Fighter

Eddin Costayne's page

212 posts. Alias of The Eldritch Mr. Shiny.


Full Name

Eddin Costayne

Race

human

Classes/Levels

fighter 3 / slayer 6

Gender

male

Age

39

Special Abilities

sneak attack +2d6, studied target +2

Alignment

Neutral Evil

Languages

Common (Argoan), Elven, Dargestani

Occupation

Part-time war hero, part-time serial killer, full-time amateur comedian

Strength 14
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 8
Charisma 12

About Eddin Costayne

You know, bud, they say that chicks dig scars, but try telling that to the last eight women I stabbed...

Game Stats:
Eddin Costayne
NE male human fighter 3 / slayer 6 (favored class: slayer)
Init +3; Senses Perception +11

DEFENSE
AC 23; Touch 13; Flat-Footed 20; (+10 armor, +2 Dex, +1 dodge) (armor check penalty -1; max Dex +4)
HP 89 (9d10 [6, 10, 9, 9, 10, 10, 6, 8, 3] + 18)
Saves Fort +9; Ref +8; Will +2 (+1 to Will saves vs. fear)

OFFENSE
Speed 40/30 ft
Space 5/5ft; Reach 5/5ft
Melee +2 longsword +11/+6 (1d8+4; 19-20/x2; S) / +1 keen kukri +10/+5 (1d4+3; 16-20/x2; S)
Melee +2 longsword +13/+8 (1d8+4; 19-20/x2; S)
Melee +1 keen kukri +12/+7 (1d4+3; 16-20/x2; S)
Melee concealed dagger +11/+6 (1d4+2; 19-20/x2; P/S)
Ranged masterwork heavy crossbow +12/+7 (1d10; 19-20/x2; P; 120 ft.)
Ranged concealed dagger +11/+6 (1d4+2; 19-20/x2; P; 10 ft.)
Special Attacks sneak attack +2d6, studied target +2 (2 targets)

STATISTICS
Abilities Str 14, Dex 15, Con 14, Int 13, Wis 8, Cha 12
Base Atk +9/+4; CMB +11; CMD 23
Feats Combat Expertise, Combat Reflexes, Dodge, Double Slice, Mobility, Quick Draw, Spring Attack, Whirlwind Attack
Skills Acrobatics +6 (+11 when jumping), Bluff +8, Climb +6, Diplomacy +8 (+10 to gather information), Disguise +6, Intimidate +6, Perception +11, Profession (soldier) +7, Ride +6, Sense Motive +6, Stealth +11, Survival +11, Use Magic Device +8
Languages Common, Dargestani, Elven
SQ armor training 1, bravery +1, slayer talents (poison use, rogue talent [combat trick], rogue talent [demand attention], rogue talent [unwitting ally]), track +3
Combat Gear +3 mithral banded mail, +2 longsword, +1 keen kukri (usually kept poisoned), masterwork heavy crossbow (20 bolts, occasionally poisoned), concealed daggers (4, also poisoned)
Other Gear boots of striding and springing, hand of the mage, handy haversack, ring of prestidigitation (1 charge/day), bedroll, belt pouch, silk rope (50 ft.), acid (4 flasks), alchemist's fire (3 flasks), holy water (4 vials), antitoxin (4 vials), bloodroot poison (6 doses), ground glass (5 pouches), wand of cure light wounds (48 charges), everburning torch, elven ale (1 gallon), traveler's outfit, 24 gp, 7 sp, 1 "magic" counterfeit coin

Class Abilities:

Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy 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.

Demand Attention (Ex) The first time each round that you deal sneak attack damage to an opponent, you can forgo sneak attack damage to distract the creature. The target must succeed at a Will save (DC = 10 + the number of sneak attack dice sacrificed + your Charisma modifier) or become distracted until the start of your next turn. Distracted opponents are entirely focused on you, and pay little attention to their surroundings; they are not considered to be observing other characters within 30 feet, allowing them to attempt Stealth checks to hide. A distracted opponent automatically fails Perception checks against creatures more than 30 feet away.

Poison Use (Ex) The slayer is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

Sneak Attack At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC, or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Unwitting Ally (Ex) A rogue with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the rogue’s next turn. The opponent must be able to hear and see the rogue, and the rogue must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the rogue cannot use this trick again on the same opponent for the next 24 hours. If the rogue fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

Feats:

Combat Expertise (combat) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes (combat) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge (combat) 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.

Double Slice (combat) Add your Strength bonus to damage rolls made with your off-hand weapon.

Mobility (combat) You get a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Dodge bonuses stack.

Quick Draw (combat) You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Spring Attack (combat) As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Two-Weapon Fighting (combat) Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6 (for a total penalty of -2 for each).

Whirlwind Attack (combat) When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Traits:

Affable You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Alternate favored class option: slayer (human) Whenever you gain a level, gain 1/6 of a new slayer talent.

Alternate racial trait: Silver-Tongued (human) Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Hedonistic (drawback) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Nonchalant Thuggery You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Tactician You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Appearance:
Eddin is a tall, broad, handsome man in his late thirties, with fair wavy hair and light skin. His spotlessly-clean armor is clearly of high quality, and he carries a knight's longsword at his side. However, despite his noble appearance, a few small clues belie his true nature, namely the wickedly-curved blade sheathed at his back, a mummified severed hand dangling from a fine chain at his belt, and a dangerous glint in his clear blue eyes.

Age 39 Height 1.9 m Weight 87 kg
Eyes blue Hair blond Skin fair

character portrait

Background:
Eddin Costayne grew up with his two brothers on a farm in the Argoanian countryside, the middle son of a prosperous smallholder and his wife, a weaver. When he came of age, Eddin left home to join the king's army and quickly found that not only did the military life suit him well, but that he was exceptionally good at taking the fight to the enemy.

As the years passed, Eddin grew to be a respected member of his unit, leading commando raids against marauders and other enemies of the crown. However, he also gained a reputation as both a merciless killer on the battlefield and a reckless hedonist off it. Unbeknownst to his superiors, his extracurricular activities slowly expanded from debauched drinking parties to drug-fueled basement cult meetings, and finally to acts of back-alley robbery, kidnapping, and murder.

Eddin's luck finally ran out when he was witnessed drugging, then strangling a prostitute in a deserted alleyway. Within hours, Eddin had been arrested on multiple counts of armed robbery, assault, and murder, and was quickly sentenced to life imprisonment in the Black Tower. Ten years after his imprisonment, however, he and several others were taken from their cells in chains and transported to the halls of justice for an unknown purpose...

Personality:
Eddin is affable and friendly to his allies (and anyone from whom he wants something), but at the end of the day, he is a complete sociopath, completely uncaring of who or what gets in his way. In combat, this latter characteristic comes to the forefront as he tends to let stronger allies take the hits for him before joining the fray himself, then cuts down his now-weakened foes with his poisoned blades. Fond of telling tall tales, cracking macabre jokes, and making incredibly lame puns, Eddin's main goals in life are to make money and then spend as much of it as possible on gambling, prostitutes, and booze, as well as a few... darker pursuits.

Associated character tropes:
Ax-Crazy | Beware the Silly Ones | Black Comedy | Combat Pragmatist | Comedic Sociopathy | Evil Is Hammy | Face of an Angel, Mind of a Demon | Faux Affably Evil | For the Evulz | The Hedonist | I Reject Your Reality | It's All About Me | Lack of Empathy | Laughably Evil | Lightning Bruiser | Neutral Evil | Obfuscating Stupidity | Perpetual Smiler | Psycho for Hire | Too Funny To Be Evil | Troll | Villain Protagonist