Aldern Foxglove

Davin Armal's page

2 posts. Alias of Thecooldudenextdoor.


About Davin Armal

Statistics For Davin Armal:
Male aasimar (lawbringer) Kinetcist 5 (aether)
N Medium Humanoid (Human)
Init +4; Senses Perception +10
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DEFENSE
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AC: 19, touch 14, flat-footed 15 (+5 armor, +4 dex, +0 shield,+0 NA,+0 Magic+0 def.)
hp: 70{+1d8,+5Con}
Fort: +11, {+4Base,+5Con+2 res}
Ref: +10, {+4Base,+4Dex+2 res}
Will: +8,{+1Base,+2Wis+2trait+1res+2feat}
CMD: 10
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OFFENSE
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Speed: 30 ft.
CMB +0
Base Atk: +5
Melee:+4{+3Base,+str}
Ranged:+6{+3Base,+4Dex}

--Melee:+0

--Ranged:+0
Kinetisct Blast: +8/9
Damage: 3d6+8

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STATISTICS
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Str: 08 Dex: 18, Con: 20, Int: 14, Wis: 14, Cha: 10

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Traits: trap finder, Indomitable will(Ind. Faith refluffed)
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Drawbacks:
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Race Traits: +2 wis, create water 3/day,
Voice: words you speak aloud seem to be heard mentally
Hair: turns silver in moonlight
Eyes: jewel-like (emerald)
Other: melodic laugh
True Speaker

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Feats:
1- Point blank shot,
3- Iron will
5- Weapon focus (blast)
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Skills (6 points; 4 class, 2INT)
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Perception: 5
Sleight of Hand: 5
Disable Device: 5
Stealth: 5
Sense Motive: 4
Acrobatics: 3
Diplomacy: 3
Bluff: 2
Know. History: 1
Linguistics: 2
ACP

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities & Infusions and powers:

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Infusions:
Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Foe Throw:

Element(s) aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fort negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.

Bowling Infusion:

Element(s) aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none

You bowl your foes over with the sheer mass of your kinetic blast.

Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Utility Wild Talents:

Basic Telekinesis

Element(s) aether; Type utility (Sp); Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Telekinetic Finesse:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul:

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Kinetic Healer:

Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes

With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can't be healed by any means until the recipient takes a full night's rest.

Gear/Possessions:

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GEAR/POSSESSIONS
Arms and Armor: +1 chain shirt,

Magical Gear: Cloak of resistance +2, Belt of Dexterity, ring of sustenance
Misc. Gear: silk rope 100ft, waterskin (3), flint and steel, backpack, belt pouch, caltrops(3), sunrod (2), rations (20), bedroll , silver holy symbol, cold weather outfit,
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 957 GP 0 SP 0 CP

Background:

Davin was born as the son of a city guardsman in Absalom nothing about his birth was strange, save perhaps how golden hued he was and his extreme health. For years Davin lived a normal life, a loving mother and father until about the age of 13 he manifested his mental powers. As you may expect Davin was completely enamored by his abilities and soon began to practice and use his mental abilities for even the most mundane tasks (such as cleaning, picking things up, opening doors etc) and took quite the fancy of throwing playing cards. Determined to be non-arcane in nature by a local wizard he was deemed blessed. Contrary to his ancestry, Davin grew tired of structured life and soon came upon an extreme wanderlust and so, at the age of 19, left his family in search for adventure along with his long time childhood friend Mia, like him blessed at birth with powers, however hers were magical in nature, she had trained under a sorcerer for years before the two had a chance meeting at a market store. With both desiring to see and experience the world the too set off, with suggestions for cities to visit and sites within them. However, not long on the rode Davin came across a tomb, and after a small bit of convincing the two set down it. It was quite larger than expected with several rooms and even another lower level and had a surprising number of traps and locks that pushed Davins powers to their limits, his spoils were not but some dusty tomes and a golden ring found by Mia and given to Davin. On their way out they were ambushed by brigands at the entrance who managed to collapse the roof surely crushing, or at least severely injuring, the two companions. However Davin was able to catch and hold the immense ruble long enough to push Mia into the clear before one of the bandits put a crossbow bolt into his side, from pain and exhaustion he felt himself slipping into unconsciousness and in a last ditch effort created a safe bubble around him so no rubble crushed him. The last thing he saw before going dark was Mia knocked out.

