Sheriff Belor Hemolock

Darian Kale's page

62 posts. Alias of Doomed Hero.


Race

HP 36/36, AC 17, Fort +7, Ref +7, Will +5, Perception +8

Age

30

Alignment

Loyalties: Freedom, The Ship, Myself

Occupation

Mechanical engineer

Strength 19
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Darian Kale

Male Human Armiger 4

Background:

Darian was an orphan. He was found as a very young child at the site of some battle and been dropped off at an orphanage. He stayed there long enough to realize the older kids were going to factories and never coming back. At six years old he was smart enough to guess that his chances were better on the streets. He became a street rat, stealing to survive. He was too smart for his own good, too loose with ideas of "property rights" to stay on the good side of the law, and too willing to take risks to survive long on the streets.

He would have been a lost cause if he hadn't been adopted at age 12 by Khonnir Baine. Darian had been watching the old wizard's tinkering for weeks. At first he was planning on trying to steal something, but he ended up just being fascinated by the technological oddities that were locked away in the workshop. That's where Baine had found him. Darian thought he'd managed to get past the workshop's defenses, but he'd unknowingly triggered a silent alarm that brought he wizard in, invisible, flying, ready for a fight. Instead he'd found a fascinated child who, thinking he was alone, was busily investigating everything. The old wizard watched with amusement and eventual amazement as Darian took apart and activated things that had taken the wizard weeks to figure out.

That's when Konnir revealed himself and offered young Darian a choice that would change his life forever.

It turned out, Darian had no aptitude for magic at all but took to technological pursuits like a duck to water. He had a knack for reverse engineering things. He could take apart anything and unlock it's secrets. Darian eventually got his own corner of Konnir's workshop where the wizard dumped anything he considered irreversibly broken or jammed. Inevitably, Darian would either fix it or cannibalize it to fix or build something else.

As he grew up he became obsessed with obsessed with otherworldly tech. He joined a number of expeditions to various ruins, caves, or wrecks. He always came back but rarely with anything of value. Darian got paid but never got what he was really after, so he started resorting to smuggling and theft again.

Naturally, that transitioned to moving around a lot, which transitioned to mercenary work, and eventually to begin a privateer.

When the war ended, he decided he wanted no part of having an actual organized government coming after him for his various "jobs" over the years, so he hitched up with the fastest way out of the controlled territories to make a new life for himself. Again. It was a recurring theme.

Description:

Darian is a tall, brawny fellow with a shaved head. He wears studded leather protective gear dotted everywhere with straps, pouches and tools. On his left pauldron and bracer, the armor studding has been replaced with short pyramid shaped spikes. Oversized heavy darts sit tucked into sheathes along his right shoulder and beneath his left arm. A strange axe hangs on his right hip. He's smiling like he knows something you don't.

Scar Record:

No significant scars yet

Defenses:

HP: 36 (10, +3d10, +8 con)

AC (10, +2 dex, +3 studded leather, +1 enhancement)
...+1 Buckler

CMD 20 (10, +4 str, +2 dex, +4 bab)
...+2 vs Grapple

+7 Fort (+4 armiger, +2 con, +1 resistance)

+7 Ref (+4 armiger, +2 dex, +1 resistance)

+5 Will (+1 will, +1 wis, +2 iron will, +1 resistance)

Offense:

Init +2

Movement 30

BaB +4
CMB +4
...-2/+4 from Power Attack (including thrown weapon attacks)
...+1 attack and damage, weapon attunement
...may treat crit range as 19-20 and multipler as x2 with any custom weapon (critical genius, variable prowess)

+11 Masterwork Maulaxe, 1d6+7, 19/x2 or 20/x3 crit (critical genius), Duelest Grip, slashing or bludgeoning, 10' range inc (weapon focus, attunement)
...Razor Sharp, +1 damage for 7 attacks (reset w/ 15 minutes of sharpening)
...+1 damage on first attack, whetstone (reset w/ 5 minutes of sharpening)

+11 Masterwork Armor Spikes, 1d4+5, piercing, clinch strike, (masterwork, weapon focus, attunement)

+11 Pillum, 1d8+5, piercing, 20' range, Headshot, crushing thrower (masterwork, weapon focus, attunement), pin shield
...+2 damage if thrown 2 hands

+16 Grapple (+4 bab, +4 str, +1 attunement, +1 weapon focus, +2 improved grapple, +4 greater grapple)
... no penalties while grappling when martial focus is up
... gain soft cover while grappling

Consumables:

Wrist Sheath (R, swift action retrieve)
Cure Mod potion

Wrist Sheath (L, swift action retrieve)

Bandoleer 1 (6 slot, move action retrieve)
1 Tanglegoot bag
2 Tanglefoot bag
3 Tangleburn bag
4 Tangleburn bag
5 Tangleburn bag
6 Tangleburn bag

Bandoleer 2 (6 slot, retrieve)
1 Stun Vial
2 Stun Vial
3 Burst Jar
4 Burst Jar
5 Alchemist Fire
6 Alchemist Fire

Feats, Traits and Drawbacks:

-Traits-
Vagabond Child: +1 Disable Device, always a class skill
Highlander: +1 stealth. Stealth as class skill. +2 additional in rocky or hilly terrain
Quick Learner: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
Arms Master: You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.

