Friendly Fighter

Aleister's page

27 posts. Alias of havoc xiii.

About Aleister

Race: Half Human/Demon | Size: M | Class/Levels: Gestalt Dark Knight(HP)/Ninja 11 ; Dark Knight(HP)/Barbarian 1 ; Dark Knight 7/Soldier 7 ; Soldier 7/Fighter 7 (Character Lvl 25)
Gender: Male | Age: 25 | Alignment: CG
STR: 28/32 (+9/+11) DEX: 14 (+2) CON: 23/27 (+6/+8)
INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4)
Fort: +25 | Ref: +16 | Will: +15
AC: 19 (+4 Armor +2 Dex +1 NA +2 dodge ) | HP: 566 / 566
Flatfoot: 15 Touch: 14 CMD: 21
Armor: Mithrial Arm Guard +1
Notes: 14 points of damage converted to non-lethal dr 10/magic
SR 35
Cloak of Resistance +2
Base Attack Bonus: +25/+20/+15/+10/+5 Initiative: +4 CMB: +20
Movement 55 feet Fly 60 feet good


Mithrial Vampiric Large Katana +2
- Attack Bonus: +36/+31/+26/+21/16 | +36/+27/+24/+17/+12
- Damage: 2 d8 + 14 + 12 PA + LR 6 d6 + SA 6 d6 + 1
- Critical: 19-20 x2
- Type: S
- Weight: 6lbs
- Location: Right Shoulder Left Hip.
- Notes: Specially made to allow medium creature to wield with out penalty.

Whisper and Shadow:

+1 cold iron shortswords
- Attack Bonus: +21/+18/+11
- Damage: 1 d6 + 8 / 1 d6 +4
- Critical: 19-20 x2
- Type: P
- Weight: 1lbs
- Location: Right Hip / Left Hip
- Special: Treated as having twf (Whisper: 3x silence CL 10 DC 20) (Shadow: 3x invisibility CL 10 / blade invisible 1 round

Shuriken Wrist sheath Right Wrist +2:

- Attack Bonus: +16/+11/+6 : +14/+14/+14/+9/+4
- Damage: 1 d2 + 10
- Critical: 20 x2
- Range: 20 ft
- Ammo: infinite
- Special: applies drow poison to each shuriken


Level 1
“Ether Orb” Standard action 30 foot range The SOLDIER harnesses his magical energy and fires it at his foe. This ranged attack deals 3 d6 magic damage + Ether. (Dex vs AC) Targets hit with this attack are knocked back 5 feet and fall prone.
“Cross Slash” Full round attack action 30 foot move + attack The soldier dashes to his enemy and makes three quick and decisive attacks. One attack roll is made at full base attack bonus if it hits all three strikes hit. Apply weapon damage three times and strength mod only once. If this attack hits the target is fatigued for 1 d4 rounds (Fortitude save 10 + half soldier level + Ether).
Level 2
“Blade Beam” Standard action - Range 30 feet Reflex save 10 + half soldier level + Ether negates half damage The soldier fires a blade of magical energy at his foe (Treat this as a ranged attack of brilliant energy ( ignores armor bonus) at full base attack bonus). This attack deals 4 d8 damage + Str + Ether. Foes adjacent take half damage as the beam ricochets. Blade beam can be used to counter spells such as fireball by upsetting their line of fire.
“Climmhazzard” Full round action 30 foot lunge weapon deals 5 x damage + Strength mod + Ether The soldier makes a single attack at his full base attack bonus as he lunges at his foe impaling them before mercilessly driving his blade upward.
Level 3
“Meteorain” Full round action: 15 foot Square Reflex save: 10 + half soldier level+ Ether negates half damage The soldier hurls 12 ethereal shards of energy from his blade over 30 feet dealing area damage to designated foes within a 15 foot square. Each shard deals D8 magic damage + Ether bonus to targets within 15 foot space selected by soldier.



(Ranks + class skill + ability + Miscellaneous = total)
- Craft (Int): 9+2=11
- Intimidate (Cha): 12+2+4=15
- Fly (Dex): 12+2+2=16
- Knowledge (Arcana) (Int): 2+2=4
- Knowledge (Religion) (Int): 12+2=14
- Perception (Wis) 25+2+1=28
- Sense Motive (Wis): 9+2=11
- Spell Craft ( Int): 5+2=7
- Use Magic Device: 11+2+1=14



+ 2 str
+1 feat lvl 1

Darkness  3 /day Desecrate Unholy blight Poison  3 /day Contagion Blasphemy Unholy aura  3 /day,  unhallow Horrid wilting Summon monster IX Destruction

Dark Knight:

Blood Weapon (Su) : Starting at first level a Dark Knight can evoke a crimson prowess into his blade, sapping the strength from the living opponents. The Dark Knight's weapon effectivly gains the vampiric enchantment, and this abilitiy lasts rounds equal to 2 + the Dark Knight's constitution modifier. If the weapon already has vampiric enchantment, then his blood weapon and the vampiric enchantment stack.
Dark Heart (Ex) : At 1 st level the Dark Knight must choose an alignement directly oppisite to his own. Dark Heart allows the Dark Knight to use all weapons, armor, items, equipment, and cast spells of the new alignement while maintaining his base alignment. Example: If he is a Lawful Good Dark Knight, he can use all items of Chaotic, or Evil nature as well.
Arcane Circle (Su) : At level 2 a Dark Knight gains a bonus equal to his Charisma Modifier on all saving throws against Spells and Spell-like effects.
Last Resort (Ex) : Starting at level 2 a Dark Knight can  disregard his own personal safty to ensure that his enemies are hurt,  and hurt bad. At the start of a Dark Knight's turn he can cast aside his  own defence to deal additional damage to the enemy. Using this ability  causes the Dark Knight to lose his dexterity bonus, and be flatfooted  until his next turn.
Detect Heart : At level 3 a Dark Knight can detect the alignment associated with his Dark Heart abillity, the same as the Detect [Alignment] spell.
Weapon Bash (Ex) : At 3 rd level, a Dark Knight can preform an attack which will render his opponent stunned. As a standard action a Dark Knight can make a single attack roll at his highest BAB and attempt to stun his opponent. This functions also as a normal attack, and if the attack successfully hits, then the struck target is forced to make a Fortitude Save (DC = 10 + 1 /2 Dark Knight level + Dark Knights Strength Mod) or be stunned for 1 round. If the weapon used in the attack has an enchanment bonus, then that enchancment bonus is also added to the save DC. This ability can be used times per day equal to 1 /2 the Dark Knight's class level + the Dark Knight's Constitution Mod. Constructions, Oozes, Plants, Undead, Incorpreal Creatures, and Creatures Immune to Critical Hits are all immune to Weapon Bash.
Bonus Feat : At 1 st level, and every 4 levels after a Dark Knight can take an additional Combat Feat, as a Fighter would.
Diabolic Eye (Su) : When a Dark Knight reaches 6 th level, he may now take his own life-force and expend it to ensure his attacks strike his enemies. By paying HP in multiples of 4 he can gain a +1 bonus to his attacks for the rest of the round. Maximum payable HP is 2 x Dark Knight Class Level.
Soul Eater (Su) : Upon reaching 9 th level a Dark Knight  can now take his  own life-force and expend it to deal damage to nearby  creatures. For every point of HP payed by the Dark Knight, neaby creatures take 1 point of damage. Creatures hit by Soul Eater can make a Will save  (DC = 10 +  1 /2 Dark Knights Class Level + Dark Knights Charisma Mod) to  reduce the  damage to half.  Maximum payable HP is 4 x Dark Knight' s  Class Level.  After this ability is used a Dark Knight suffer's - 4 on all attack rolls until the HP payed is returned.
Dark Aura (Su) : When a Dark Knight uses his Blood Weapon ability a massive Dark Aura is unleashed on the surrounding area. All enemies of the Dark Knight suffer a penelty on all saving throws and attack rolls made within 30 feet of the Dark Knight. The penelty is equal to -2 - (1 /2 Charisma Modifier).
Dark Aura (Su) : When a Dark Knight uses his Blood Weapon ability a massive Dark Aura is unleashed on the surrounding area. All enemies of the Dark Knight suffer a penelty on all saving throws and attack rolls made within 30 feet of the Dark Knight. The penelty is equal to -2 - (1 /2 Charisma Modifier).
Dark Seal (Su) : At 15 th level a Dark Knight can pay 10 % of his Maximum life to reroll a saving throw against spells, or spell like abilities. Dark Sea! l can on ly be used once per round.
Mute Soul (Ex) : Starting at 18 th level a Dark Knight gains the ability to completely Mute on enemy's soul and body. An enemy is forced to make a will saving throw (DC = 10 + 1 /2 Dark Knight Level + Dark Knight Charisma Mod) or they're no longer able to speak or cast spells requiring Verbal components for rounds equal to the Dark Knight Charisma Modifier.


