Aram Zey

Dorian Filleul's page

50 posts. Alias of Tirq.


Full Name

Dorian Filleul

Race

Half Elf

Classes/Levels

Oracle of Life 1/Barbarian 2

Gender

Male

Size

Medium

Age

17

Alignment

NG

Occupation

Wanderer

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

About Dorian Filleul

Backstory:
Dorian was once a normal person. His father was a baker, while his mother was a caretaker. Both wanted a simple and quiet life across the sea. Dorain's mother used to live in the far north, but moved to the desert because a witch supposedly cursed her and it was far enough away for no one to hear of it. There she met a baker by the name of Dengal, who was also getting away from some sticky buisness. They eventually wed, and bore Dorian barely a year later.

Dorian's younger life wasn't that interesting. He made a few enemies with the kids next door, and friends from the kids across the street. They would play games like tag and hide and go seek, but Dorian never really got into fighting all that much. The first time he did fight, though, he lost pretty badly. His face was bruised pretty badly, and his nose was bloody for the next few days. The first morning after the fight, though, he woke up to 5 new and strange faces. He tried to tell other people that they were there, but no one else could see them. He found it intreging that, with the help from one of the woman spirits, he could heal his face. He also found it interesting that the physical attributes of some of the spirits were manifesting in himself. He can now preform incredible acrobatic maneuvers that he couldn't do before the fight.

The spirits talk a lot, and only Dorian can see and hear them. They explain to him that Maritae has gifted him with the ghosts of 5 great adventurers, and that they will guide him to strength. They urge him to travel north, farther north than he has ever imagined. Eventually, the arguing with the spirits got to the other towns people, and they eventually threw him out of the town until he can control those spirits. With no place to go, Dorian decided that it would be best to follow the intrests of the Spirits, and started heading north. He spent the last three birthdays out in the world, making it all the way to his 17th birthday. He eventually made it up to a small border town not even recognized on the map. This time, the spirits told him to take the boat to a town named Tristram. Dorian didn't argue, since they were usually right.

He was walking by, trying to keep his wits while Loke, the thief, and Gwendal, the warrior, were discussing which was more important: The length of the sword or the width of the sword, when Dorian met a few adventurers on their way to Tristram, as well.

Dorian

CR 1

Male Human(Half-Elf) Barbarian2/Oracle1

NG Medium Humanoid (Elf, Human)

Init +2; Senses Low-Light;

Languages Common, Elven AC 16, touch 12, flat-footed 16
    (+2 Dex, +4 Masterwork Armored Coat)

hp 36 (3 HD)

Fort +7, Ref +3, Will +3 Speed 30 ft. (6 squares)

Melee Dagger +4 (1d4+2/19-20) or
Melee Masterwork Sword (Bastard) +5 (1d10+3/19-20) or
Ranged Dagger (Thrown) +4 (1d4+2/19-20)

Base Atk +2; CMB +4 ; CMD +16

Atk Options You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Oracle Spells Known (CL 1st)
    1st (4/day)—Bless, Shield of Faith, Cure Light Wounds
    0th (0/day)—Light, Mending, Spark (DC 12), Stabilize, Mage Hand, Ghost Sound (DC 12)

Abilities STR 14, DEX 14, CON 16, INT 10, WIS 10, CHA 14

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Furious Focus, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Acrobatics)

Skills Acrobatics +11, Diplomacy +8, Knowledge (Religion) +6, Perception +8

Possessions Cloak of Resistance +1, Dagger, Masterwork Armored Coat, Masterwork Sword (Bastard), Outfit (Traveler's), Pearl of Power (1st Level)