A more conflicted soul you have never met. A former monk, a warrior who has been on every side of battle, good and evil, law and chaos; he is not easily defined. Not a mercenary for hire (although he has worked for gold); his ethics are his own. You would call him a loner at a glance, and if you took the time for a full look it would be confirmed. Nigh on twenty years ago he was banished from the monastery, though to hear it told from other ears, he banished everyone else. He was not seen for many years but has re-emerged, no longer the serene perfection that people recall, but changed into something more primal. His motivations are as indecipherable as of old, but he speaks not of the past. His business is with the future.
To behold Azoul in his fury is not an easy thing to do. His face and body are tattooed with a mix of images – blue concentric circles in seemingly logical loops which deteriorate into red chaotic swirls that twist erratically. He travels light, wearing a simple monk’s outfit, though he is unclothed from the waist up. A greatstaff is strapped to his back and his fists are wrapped, the only signs of weapons. His eyes are fierce and his hair is tousled as though he had just woken up. The tattoos are everywhere, demanding attention. He appears to enjoy anyone’s discomfort at his visage.
Male Elf Mnk12/Brb1: CR 13; Medium-size humanoid (elf); HD 12d8+1d12+39; hp 104; Init +5; Spd 80 ft.; AC 21 (touch 21, flatfooted 16); Atk +15/+10 (2d6+1, finessed unarmed strike) or +15/+10 (1d8+5, Azoul’s Greatstaff); SQ Low-light Vision, Improved Evasion, Still Mind, Ki Strike (Magic and Lawful), Slow Fall 60 ft., Purity of Body, Wholeness of Body, Diamond Body, Greater Flurry, Abundant Step, Rage 1/day; AL N; SV Fort +13, Ref +13, Will +12*; Str 13, Dex 20, Con 16, Int 10, Wis 18, Cha 8. Height 5 ft. Weight 90 lb. Age 167 years old.
Skills and Feats: Balance +17, Hide +10, Jump +13, Listen +11, Move Silently +10, Search +5, Spot +11, Survival +8, Tumble +22. Common, Elvish, Fey. Improved Unarmed Strike, Stunning Fist (12/day DC 20), Run, Deflect Arrows, Weapon Finesse, Improved Disarm, Dodge, Mobility, and Spring Attack.
Special Qualities: Improved Evasion (Ex): Half Damage on Failed Reflex Save, No Damage on Successful Reflex Save, Purity of Body (Ex): Immune to all diseases except magical and supernatural, Wholeness of Body (Su): Can heal 24 hp of damage per day, Slow Fall 60 ft. (Ex): If near a wall when falling, can reduce the distance by 60 ft., Diamond Body (Su): Immune to poison, Abundant Step (Su): 1/day may use Dimension Door at 6th level caster, Rage (Ex): During his rage, Azoul has the following statistics instead of those given above: hp 130; AC 19 (touch 19, flatfooted 14); Atk +15/+10 (2d6+3, unarmed strike) or +17/+12 (1d8+8, Azoul’s Greatstaff); SV Fort +15, Will +14*; Str 17, Con 20. The rage lasts 8 rounds, after which time he is fatigued. Azoul can rage once per day.
Possessions: Azoul’s Greatstaff, Master’s Outfit +2
* Azoul enjoys an additional +4 bonus against Enchantment spells and effects and is immune to sleep spells.
Azoul’s Greatstaff: Azoul had become a high ranking monk of his order and was given enormous sums from his monastery to commission this staff. The maker was a close relative of Azoul’s, and had secret intentions with its making. This greatstaff is wielded as if it were a quarterstaff with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a greatstaff, and deals greatstaff damage, but the wielder feels and reacts as if the weapon were a quarterstaff.) Weapon Focus and Weapon Specialization in quarterstaff and greatstaff apply equally, but the benefits of those feats do not stack.
Azoul’s Greatstaff is a +4 Absolute Bane Greatstaff. The staff is not sentient, but it has an unconscious will of its own to force it’s wielder to neutrality. The wielder may activate Align Weapon at will (10 min. duration, standard action to activate), but not only is the staff aligned - the wielder’s alignment shifts to match for the duration (if the staff is dropped or discarded it becomes unaligned but the wielder’s alignment remains changed for the duration)! If the wielder’s alignment is not the same then they must make a will save (DC 20) or shift towards neutrality after the duration has expired (if they aren’t already neutral).
Due to Azoul’s relative’s meddling, a non-neutral wielder suffers a 5% chance the opposite alignment will be activated for each axis cumulatively (So a Lawful Good wielder would have a 10% chance of activating the staff towards evil if she were activating it towards good, but a Neutral Good wielder would only have a 5% chance). Thus, the first clause comes into play more often and forced saves to turn to neutrality are more common than they should be.
