eye on the little things. Like making sure Iris didn't spend too much time talking to the wrong people, or didn't use her tricks to wandering around at night getting into mischief, a wild streak that definitely came directly from her father's side of the family. 

The little things add up, as they tend to do. Iris had a flighty view of the world by the time she was 16, and thought it was all a bit of a good game, really. She wanted for little, got to run around picking locks and dodging the lousy private security most places employed, preying on the buildings on the Old Town's perimeter, cutting her teeth on working in an area where the guard's eye was sharp, but the targets were soft. She was taught by what could largely be considered the best in the business, and enjoyed nothing but the finest efforts to ensure that the Balacazar family would have one more problem-solver to call on in the event that something needed to be done right. It was looking great for everyone involved until one little job went wrong.

So here was the plan, the night it all went pear-shaped. The Killraven Clan thought they were hot shit, what with their little speakeasy raking in the dough under the guard's collective nose, ballsy enough to front it on Balacazar turf no less. Well, no longer. The Family B had sniffed it out and cheated, extorted or beaten the plans for the building out of whichever civic duty held them and devised a fantastic way to get back at the Killravens for this transgression: jump inside and beat the shit out of everyone and take over. Iris' role in this was pretty simple: stick close and watch how real professionals go to work, oh and also maybe stab someone if things go bad, but mostly just watch the big boys and learn a thing or two. So much like the rest of her life thus far, Iris was expecting a free ride for some bonus notoriety, mostly because she was a spoiled teenager used to the idea of life being a cruisy kind of an adventure buoyed along pleasantly on promises of status and cash just for being who she was, which suited her fine. This is about when, at about 3 in the morning, dressed in matte black leathers and kicking in a window alongside a bunch of heavies she hadn't actually met before with the district boss backing her up, Iris' life took a very nasty turn for the worse when the Killraven security waiting inside of the warehouse let rip with crossbows like a firing line and well golly, next thing you know she's flailing around on the ground with a bolt in her shoulder and the wind from her lungs is somewhere off near the roof by now and there's all kinds of shouting and yelling and that orc over there just the the other guy over there in the neck with a spiked bat and now his pipes are on the outside of his neck, funny that.

Someone obviously had an idea that this little raid was happening before it happened, and had prepared accordingly. Still, the Balacazar did not actually become top dogs by cutting their losses and running every time someone put up a bit of resistance to having their stuff stolen, and had also prepared for this eventuality. Namely, the heavy-set guys with the poisoned weapons went about shanking and stabbing and beating everything that wasn't recognizable as a friendly, and though there were quite a lot of people who matched that description, they were awfully good at what they did. But there were an awful lot of Killraven forces, and there seemed to be a smartass gnome somewhere in the back making snarky remarks and pulling out a wand, and that's around the time the front door came flying off the hinges and the city guard yelled for everyone to give it up because they're under arrest. A few seconds later, the first Explosive Enlarged Maximized Quickened Sonic-Admixtured fireball contingency went off. Now from Iris' perspective, it was all kind of a blur after the iron shot went through her arm, and the first explosion simply threw her from her spot on the floor, camoflauged as a deader, straight through the empty gap where a wall used to be and into the building on the opposite side of the street.

Now that gave her a pretty good perspective on all of this, which is kind of stupid because this is what organized crime _always_ boils down to in the end, but that's teenagers for you. Everything about your cushy life seems a little less cool when you can now see exactly how it is paid for, especially when the broken body parts of men who were standing beside you just a few minutes ago are rolling about near your ankles, still smoking and twitching. Iris freaked out good and hard, probably not made any more comfortable by the cacophony of secondary explosions or the chainmail-clad heavies who came running her way with swords out as she picked herself up and bolted for the alleys, deciding that maybe it would be a swell idea to find someplace to hide and maybe do something about this beshitted bolt sticking out of her shoulder which really quite hurt and bled a lot. 