-Feats-

Extra Traits (human bonus)
Weapon Focus Axe (1st level feat) ...Applies to all focus weapons
Improved Unarmed Strike (wrestling sphere)
Improved Grapple (wrestling sphere)
Quick Draw (armiger 1, custom weapons only)
Iron Will (3rd level)
Power Attack (prowess, armiger 4)

Wrestling Sphere (1st level talent)
Expanded Wrestling Sphere (Grater Grapple) (2nd level talent)
Expanded Wrestling Sphere (Hard Whip) (4th level talent)

Martial Tradition: Free Runner
Weapons: all simple weapons
Armor: light, bucklers

Custom Weapon 1: Pillum:

Pillum x10

"Pillum" is probably a generous term. Darian's favorite thrown weapons are really more like a two pound steel dart sharpened on both ends. He's been known to throw them through just about anything.

Bonus Talents: 2

Head Shot (snipe) If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.

Crushing Thrower You may choose to treat your ranged attacks with thrown weapons as melee attacks, using your melee attack bonus, including Strength bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use the Power Attack feat with your thrown weapon attacks.

Custom Weapon 2: Armor Spikes:

Armor Spikes

Darian's custom made spiked armor is pretty simplistic. Mostly it's just a few pyramid shaped spikes and a half-dozen or so of his "Javelins" strapped along his armor. Darian is rarely more dangerous than when he has a hand free.

Bonus Talents: 2

Clinch Strike (slam) You may make a melee attack against the creature that deals damage as normal, plus an additional 1d6 nonlethal damage, +1d6 per 4 points of base attack bonus you possess.

Talented Tie-Up As long as you have martial focus, you do not take a -4 penalty to Dexterity or a -2 penalty on all attack rolls and combat maneuver checks and are treated as though both of your hands were free while grappling a creature. In addition, as long as you are the one who initiated the grapple, the creature grants you soft cover against all attacks while you are grappling them except attacks made by the grappled foe.

Custom Weapon 3: Axe:

Maul-Axe

A warhammer with an axe blade as a counter weight.

Bonus Talents: 2
Equipment Sphere

Duelist’s Grip Whenever you wield a melee weapon other than a natural attack in only one hand and make no attacks using any other hand or natural attack you possess, you apply 1 and 1/2 times your Strength bonus to damage rolls with it instead of just your Strength bonus.

Critical Genius You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20.

Spheres:

Athletics Sphere

Martial Tradition: Athletics sphere (run) package, Expanded Training (leap) and one other package (climb), Wall Stunt

Coordinated Movement
Whenever you take the withdraw action, you regain your martial focus.

Wall Stunt (leap or run) If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.

If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.

If you also possess the (climb) package, you may attempt to cling to the wall at the end of your movement. If you possess the (leap) package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne. For every 5 ranks in Acrobatics you possess, this bonus increases by +1.

-----------------

Climb Package gain ranks equal to level x number of climb talents in Climb skill (max of character level).
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.

-----------------

Leap Package gain ranks equal to level x number of Leap talents in Acrobatics skill (max of character level).
You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.

-----------------

Run Package gain ranks equal to level x number of Run talents in Acrobatics skill (max of character level).
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.

Wrestling Sphere:

Wrestling practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.

All practitioners of the Wrestling sphere gain the following ability:

Snag As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends.

Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.

Greater Grapple As long as you have martial focus, you may maintain a grapple as a move action. Associated Feat: Greater Grapple.

Hard Whip (slam) You may end the grapple to force the grappled creature to move up to 10 ft. in a direction of your choice except upwards. This movement does not provoke an attack of opportunity, although if the creature’s movement would force them to enter one of your ally’s squares, they provoke an attack of opportunity from that ally and their movement is stopped before entering that ally’s square (if two or more of your allies share the same square, only a single ally of your choice may make an attack of opportunity due to this talent); for every 5 ft. the creature was forced to travel, your ally’s attack of opportunity gains a +2 circumstance bonus to damage. If this movement would cause a creature to collide with a solid object, they take damage equal to 1d6 + the modifier of the attribute used to determine your combat maneuver bonus for the maneuver. This damage is increased by +1d6 for every 5-ft. square the target would have traveled beyond the wall or object.

You may choose to use this talent on an ally; if you do, that ally may make a melee attack any point during this movement, and may choose to end this movement whenever they wish. For every 5 ft. your ally travels before making this attack, they gain a +2 circumstance bonus to this attack’s damage roll. For every 4 points of base attack bonus you possess, the distance you can force a creature to move with this talent increases by 5 ft.