Moderate transmutation and moderate conjuration; CL 10th; Craft Magic Arms and Armor, Align Weapon, creator must be completely neutral; Minor Artifact
Greatstaff: A greatstaff has reach (It is approximately as long as a longspear). You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. The greatstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, PHB 3.5 page 160). You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. A creature wielding a greatstaff in one hand can’t use it as a double weapon – only one end of the weapon can be used in any given round.
The greatstaff is a special monk weapon. This designation gives a monk wielding a greatstaff special options. You may vault with a greatstaff, giving a +4 bonus to any running jumps.
Exotic Two-Handed Melee Weapon, Cost: 25 gp, Dmg. (S) 1d6/1d6 Dmg. (M) 1d8/1d8 Dmg. (L) 2d6/2d6, Critical x2, Range Increment: -, Weight: 8 lb., Type: Bludgeoning.
[Note: I ‘created’ this weapon before I saw it printed in a book. It may not seem to stack up to exotic weapons, but keep in mind you can flurry or use 2wf at a range of 10 ft., a sufficiently ‘exotic’ ability in my book. The inspiration was from Soul Calibur’s Kilik]
Absolute Bane: An absolute bane weapons excels at attacking non-neutral creatures. Against creatures without any neutrality (Lawful Good, Chaotic Evil, etc), its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against such foes. Against creatures with one element of neutrality (Lawful Neutral, Neutral Evil, etc), its effective enhancement bonus is +1 better than its normal. It deals an extra 1d6 points of damage against such foes. Against neutral creatures it loses all enhancement bonus, and all damage against such foes is subdual.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Align Weapon, creator must have an element of neutrality; Price +2 bonus.
Master’s Outfit: This monk’s outfit cleans itself just after midnight everyday, ensuring it is free of stench and sweat in the morning. It also adds to the wearer’s Dexterity and Wisdom scores in the form of an enhancement bonus of +2, +4, or +6. Armor cannot be worn over the outfit or the bonus is lost.
Moderate Transmutation; CL 8th; Craft Wondrous Item, prestidigitation, cat’s grace, owl’s wisdom; Price 10,500 gp (+2), 41,000 gp (+4), 92,000 gp (+6).
Azoul can be a potential ally, enemy, or simply an interesting encounter (to see how your players react). Unlike most True Neutral characters, Azoul is not seeking to restore nature to a state of neutrality, but rather seeks to forcibly aid whomever he decides to be deserving of it. He will speak only sparingly, and almost never of the past. He will parley if he becomes fatigued and has not defeated everyone. He always uses subdual damage on elves, will use subdual damage on other humanoids until lethal force is used on him, and never parleys or uses subdual damage on outsiders.
[Azoul was created to be a PC, and has more gp allowance than an NPC his level should. His stats and hp were also rolled, and thus potentially higher than a typical NPC. Adjust as you see fit.]
Technik
To behold Azoul in his fury is not an easy thing to do. His face and body are tattooed with a mix of images – blue concentric circles in seemingly logical loops which deteriorate into red chaotic swirls that twist erratically. He travels light, wearing a simple monk’s outfit, though he is unclothed from the waist up. A greatstaff is strapped to his back and his fists are wrapped, the only signs of weapons. His eyes are fierce and his hair is tousled as though he had just woken up. The tattoos are everywhere, demanding attention. He appears to enjoy anyone’s discomfort at his visage.
Male Elf Mnk12/Brb1: CR 13; Medium-size humanoid (elf); HD 12d8+1d12+39; hp 104; Init +5; Spd 80 ft.; AC 21 (touch 21, flatfooted 16); Atk +15/+10 (2d6+1, finessed unarmed strike) or +15/+10 (1d8+5, Azoul’s Greatstaff); SQ Low-light Vision, Improved Evasion, Still Mind, Ki Strike (Magic and Lawful), Slow Fall 60 ft., Purity of Body, Wholeness of Body, Diamond Body, Greater Flurry, Abundant Step, Rage 1/day; AL N; SV Fort +13, Ref +13, Will +12*; Str 13, Dex 20, Con 16, Int 10, Wis 18, Cha 8. Height 5 ft. Weight 90 lb. Age 167 years old.
Skills and Feats: Balance +17, Hide +10, Jump +13, Listen +11, Move Silently +10, Search +5, Spot +11, Survival +8, Tumble +22. Common, Elvish, Fey. Improved Unarmed Strike, Stunning Fist (12/day DC 20), Run, Deflect Arrows, Weapon Finesse, Improved Disarm, Dodge, Mobility, and Spring Attack.
Special Qualities: Improved Evasion (Ex): Half Damage on Failed Reflex Save, No Damage on Successful Reflex Save, Purity of Body (Ex): Immune to all diseases except magical and supernatural, Wholeness of Body (Su): Can heal 24 hp of damage per day, Slow Fall 60 ft. (Ex): If near a wall when falling, can reduce the distance by 60 ft., Diamond Body (Su): Immune to poison, Abundant Step (Su): 1/day may use Dimension Door at 6th level caster, Rage (Ex): During his rage, Azoul has the following statistics instead of those given above: hp 130; AC 19 (touch 19, flatfooted 14); Atk +15/+10 (2d6+3, unarmed strike) or +17/+12 (1d8+8, Azoul’s Greatstaff); SV Fort +15, Will +14*; Str 17, Con 20. The rage lasts 8 rounds, after which time he is fatigued. Azoul can rage once per day.
