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About Eldak LightbringerEldak Lightbringer
Background:
The baby was coming. Ander stood by his wife, Mina, holding her hand as she screamed, screamed till her that was sore, as she laboured trying to give birth to their infant. Beside her stood the midwife, Angelica, urging to breath and push while shooting nervous glances at the door. They were running out of time. The darkness was coming. Ander squeezed harder as his wife's screams reached a climax that chilled him to the bone, followed by the bawling of an infant. Despite the situation, he couldn't help but smile as he saw the child's face for the first time. He shared a brief look of joy with his wife before asking what she wanted to name him. She never got the chance to answer. As the darkness flowed into the room, Ander rose from his knees and drew his bow. An arrow of pure energy flared to life as he pulled back the string. Walking away from his wife and newborn child, he knew he would probably never return. With a final glance back, he spread his wings and dove into the night. 8 years later
Never ending pain. Agony. Unbearable agony. Eldak crawled after the Master as he led him by the chain attached to his collar. It was time to resume where the had left of, time to satisfy Zon-Kuthon as was demanded of him. Time to be pulled apart and cut and bled and then healed so that he would be fresh to start over again the next day. He steeled himself as best he could while they placed him in the device, steeled himself so he wouldn't scream. The chanting began once more The pain came. He screamed. 6 years later
Then the Master came. He congratulated him on his service to Zon-Kuthon told him he was to be set free as a reward. Freedom. Could it be true? They undressed him, scrubbed him clean and fed him. Not with the usual gruel, but actual meat and vegetables. They dressed him and led him down a passageway he had never been down before, away from the screams and the clanking. Elation filled him. Could it be true? They arrived at a door. The way out. The Master gave him the key and bid him pass. He unlocked the door, lifted the bolt and swung it open. All he saw was darkness. And then he was falling. Falling into the darkness, the light receding. He landed with a bone jarring crash, the echoes rebounding around him. There was only darkness. Then he heard them. The gurgling moans, the shuffling feat, the scraping of bones. And the darkness, the never ending darkness. Then he saw them through the gloom. Teeth and claws and rotting flesh, shambling towards him. Moaning for him. Hungering for him. There was nothing but darkness and fear and death. Nothing but the void and the pain. And then there was light. Wonderful, glorious, pure light that radiated from him and burned away the darkness, the fear and pain. Searing the teeth and claws and rotting flesh to ash leaving nothing but it's warmth and joy. Eldak stood, wondering where the light came from. How it could be. And then he saw his hands, glowing with the light. And he knew. 16 years later
He followed the tunnels he knew so well, striking out with light and gun as he moved throughout the vast dungeon, slaying those who worked in the shadows. He remembered this place as if it were only yesterday, remembered the pain and the agony. He remembered the Master and where to find him. Kicking down the door, he saw him once more. Older, more wrinkled and feeble, yet just as sinister as before. He had a young boy trapped in one arm, a bolt of deepest darkness glowing in the other hand. "Drop your weapon and kneel or the boy dies, filth" He took in the scene calmly, analysing every element. The boy, the arms, the bolt. He checked the heft of his gun, making sure it was ready. His whole body was tensed. This was it. Now or never. Swift and sure. Bringer of death. Seconds passed as hours, the whole situation as tense as a bow, ready to snap at any moment. He couldn't fail. He couldn't miss. He whipped up his arm. He called the light. He pulled the trigger... He didn't miss.
Temperament:
Eldak is a kind yet somewhat reclusive fellow. His torture at the hands of the cultists left an everlasting scar in his mind, one of hatred and fear. Through the years he trained under the church of Saranrae he forged himself anew and dominated his fear, but it still lurks at the back of his mind. He is quick to help others with little thought for his own protection. Though he holds particular ire for cultists of evil gods and their minions he will fight and slay any who seek to bring pain and death to the good people the world. Though not very open about his own life except with fast friends, he masks his own insecurities through his multiple interactions with others and his confidence in his abilities as a hunter of evil. He cherishes his gun above most of his other possesions but not to the point of obsession. If it is lost or stolen he will grieve for the weapon but will eventually move on.
NG Medium Aasimar (native outsider) Gunslinger (Mysterious Stranger) 1 Paladin (Holy Gun, Warrior of the Holy Light) 4 Init +5; Perception +9; darkvision 60ft. DEFENSE AC 20, Touch 13, flat footed 17 (+7 armour, +3 Dex) hp 60 (5d10 +5 Con +5 Favoured Class Bonus) Fort +10 (+4 Paladin +2 Gunslinger +1 Con +3 Divine Grace) Ref +9 (+1 Paladin +2 Gunslinger +3 Dex +3 Divine Grace) Will +9 (+4 Paladin +2 Wis +3 Divine Grace) MELEE Speed 30ft. Scimitar +5 (1d6/18-20x2) Dagger +5 (1d4/19-20x2) Space 5ft.; Reach 5 ft. RANGED +1 Pistol +9 (1d8+2/x4) STATISTICS Str 10, Dex 16, Con 13, Int 14, Wis 14, Cha 17 [25 Point Buy] Base Attack +5; CMB +5; CMD 18 CLASS ABILITIES:
PALADIN Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Have Gun: At 1st level, the holy gun gains the Amateur Gunslinger feat and Gunsmithing as bonus feats. She also gains a battered gun identical to the one gained by the Gunslinger. This ability replaces detect evil. Smiting Shot: A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have. This ability replaces smite evil. Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay on Hands 2d6 (6/day): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (sickened): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Channel Positive Energy 2d6 (DC 15): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Power of Faith: At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. GUNSLINGER
Deadeye: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Gunslinger’s Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. Focused Aim: At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
FEATS:
Class: Gunsmithing 1st: Rapid Reload (pistol) Class: Extra Grit 3rd: Point Blank Shot 5th: Precise Shot SKILLS:
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill points: 22
Traits:
Reactionary: You gain a +2 trait bonus on initiative checks. Black Powder Bravado: You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse. ALTERNATE RACIAL TRAITS Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. LANGUAGES Common, Celestial, Infernal SPECIAL ABILITIES Daylight 1/day, CL = Character Level GEAR Combat Gear: dagger, +1 mithral breastplate, +1 pistol, warhammer, 50 alchemical cartridges, 50 cld iron alchemical cartridges, 20 adamantine alchemical cartridges Other Gear: backpack, belt pouch, flint and steel, grappling hook, gunsmiths kit, holy text, silver holy symbol, powder horn, rope, torches (10), 676gp Survival Gear: bedroll, iron pot, mess kit, trail rations (5), waterskin |