Knifer

Didier D'Everard's page

60 posts. Alias of Destrina.


Gender

LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

About Didier D'Everard

Advancement Choices:

1st: Oracle (Spirit Guide); +2 Cha (Racial), Blackened Curse, Flame Mystery, Burning Magic Revelation, Extra Revelation (Cinder Dance), Skill Focus (Diplomacy), Silver Tongued Alternate Racial Trait, Focused Study Racial Trait

Didier D’Everard

Male Human (French) Oracle (Spirit Guide) 1

LN Medium Humanoid (Human)

Init +1; Perception +0

--------------------
DEFENSE
--------------------

AC 15, touch 11, flat-footed 14 (+ 1 dex, + 4 armor)

HP 9 (1d8+1)

Fort +1, Ref +1, Will + 3

--------------------
OFFENSE
--------------------

Speed 40 ft. (30ft. in armor)

Melee: Dagger: -6 (1d4-2/19-20)

Ranged: Revolver: -3 (1d8/x4)
Rifle: -3 (1d12/x4)

Spellcasting
Oracle (CL1, Concentration +5):

0th (at-will): Create Water, Detect Magic, Light, Spark
1st (4/day): Abundant Ammunition, Burning Hands (DC 16), Cure Light Wounds, Shield of Faith

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

--------------------
STATISTICS
--------------------

Str 7, Dex 12, Con 12, Int 14, Wis 10, Cha 18

Base Atk +0; CMB -2 (misc mods -4 more if melee); CMD 9

Traits:

Bastard – Didier’s family was once French Nobility before the Revolution approximately 75 years ago.

Affinity for the Elements – Ever since the accident that heralded his magical power, Didier has had an almost religious reverence for fire.

Feats:
Skill Focus (Diplomacy) +3 Diplomacy, +6 with 10 or more ranks.
Extra Revelation

Skills (7 Points - 4 class, 2 int, 1 FCB):
Bluff +6 (4 cha, 2 racial)
Diplomacy +11 (1 rank, 3 class, 4 cha, 2 racial, +3 Feat)
Knowledge (History) +6 (1 rank, 3 class, 2 int)
Linguistics +3 (1 rank, 2 int)
Perform (Strings) +5 (1 rank, 4 cha)
Profession (Cook) +4 (1 rank, 3 class)
Sense Motive +4 (1 rank, 3 class)
Spellcraft +6 (1rank, 3 class, 2 int)

Favored Class: Oracle 1st – 1 Skill Point

Racial Modifiers: +2 Cha; +2 Bluff and Diplomacy, may adjust a creature’s attitude by 3 steps with diplomacy; One Skill Focus feat at 1st, 8th, and 16th levels.

Languages: Cantonese, English, French, German, Latin

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Person – 26.7 lbs.

Armored Coat 20 lbs.
Dagger 1 lb.
Revolver (4lbs.) loaded with 6 bullets (0.3 lbs.) 4.3 lbs.
Belt pouch ½ lb. (1.4 lbs. loaded)

Location: Backpack – 24 lbs.
Bedroll 5 lbs.
Candles (10) N/A
Flint and Steel N/A
Mess Kit 2 lbs.
Soap N/A
Torches (10) 10 lbs.
Trail rations (5 days) 5 lbs.

Location: Belt Pouch – 1.4 lbs.
18 Bullets 0.9 lbs.

Location: Light Wagon (1000 lb. capacity) pulled by two Donkeys (700 lbs. each) – 62.5 lbs.
Assorted Spices ~2.5 lbs. (1.8 gp worth)
Backpack 2 lbs. (24 lbs. loaded)
Coffee Beans 4 lbs.
Cooking Kit 16 lbs.
Grooming Kit 2 lbs.
Rope 10 lbs.
Waterskin 4 lbs.

Carrying Capacity Light: 23 lbs. Medium: 46 lbs. Heavy: 70 lbs.

Money: 0 GP 6 SP CP

Total Weight: 26.7 lbs. normally, 51.1 lbs. with pack, 6.7 lbs. without armor, 31.1 lbs. with pack & no armor.

===================================================

Background:

Didier D’Everard is the grandson of a French nobleman, Jean-Claude D’Everard, who was executed in the Reign of Terror during the French Revolution. Didier’s father, Arnaud, was Jean-Claude’s bastard with his wife’s chambermaid, Amelie. Arnaud, 5 years old at the time, was never claimed by his noble father and spared the guillotine. After he came of age, Arnaud left France for Terra Nova and never looked back. Late in life, he fathered a bastard of his own, Didier, with a fellow French immigrant, Renée Champlain. Arnaud supported Renée and Didier financially, but was not a part of his son’s life, as he had a family of his own to take care of.

Didier grew up resenting his father and the fact that he was a half-orphaned scamp in Terra Nova when he could have been a nobleman in France. After surviving a wasting illness that left him weaker than the other children in his neighborhood in St. Louis, Didier grew to resent 'criminals' (as he saw them) as well. Friendless, the young boy became a recluse, more at ease with his books, his guitar, and his mothers cookware than with other children.

When he came of age, Didier left St. Louis, traveling northward to the Minnesota territory for a time, before heading west. Didier found work by cooking in the French style for cattle drovers, miners, shipping companies, and anyone else willing to hire him on. On one such venture 5 years ago his life changed completely. Didier, serving as a cook for the railroad workers building the transcontinental line, experienced a magical awakening during an attack on the railroad by a band of goblinoids. After hiding under a wagon for most of the battle, he was discovered by the goblinoids. They drug out from under the wagon, and as one was drawing an axe to behead the screaming man, fire erupted from his hands, killing the surrounding goblinoids and causing the rest nearby to flee. Didier himself was left unconcious and burned.

When he awoke, the Frenchman found that his hands, though they appeared burned and cracked to the point of uselessness, were still usable, though most such uses pained him. The other burns on his body healed, but his hands remained the same. Far more curiously, Didier found that he could communicate with the spirits said to roam Nova Terra. Left with nothing but time as he recuperated, Didier set his mind to mastering whatever it was that saved his life. Eventually he learned some basic things, such as starting fires, conjuring water, creating light, and seeing magic. Recently Didier has learned more powerful techniques, such as creating waves of fire, healing injuries (though his hands seem stubbornly resistant to such magic), and magically duplicating bullets.

Didier has become infatuated with the fire that saved his life, and treats any and all fire with almost holy reverence, though not to the point of endangering others or their property (which would make him a despicable criminal). This sudden personality shift has made him a bit of a pariah around his former acquiantances, resulting in Didier once again moving along to greener pastures. Upon hearing about the charters to tame the land south of Fort Laramie, Didier immediately signed up, seeking to prove to himself that his little spoken, but long held certainty of his noble bearing was not just a conceit or fantasy.

Description
Ht: 5' 6"
Wt: 145 lbs
Age: 27
Hair: Brown, short, curly
Eyes: Brown
Skin: Light

Didier D’Everard is a frail looking man of below average height. His curly brown hair is kept in immaculate condition, teeth powdered, and face washed. His mustache is neatly trimmed, and he keeps himself clean shaven. He wears a black bowler hat on his head and a long brown duster over a suit, vest, and tie. He is never seen in short sleeves or without his black leather gloves on, due to the state of his hands and forearms after the accident that heralded the arrival of his magic. A revolver is holstered at his side and a utilitarian knife rests in a plain sheathe on his belt.

Reference Picture