Sipho Munali

Cillian "Breach" Gibson's page

28 posts. Alias of Aipaca.


Race

Human Mageknight 1 | HP 12/12 | F +4 R +2 W +4 (+1 vs magic) | AC 19 T 16 FF 17 CMD 16 | Init: +2 Per.: +3 SM: +2 | Spell Points 4/4 | Sphere DC 12 | Martial Focus 1/1

About Cillian "Breach" Gibson

Humanoid (Human)
LN Human Martial Mageknight 1
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Init +2; Perception +3; Concentration +3
Languages: English, French
Favoured Class: Armiger (SoM)
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Defense
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AC: 19, Touch: 16, Flat 17 (3 Armour + 2 Dex + 4 Shield)
HP 12/12 (10 class + 2 Con + 0 FCB)
Fort +4 (2 class + 2 Con), Ref +2 (0 class + 2 Dex), Will +4 (2 class + 2 Wis)
CMD: 16 (10 + 1 BAB + 3 Str + 2 Dex)
MSD: 12
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Offense
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Base Atk +1
CMB: +4 (1 BAB + 3 Str)
Speed: 30 ft.
Melee: Tower Shield Bash +4 (1d10+4, 20x2)
Ranged: Assault Rifle +3 (1d10, 20x4)
Ranged: Semi-Auto Pistol +3 (1d8, 20x4)
MSB: +1
Spell Points: 4/day (1 level + 2 CAM + 1 drawback)
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Race:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Mageknight:

Proficiencies: Martial mageknights are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This modifies proficiencies.

Casting: A mageknight may combine spheres and talents to create magical effects. A mageknight is considered a Low-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A mageknight gains a magic talent at 1st level, 2nd level, and again at every even level thereafter, according to Table: Mageknight.

Blended Training (Ex): Whenever a martial mageknight would gain a magic talent from her class levels (not the 2 bonus talents gained when first gaining the casting class feature), she may instead choose to gain a combat talent. A martial mageknight uses her casting ability modifier as her practitioner modifier. This modifies magic talents. This archetype may be combined with other archetypes that replace magic talents; you cannot gain a combat talent in place of a magic talent the other archetype loses.

Resist Magic (Ex): A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.

Magical Talents:

Casting Tradition:
1 (2 starting + 1 drawback = 3 Talents):
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Boons and General Drawbacks
Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.

Prepared Caster: You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

Alteration Sphere
Lycanthropic (Drawback): You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

Shapeshift: As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action. Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first. When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain). This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely. When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.
Blank Form: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
- Darkvision 60'
- Low-light vision
- 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
- 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
- 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
- 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
- 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
- You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Vitality: You may add the following traits to your forms:
- Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels.
- Glow of Health: The target gains a +2 racial bonus on saves versus death effects, negative energy, poison, and disease, increasing by +1 per 10 caster levels.
- Sleepless: The target gains immunity to magical sleep effects as the elf racial ability.

Construct Transformation: You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small), and natural armor equal to 4 + 1 per 5 caster levels. At caster level 5th your natural attacks are treated as silver and cold iron for the purpose of bypassing damage reduction. At 10th level this improves to counting as adamantine. You may also grant the following traits to your forms:
- Construct Plating: The target gains DR 2/adamantine. This improves by 1 per 5 caster levels.
- Spell Resistance: The target gains spell resistance equal to 10 + caster level. This trait costs an additional spell point.

Martial Talents:

Martial Tradition: Breacher - Equipment Sphere, Firearm Proficiency (Equipment), Tower Shield Mastery (Equipment), Shield Proficiency (Equipment), Shield Sphere
1 (4 Tradition + 2 feat + 1 level + 2 drawback = 9 Total Talents):
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Equipment Sphere:
Firearm Proficiency (discipline): You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Tower Shield Mastery: You may ignore the attack penalty for attacking while carrying a tower shield. You can also bash with a tower shield, dealing 1d8 bludgeoning damage with it (1d6 Small). You and others modifying or enchanting a shield you possess may treat tower shields as heavy shields for the purposes of enchantments (such as bashing) and shield spikes. Additionally, any tower shield you are wielding has its maximum Dexterity bonus increased by 1 and its armor check penalty reduced by 1, +1 for every every 5 base attack bonus you possess.

Shield Training: You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes.

Shield Sphere:
Passive Blocker: You do not gain the active defense ability and cannot take (deflect) talents or other talents that require the use of active defense. You gain Deflecting Shield with this drawback.