Now the chase itself isn't worth detailing, and suffice to say finding a place to crash when you're on the run covered in blood and everyone's got their doors bolted shut after the roar of explosions and the ringing of alarm bells keeps people hiding under their beds or in the closets with the wands of magic missile or whatever. So when Iris hammered on the door of St. Gustav's church, she was pretty surprised to find a slightly fresh-faced man of the cloth who regarded her with a wary eye before hauling the beleaguered lass inside against his better judgement.

There was a very terse period while Iris lazed about, refusing to cough up any information about who she was while she recovered and made plans. She wasn't entirely sure about staying for too much longer. The family probably wouldn't blame her for the way that raid went down, so it isn't like she'd be headed back to lose a finger for it. A life of danger and luxury awaited her back home, heck, she was probably due a gift or two because everyone'd be worried sick by now. On the other hand, there were many cracks in her resolve to keep on going with such a life. The people she'd met in the time she'd made for herself, the normal boys and girls, they didn't have the snazzy designer clothes, the bodyguards, the glamour or the glitz she enjoyed. But their refreshing normality in a world otherwise populated by insane gangsters, well, that had something to do with it.

And now here Iris lay, cooped up in a church with her arm bandaged to fucking buggery, living on the public silver and the life of a sneaky thief wasn't looking so cool anymore. Rather, the cracks in her armour had been blown into a gaping hole by the explosion that threw her out of the danger zone that night. Maybe she'd gotten as far as she had because everything was kind of a fun game up until that point, when it became apparent that this was a lifestyle filled with very angry and very strong people who want to kill you because of your last name, and that the natural job progression for very sneaky people usually involved murdering people very sneakily, much like her father.

It wasn't an overnight decision. It actually stretched on for a week. There's a good chance the man of the cloth knew that there was a good story behind all this, and knew that if he just waited for long enough, it'd surface. So eventually, Iris one day just kinda let it all come to a head and decided to shelve her old life. There was no real drama to it, no tearful parting of ways or music-swelling introspective moment. She just decided to shift off the tracks she'd been on, and onto a new pair, and owned up to who she was rather suddenly, and declared an intention to start working however she could to pay back all the room and board she probably owed at this point. If Brother Fabirot ever had a drinking problem, this is probably about when it started.

It wasn't entirely smooth running, but Brother Fabirot clearly got in contact with whoever he could trust enough to say 'Listen, I have a kid of the Balacazar family here who wants to give it up and get on the right path.' and within a few weeks was able to hand her off to the Order of Dayra for a while, who went through the monu-fucking-mental task of teaching this girl a thing or two. But wouldn't Brother Fabirot know his luck, because it all came back on him. The girl would stay in the chapel, alternating between long stints there helping out and undergoing a bit of rehabilitation with the Order, who would do their best to teach this delicate peice of cargo about religion and the greater good, instead of stabbings and stealings. While the more bookish types probably found her lack of ability to rapidly process lots of text quickly to be infuriating, the paladins and monks probably loved her. Either way, despite her total inability to be one hundred percent serious and stern one hundred percent of the time, she integrated into things pretty well, and since that day has been helping out Brother Fabirot with the goings-on of St. Gustav.

Obviously at first he was probably a little bit worried about this, but the Order have assured him that enough steps have been taken to keep the girl from being discovered that there should be no issue. In either case, it was decided that Iris was to be referred to from hereon out as Sister Akasha, who has been a more or less welcome addition to the tiny team that keeps the chapel ticking. It's been eight years since she came crawling into the chapel a dishevelled mess, and Iris has made quite a few friends with those who frequent the place, as well as coming to be a well-appreciated helper to Brother Fabirot, whose eagerness to do good is matched and then some by his boundlessly energetic offsider, who has actually started to get worryingly good at martial arts. Fabirot is tight-lipped about it, but suffice to say there have been a record low number of people trying to stir shit at the chapel in recent years.

WHAT AWAITS OUR HEROINE WHEN SHIT GOES DOWN, C'MON Y'ALL GET ON THE FLOOR SO HEY LET'S GO AIGHT


Comments