Sheriff Belor Hemolock

Darian Castilan's page

333 posts. Alias of Doomed Hero.


Full Name

Fighter 3, (two handed archetype)

Classes/Levels

HP , AC , CMD , Fort +, Ref +, Will +, Init +

Size

5'11, 170

Age

25

Special Abilities

Heart of the Streets

Alignment

Lawful Good

Occupation

Sellsword, Amature Philosopher

Strength 10
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 10
Charisma 16

About Darian Castilan

Gestalt Fighter 5/ Warsighted Life Oracle 5

Initiative: +1
Senses: Perception +9
Speed: 20 ft

AC:
Touch:
Flat-footed:

CMD:

Hit Points:

+7 Fort: (+4 fighter, +3 con)
...+50% duration to poison, sickened or nauseated
+2 Ref: (+1 fighter, +1 dex)
+4 Will (+4 oracle)
...+1 vs Fear

Combat

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Melee

Ranged

Feats and Traits

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Traits
Nine Tailed Scion: You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class.
Vagabond Child: Gain +1 trait bonus to Disable Device. This skill is always a class skill.
Eyes and Ears of the City: Gain +1 trait bonus to Perception. This skill is always a class skill.

Feats
Racial Heritage Kitsune (human bonus)
Extra Traits (1st)
Magical Tail (fighter 1)
Magical Tail (fighter 2)
Magical Tail (oracle 2)
Power Attack (3rd)
Magical Tail (fighter 4)
Magical Tail (oracle 4)

Skills

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Skill Points per level: 4 (Class), +1 int, +1 (race), +2 Background*
32 Total
ACP
+11 Diplomacy (4 ranks, +4 cha, +3 class)
+8 Perception (4 ranks, +3 class, +1 trait)
+10 Stealth (4 ranks, +1 dex, +3 class, +2 eq)
+7 Climb (4 ranks, +3 class)
+11 Disable Device (4 ranks, +1 dex, +3 class, +1 trait, +2 eq)
+11 Use Magic Device (4 ranks, +4 cha, +3 class)

Racial Abilities

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Favored Class Bonuses: 4/6 of a new magical tail feat

Fighter Class Abilities

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Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Oracle Class Abilities

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Wrecking Mysticism Curse: A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.

Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.

At 5th level, add minor image and ventriloquism to your list of spells known.

At 10th level, add magic jar to your list of spells known.

At 15th level, add project image to your list of spells known.

Life Mystery
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Martial Flexibility]/b] (Ex) At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

Spells

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Magical Tail SLAs DCs 10 +1/2 character level, +1
Disguise Self x2
Charm Person x2
Misdirection x2
Invisibility x2
Suggestion x2

Equipment

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-Weapons-

-Belt and Pouches-
Alchemist's Kindness x3 (3 gp)
Signal Horn (1gp)

-In Pack-

10' heavy chain (30gp)
average lock x2 (40gp each)
Extra clothing (2gp)
3 bars of soap (3gp)

Cash

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75gp

6 sp

6 cp

and some change

Background

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Darian is a survivor. He doesn't talk much about his past, but it's clear there's a been a lot of violence in it. He carries his scars with the pragmatism and nonchalance of someone who's come to terms with the bloodshed they've been through. His weapons and armor are a hodgepodge of different cultures and races. His accent has a hint of a dwarven brogue but his bow is elven-made. His skin is dusky but his eyes are pale, making his ancestry hard to trace. Everything about him says that he's someone who has seen the world and been abused by it. His cyinical demeanor belies a disappointed idealism. In spite of everything he has obviously been through, he is still the first one to stand up in a bar to defend a serving wenches honor, or to call out thugs extorting people on bridges. He doesn't think of himself as a hero. He doesn't have any higher purpose or code. He's just a good man in a bad world who hasn't quite been crushed yet.

For the last few years he's made his living as a hired guard, a courier and occasionally a mercenary. He doesn't stay in one place long. He always ends up pissing off the worst kinds of people, and inevitably endangering the lives of people caught in the crossfire.

He's the first to admit that he's not a smart man, but he's very interested in smart men. A voracious reader, Darian will devour any book he comes across whether he understands it or not. He's found that philosophy and political theory call to him. After finishing a book about the power of symbols in various societies an idea recently formed in his mind about a way to give people hope. At the moment it was just an idea, but with the right group of people, it might become more...

Scar Record

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Two ragged scars running parallel, one down down across the left collar bone, the other down across the left shoulder onto the pectoral muscle. -[b]Owlbears in the woods