When he came to it was completely dark and difficult to breathe, he tended his wound and through sheer mental will managed to seal shut the worst of it before turning his attention to the collapsed stone around him. Through some effort he managed to clear his way to the surface where he collapsed once again. When awaking this time it was night and he was next to a campfire, a passing trader had heard the commotion of him moving the rubble and upon investigating found him unconscious. In the morning he spoke to the trader about the bandits, and as fate would have it, the trader knew of a bounty on a local bandit leader in this area at which point he gestured to the two heavily armed guardsman and also knew the supposed area of operation. Davin had lost most of his items and money in the collapse, all he had was some water, the gold ring from the tomb, and his pack of playing cards. Still, he couldn’t leave Mia and he feared waiting longer until he could get help so, like the brash lad he was, he raced off to find her. Using deductive reasoning along with the information from the trader Davin managed to find the “hidden” bandit lair in only a few hours’ time. Drawing his playing cards and giving a prayer to what god would listen, he began telekinetically throwing them at astonishing speeds, each card hit their mark and each time a bandit dropped, a playing card half buried in their neck or head. There weren’t many, but soon Davin was alone with the man he had heard being called boss. He asked him where the girl they took was, the bandit spilled everything after the display he had just witnessed. He said they had been hired to get the girl, they didn’t know by who, only they the pay was beyond anything they had dreamed off and that as far as he knew she wasn’t harmed. The Bandit begged Davin to spare him, Daven gave a cold smile and said. “I wouldn’t lay a finger on you”, as he choked the life out of the bandit with his mind. “might infect me with something.”

So started Davin’s search, involving himself in any murder, missing person, or related incident or bounty even traveling abroad to cities far away in hopes of gaining a lead on Mia, even going to supposed treasure spots, in hopes that maybe, just maybe, he would run across Mia, or perhaps someone who had seen her. Alas, he found almost nothing. Merely rumors, myths, and legends of cults and guilds, whose track record in said myths of prison lifespan crushed Davin’s soul. Still he pressed on, and the more he found, the more questions arose, the more he came to realize just how much the shadows of the world had grown. With each bounty collected, or case solved 3 more sprang up, some already months old. It was three years to the day on when Mia had been taken when he received the letter, he was loathe to drop his current work yet he knew of the growing shadow the letter spoke of. He had continued to deny the evidence stacking up until the letter had come, had confirmed his fears and suspicions. He also had all but given up hope that Mia still lived, or that he would find her. The trail was colder than the frozen north. After several days of deliberation he gathered his trench coat and hat and set off for the destination in the letter, hoping against hope that maybe, just maybe he would find his long lost friend. And holding an even greater hope, that maybe something he could do would help diminish the growing shadows.

Appearance and Personality:

appearance

another good image

Davin isn’t a hero, his work is dirty, and often times he goes about things illegally, breaking and entering, kidnapping for questioning, brutal questioning methods, basically the worst of PI work, however to him, the ends justify the means. He keeps the darker side of his work from his mother and father, who would certainly not approve, and while he isn’t proud of all that he has done, he would do it again. The more time he spends searching and gaining nothing, the darker his mood, and so his deeds, become.

He has been given a nickname in the shadows, "The Dealer", both in remark to the cards he uses as weapons, the lethality of them, and the precision of which he works. Most anyone that leaves any sort of trail is eventually dealt their "justice".

Bit more for his personality-
- 2-3 Notable quirks of your character, often times runs his playing cards through his fingers, Covers his mouth and rubs his chin when telling a lie or half-truth to someone he cares about.
- Goals, what does you character want to accomplish/what drives him? – At first, it was to find Mia and hopeful do some good for the world, then it became more about ridding the world of evil men, with finding Mia merely as a figurehead goal so to speak. Now, well, I don’t like to think about it much, that’s all I’ll say.
- Which of the 7 virtues you feel your character embodies: Diligence, of course.
- Which of the 7 deadly sins you feel your character most likely to succumb to. : Wrath.

answer the following as your character would-
Loyalty, or Honesty?: Loyalty, Honesty isn’t always the best policy
Compassion, or Justice: Justice, compassion is only for my loved ones
Charity, or teaching : Teaching, I’ll give a man nothing, but I’ll show him how to get it
Love, or Fear : Fear, Fear gets better results in my line of work, Love is a privilege.
Obedience, or free thinking: [b]Free thinking, Obedience leads to tyranny, tyranny leads to corruption, corruption leads to strife and evil
[b]Pride, or Greed:
Pride, I’d rather be proud of my works, than rich in my ill earned gains.
Group, or Individual: Individual, the world made of individuals, some are more important than others, group good isn’t always the best.

What is Right?, What is wrong?
Right is what it takes, Right is saving the wronged, and removing those that harm others. Right is Justice and good. Wrong is the opposite of right, its evil and

finally, answer this question as your character would
You see your most cherished companion in mortal danger, you have the means to save them however, if you choose to do so you will in their place send a group of several other people you do not know to their doom. What, do you do.

I save my companion, no hesitation, I’d look for a way to save both, of course I would, any decent man would. But if left no other option, they aren’t worth the life of my companion.