The Scribbler

Cyrius Vrast's page

2 posts. Alias of The Emerald Duke.


Race

Human (half Chelish, half Nidalese)

Classes/Levels

Fighter (Gloomblade) 15 |

Gender

Male

Size

Medium

Age

26

Special Abilities

Lowlight Vision: 15 rounds; DR 1 /magic; elemental resistances (all) 5

Alignment

NG

Deity

Desna

Languages

Common, Varisian

Strength 18
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 10
Charisma 11

About Cyrius Vrast

Skills:

Trained Skills (Background in italics):
  • Acrobatics (Bonus = 23)
  • Knowledge: Geography (Bonus = 18)
  • Knowledge: Planes (Bonus = 18)
  • Perform: String Instruments (Bonus = 19)
  • Stealth (Bonus = 23)

Feats:

Weapon and Armor Proficiency: A gloomblade fighter is proficient with all simple and martial weapons and with light and medium armor.

Weapon Focus (Starknife): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Versatility (Starknife): You can use your favored weapons in unconventional ways. When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Startoss Style (Starknife): Your thrown weapons become more deadly. Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Weapon Specialization (Starknife): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Startoss Comet: You can aim a thrown weapon so it strikes two foes. As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).

Startoss Shower: You can strike multiple opponents with thrown weapons. When you hit an opponent while using the Startoss Comet feat, you can continue to make attacks against foes that are within one range increment of all previous opponents. You determine cover for each attack from the most recently hit foe’s space instead of your space, and you cannot attack an individual foe more than once during this attack action. You can make a maximum number of attacks equal to 1 + 1 per 5 points of base attack bonus you possess. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not any subsequent attacks).

Vital Strike: You make a single attack that deals significantly more damage than normal. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Greater Weapon Focus (Starknife): Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon. You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility: You can easily move through a dangerous melee. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Shot on the Run: You can move, fire a ranged weapon, and move again before your foes can react. As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Close-Quarters Thrower (Starknife): You are agile enough to avoid melee attacks while throwing weapons or bombs. Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.

Improved Vital Strike: You can make a single attack that deals a large amount of damage. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Devastating Strike: Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore. Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.

Greater Weapon Specialization (Starknife): Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.

Traits:

Shadowsight: Your people’s ancient compact with Zon-Kuthon manifests strongly in you. While the darkness remains fearsome, you can at least see what lurks there. As a swift action once per day, your eyes can pierce the surrounding darkness—you gain the benefit of low-light vision for a number of rounds equal to your level.

Varisian Wanderer: You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you. (Perform: String Instruments chosen.)

Class Features:

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).

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.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th) the bonuses granted increase by +1.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Shadow Weapon Training (Ex): At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.
This alters weapon training.

Racial Traits:

+2 to One Ability Score (DEX): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have 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 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Random Crunch:

Hit Points: 215/215
Hit Dice: 15d10
Armor Class: 21 (25 vs AoO)
Touch Armor Class: 16 (20 vs AoO)
Flat-Footed Armor Class: 15
Saving Throws:
Fortitude: 12
Reflex: 10
Will: 5
Initiative Bonus: 5
Base Attack Bonus: +15/+10/+5
Melee Attack Bonus: +19/+14/+9 (Finesse weapons use ranged bonus.)
Ranged Attack Bonus: +20/+15/+10
CMB: 19
CMD: 19
Spell Resistance: DR 1 /magic; elemental resistances (all) 5
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 100 lbs or less
Medium Load: 101 lb - 200 lb
Heavy Load: 201 lb - 300 lb
Lift Over Head: 300 lb or less
Lift Off Ground: 600 lb or less
Drag or Push: 1500 lb or less
Experience Points: 0
Hero Points: 0