Possessions: Azoul’s Greatstaff, Master’s Outfit +2
* Azoul enjoys an additional +4 bonus against Enchantment spells and effects and is immune to sleep spells.
Azoul’s Greatstaff: Azoul had become a high ranking monk of his order and was given enormous sums from his monastery to commission this staff. The maker was a close relative of Azoul’s, and had secret intentions with its making. This greatstaff is wielded as if it were a quarterstaff with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a greatstaff, and deals greatstaff damage, but the wielder feels and reacts as if the weapon were a quarterstaff.) Weapon Focus and Weapon Specialization in quarterstaff and greatstaff apply equally, but the benefits of those feats do not stack.
Azoul’s Greatstaff is a +4 Absolute Bane Greatstaff. The staff is not sentient, but it has an unconscious will of its own to force it’s wielder to neutrality. The wielder may activate Align Weapon at will (10 min. duration, standard action to activate), but not only is the staff aligned - the wielder’s alignment shifts to match for the duration (if the staff is dropped or discarded it becomes unaligned but the wielder’s alignment remains changed for the duration)! If the wielder’s alignment is not the same then they must make a will save (DC 20) or shift towards neutrality after the duration has expired (if they aren’t already neutral).
Due to Azoul’s relative’s meddling, a non-neutral wielder suffers a 5% chance the opposite alignment will be activated for each axis cumulatively (So a Lawful Good wielder would have a 10% chance of activating the staff towards evil if she were activating it towards good, but a Neutral Good wielder would only have a 5% chance). Thus, the first clause comes into play more often and forced saves to turn to neutrality are more common than they should be.
Moderate transmutation and moderate conjuration; CL 10th; Craft Magic Arms and Armor, Align Weapon, creator must be completely neutral; Minor Artifact
Greatstaff: A greatstaff has reach (It is approximately as long as a longspear). You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. The greatstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, PHB 3.5 page 160). You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. A creature wielding a greatstaff in one hand can’t use it as a double weapon – only one end of the weapon can be used in any given round.
The greatstaff is a special monk weapon. This designation gives a monk wielding a greatstaff special options. You may vault with a greatstaff, giving a +4 bonus to any running jumps.
Exotic Two-Handed Melee Weapon, Cost: 25 gp, Dmg. (S) 1d6/1d6 Dmg. (M) 1d8/1d8 Dmg. (L) 2d6/2d6, Critical x2, Range Increment: -, Weight: 8 lb., Type: Bludgeoning.
[Note: I ‘created’ this weapon before I saw it printed in a book. It may not seem to stack up to exotic weapons, but keep in mind you can flurry or use 2wf at a range of 10 ft., a sufficiently ‘exotic’ ability in my book. The inspiration was from Soul Calibur’s Kilik]
Absolute Bane: An absolute bane weapons excels at attacking non-neutral creatures. Against creatures without any neutrality (Lawful Good, Chaotic Evil, etc), its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against such foes. Against creatures with one element of neutrality (Lawful Neutral, Neutral Evil, etc), its effective enhancement bonus is +1 better than its normal. It deals an extra 1d6 points of damage against such foes. Against neutral creatures it loses all enhancement bonus, and all damage against such foes is subdual.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Align Weapon, creator must have an element of neutrality; Price +2 bonus.
Master’s Outfit: This monk’s outfit cleans itself just after midnight everyday, ensuring it is free of stench and sweat in the morning. It also adds to the wearer’s Dexterity and Wisdom scores in the form of an enhancement bonus of +2, +4, or +6. Armor cannot be worn over the outfit or the bonus is lost.
Moderate Transmutation; CL 8th; Craft Wondrous Item, prestidigitation, cat’s grace, owl’s wisdom; Price 10,500 gp (+2), 41,000 gp (+4), 92,000 gp (+6).
Azoul can be a potential ally, enemy, or simply an interesting encounter (to see how your players react). Unlike most True Neutral characters, Azoul is not seeking to restore nature to a state of neutrality, but rather seeks to forcibly aid whomever he decides to be deserving of it. He will speak only sparingly, and almost never of the past. He will parley if he becomes fatigued and has not defeated everyone. He always uses subdual damage on elves, will use subdual damage on other humanoids until lethal force is used on him, and never parleys or uses subdual damage on outsiders.
[Azoul was created to be a PC, and has more gp allowance than an NPC his level should. His stats and hp were also rolled, and thus potentially higher than a typical NPC. Adjust as you see fit.]
Technik
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