Deflecting Shield: Your shield bonus to AC applies against touch attacks.

Bashing Shield: You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated Feat: Improved Shield Bash.

Berserker Sphere:
Berserking: As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus. Each brutal strike may be modified by a single (exertion) talent.

Guardian Sphere:
Indifferent Defender: You do not get to select a Guardian package. You gain Greater Delayed Damage with this drawback. You may not possess both this and the Without Delay drawback.

You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.

Greater Delayed Damage: The size of your delayed damage pool increases by +1 per point of base attack bonus you possess. You may take this talent twice; the effects stack.

Traits and Feats:

T1: Gift for Magic (Magic): Choose a sphere (Alteration). You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
T2: Sharp Reflexes (Combat): You are able to react to danger with violence. You gain the ability to make one additional attack of opportunity each round.
F1: Extra Combat Talent: Gain an additional sphere or a talent from a combat sphere you possess.
F1 (Human): Extra Combat Talent: Gain an additional sphere or a talent from a combat sphere you possess.

Skills:

Skills (2 class + 1 Int + 0 FCB + 1 race)
*Acrobatics: +2 (2 Dex)
Bluff: -1 (-1 Cha)
*Climb: +3 (3 Str)
*Diplomacy: -1 (-1 Cha)
Disguise: -1 (-1 Cha)
Escape Artist: +2 (2 Dex)
Fly: +2 (2 Dex)
Heal: +2 (2 Wis)
Intimidate: -1 (-1 Cha )
*Knowledge (Arcana): +5 (1 rank + 1 Int + 3 class)
*Knowledge (Nature): +1 (1 Int)
*Knowledge (Planes): +1 (1 Int)
*Knowledge (Religion): +1 (1 Int)
Knowledge (Other) +1 (1 Int)
Perception: +3 (1 rank + 2 Wis)
*Ride: +6 (1 rank + 2 Dex + 3 class)
Sense Motive: +2 (2 Wis)
*Spellcraft: +5 (1 rank + 1 Int + 3 class)
Stealth: +2 (2 Dex)
*Survival: +2 (2 Wis)
*Swim: +3 (3 Str)

Background Skills (2/level)
*Craft (Any): +1 (1 Int)
*Knowledge (Nobility): +1 (1 Int)
Knowledge (Other): +1 (1 Int)
*Profession (Any): +2 (2 Wis)

Equipment:

Weapons: Spiked Tower Shield [Riot Shield], Assault Rifle, Semi-Auto Pistol
Ammo: Pistol Cartridges (50), Assault Rifle Cartridges (40)
Armour: Studded Leather Armour
Gear:
Money: 175 - 164

Biography/Background:

Cillian Gibson grew up in an average family in the suburbs of London. Decent house, happy loving parents, he had it all. That was until the accident. His parents died and Cillian was left alone, set adrift into a series of foster carers and group homes, never really settling down. After spending half of his life adrift Cillian decided he wanted to see the world, and so he did. Joining the French Foreign Legion, Cillian saw some shit you would not believe. Unless you've seen the kinda shit you really wouldn't believe. And that kind of shit? Someone actually saw that in Cillian.

To be precise, Cillian's squad was playing bodyguard to some VIP in Venezuela when it all went FUBAR. Bullets were flying and Cillian got shot in the head. He was down, but not out. While he should have been lying in a pool of his over blood, Cillian got up and dragged the VIP out of there, saving his life. The VIP, Dr Claude Delannoy, saw Cillian's skin harden under the bullet, saving his life, just as it had saved his life in the accident that had claimed his parents' lives so many years ago.

Dr Delannoy recognised Cillian's latent magical powers and had him transferred to become his personal bodyguard, as Dr Delannoy was in fact well versed in the returning magical world. Unfortunately their relationship was to be short lived. Cillian was sick of the poking and prodding, so he ghosted the good Dr and with his new-found knowledge of the arcane joined up with the The Riot Crew to make some money and disappear for a while.

Cillian's specialty is right there in his nickname. "Breach" has learned how to do things with a riot shield you would not believe, and is adept at covering his team-mates and drawing fire while rushing defensive positions and breaking them from the inside out.

Progression:

2: Armiger class
3: Armiger class, Advanced Magical Training feat
4: Armiger class
5: Armiger class, ? Feat
6: Armiger class