Poison use
Sneak attack: +6d6
Ki Pool: 10 times a day
1 point for extra attack/20 foot move/+4 stealth
Ninja Trick: Fast Stealth; Flurry of Stars; Feather Fall; Ki Charge; Shadow Clone; Wall Climber
Light Steps
Improved Uncanny Dodge
Master Tricks: Evasion; Feat Eldritch Blast


Ether: A soldier’s strength comes from their Ether which is used in several ways; the main being reaching their break limit. If the soldier falls unconscious all Ether is lost. As the soldier’s body matures and is able to sustain more threatening blows his ability to harness their power improves. Every time the soldier takes damage they gain one Ether as well as Ether equal to the damage taken. With improved ether the soldier gains bonus ether towards his break level. The soldier gains bonus ether with every other level.
Imbue Ether: The soldier’s Ether transfers to his weapon in the form of energy making it more powerful. The soldier gains enhancement bonuses to attack and damage rolls while at least one ether break level is reached. Ether damage is not doubled on critical hits.
Rising Ether: A soldier constantly gains power as their skill increases thus making them quicker to react and granting them more power. While in combat the soldier gains 1 Ether per round at level 1 ; this effect increases to 2 at level 5 and by one for every 5 levels thereafter to a max of 5 at 20 th level, this effect is doubled while the SOLDIER is at full life.
Limit Breaks: Throughout the course of their training soldiers learn to harness their Ether and transform this power into a weapon. This weapon usually takes shape in the form of limit breaks. Limit breaks are unleashed by using Ether. Soldiers may spend their Ether to unleash more powerful attacks. The soldier gains a new break level every 6 levels and a new limit skill every 3. All limit breaks have range equal to the SOLDIER's move speed (including armor speed penalties)added to their break rush. The SOLDIER must prepare limit breaks daily, once prepared the SOLDIER can use his limit breaks as many times as he has ether for each day.
Break Rush: When activating break skills the SOLDIER is able to close the distance between himself and the enemy much quicker, he gains bonus dash speed when using break skills starting at 5 feet at level 1. This rises to 10 feet at level 4 , and every levels after the SOLDIER gains another 5 feet. A level 4 SOLDIER wearing medium armor would have a normal move speed of 20 , but with break rush 10 achieved at 4th level he is able to dash 30 feet to his target. Break rush is also used to increase the range of distance attacks such as blade beam and finishing touch.
Dodge Roll: The soldier becomes apt at avoiding attacks as he becomes more battle hardened. The soldier gains a +1 dodge bonus to AC. In addition any time the soldier successfully dodges an attack he can make a five foot immediate move action, for the remainder of the round the soldier gains +2 to his armor class. The soldier loses this bonus if wearing heavy armor.
Battle Hardened: At 5 th level the Soldier gains the ability to make most physical damage dealt to him non-lethal damage. The soldier converts ½ his soldier level of damage from physical sources to non lethal damage. The soldier is now able to move his full speed while in medium armor and gains damage reduction 1 /- (physical and magical).
Super Human: The soldiers body is their greatest weapon, through the drastic changes made within them their power is more extreme then that of a normal human. This ability manifests in higher ability scores. These scores can only be applied to Constitution, Strength and Dexterity. These ability scores are granted at level 6 , 12 , and 18.
Improved Dodge roll: At 9 th level the Soldier’s ability to sense and avoid danger has increased. The soldier now gains a +2 dodge bonus to his armor class. In addition the soldier now gains a +4 to his ac after dodging an attack for the remainder of the round.
Hardened Warrior: At 11 th level the Soldier gains the ability to make most damage dealt to him non- lethal damage. The soldier converts his soldier level of physical damage from all sources to non lethal damage. In addition his damage reduction is increased to 2 /-(physical and magical).


Shattering Strike ( Ex ) At 2 nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2 nd.
Overhand Chop ( Ex ) At 3 rd level, when a two-handed fighter makes a single attack (with the attack action or a charge ) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training ( Ex ) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Backswing ( Ex ) At 7 th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

Weapon and Armor Proficiency : Dark Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) but not shields.

Devastating Charge + 3 d4
Power Attack -4 +12
Furious Focus ignore first negative on PA
Weapon focus +1 attack
Greater Weapon Focus +1 attack
Greate Cleave
Bloody Assault (Combat)
Devil's Foe
Improved Sunder
Greater sunder
Improved Bull Rush
Greater Bull Rush
Improved unarmed Strike

Blade of the Society: +1 damage to sneak attack
Reactionary: +2 init
Belt of Str +4
Shuriken Wrist Sheath +2
Boots of Springing
Cloak of Resistance +2
Gloves of Arrow Snaring
Brooch of Shielding

Cold and impersonal is only affectionate to his wife and little sister. Considers himself destined for hell and plans on taking as much evil with him as possible.


6'8" 188lbs. Snow white hair combed back out of his face always. Medium tan skin. Eyes are bright blue the pupils are elliptical rather than round when angry. His muscles are corded iron after years of practice with with swords his body is unaturally strong due to his demonic blood.