Traps:

Non-Temporary. Deployable traps

Bear Trap Type mechanical; Perception DC 15; Disable Device DC 20
Trigger location; Reset manual
Effects: Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

Spiked Snare: This trap consists of a cleverly hidden vine set as a trip line strung across a pathway. As soon as the trip line is triggered (by the first person to cross it), a snare whips around the target’s leg and yanks him upwards against a set of sharpened stakes. In addition to possibly taking damage from the stakes, the snare suspends the victim upside down 10 feet off the ground. A caught PC can escape this snare on his own by making a DC 22 Strength or Escape Artist check, or automatically if he has a slashing weapon with which he can cut the snare line (although this action results in a 10 foot fall).
Type mechanical; Perception DC 20; Disable Device DC 15
Trigger touch; Reset manual
Effects: CMB +10 (vs. target’s CMD; target gains grappled condition and is yanked 10 feet into the air); Atk +8 melee (2 spikes for 1d6+2 damage each)

Skills:

[4 Armiger, +1 human, +2 int, +2 Background* skill ranks, +2 per level in bonus ranks from talents] x4
44 total

ACP** 0 (masterwork studded leather)
Bonus Ranks***

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

+8 Perception (4 rank, +1 wis, +3 class)
+8 Survival (4 rank, +1 wis, +3 class)
...+2 in rocky terrain
+12 Disable Device** (4 rank, +2 dex, +3 class, +1 trait, +2 eq)

+10 Stealth** (4 rank, +2 dex, +3 class, +1 trait)
+11 Acrobatics*** (4 rank, +2 dex, +3 class, +2 athletics)
+13 Climb** *** (4 rank, +4 str, +3 class, +2 eq)
+8 Swim** (1 rank, +4 str, +3 class)

+9 Knowledge Engineering* (4 rank, +2 int, +3 class)
+9 Craft Carpenter (2 ranks, +2 int, +3 class, +2 eq)
+11 Craft Alchemy* (4 rank, +2 int, +3 class, +2 eq)
+11 Craft: Weaponsmith* (4 rank, +2 int, +3 class, +2 eq)
+11 Craft: Trap*** (4 rank, +2 int, +3 class, +2 eq)

Class Abilities:

Combat Training An armiger may combine combat spheres and talents to create powerful martial techniques. Armigers use the Proficient talent progression. When they gain their first level in the armiger class, armigers may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

Customized Weapons (Ex) At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.

The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.

The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.

The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.

If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.

If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.

At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.

Customized Weapons and Drawbacks If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. If the armiger gains a base sphere from a customized weapon, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.

Quick Change (Ex) At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.

Focusing Switch (Ex) At 3rd level, while using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed.

Prowess: Each prowess may only be selected once unless otherwise noted. Any time a prowess requires selecting a specific customized weapon, the benefits of that prowess may be moved to a different weapon at any time a new weapon is customized. All prowesses are extraordinary abilities unless noted.
Shift Training (Requires Armiger 4) Any feat the armiger possesses that specifies a particular weapon or weapon group (such as Weapon Focus or Improved Critical) also applies to all of her customized weapons.
Deadly Prowess The armiger gains Power Attack as a bonus feat.

Racial:

Favored Class Bonus:
1) 1/6 of a combat talent
2) 1/6 of a combat talent
3) 1/6 of a combat talent
4) 1/6 of a combat talent

+2 Str
+1 skill point per level
bonus feat

Automatic Bonus Progression
3rd) +1 resistance
4th) +1 armor attunement, +1 weapon attunement

Equipment:

WBL 1: 5k

Cash:

Razor sharp masterwork Maulaxe (1375 gp)
Pillum x10

Armor: spiked leather armor
Shield: buckler
Head:
Eyes:
Neck: Golembane Scarab, Wayfinder w/ ioun torch
Cloak:
Waist:
Body:
Vest: mechanic's vest
Wrist:
Hands:
Ring:
Ring:
Feet:

Carried:

Bandoleer x2
-see consumables-

In pouches/on belt/in vest:
Traveler's Anytool
MW Lock picks
8 lb steel marbles
large loadstone
trappers tools
bosun's whistle
whetstone
signal mirror
chalk
tinder twigs x5
flint and steel
50' spidersilk rope
grappling hook
50' spool of twine
fish hooks
Beartraps x3
Spike snares x2
10' chain w/ snap carabiner (worn as belt)

Satchel
tool kit
Leather-covered mallet
pitons x5
small block and tackle
crowbar
lamp oil
Notebooks
charcoal
pencils

Weaponrack Masterwork Backpack
rations
waterskin
extra set of clothes
bedroll
hammock

Notes:

Themes:

Wish list:

serrated to primary melee weapon

Swarmbane Clasp