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About Elysium "Eli" Blackdun.
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You've always felt special, like you have some sort of a higher calling. Well, now, either you've gone completely insane, or you've been proven correct. You've dreamed of a woman summoning you to the cause of good... or, at least, strongly considering it. "So, why should I choose you? What have you done with your life so far? What talents can you bring to the cause of good? And, most of all, how do I know I can trust you with this mission?" ------- I've always been unique. I know it. At times, joy has been so intense that it's incredible. But such glory leaves its mark - I become fatigued, wearied by the weight of the mundane, returning to the world. I've been chosen, marked for something. I know it. The village knows it. But what... well, it's never been seen. Why am I this way? What marked me and makes me special? The voice lilts in, musical, surrounding my head and heart. I don't know her, but I've always known her. She's always been there. Forever. I've been waiting for her. So why should I choose you? she asks. He blinks in surprise at the question. "I thought you already did. Isn't that why I'm here? I thought... I thought my destiny was here at last." What have you done with your life so far? Didn't she know? "What... what have I done?" I ask, not really certain. I think back to my list of accomplishments. "I suppose... well, I helped tame that cow that one time. I settled the dispute between the Okrins and the Merivelles! Granted I didn't exactly make friends, but that's just because Lonny was a jerk. Oh! And I've seen the top of mount Glaster! I know it's a short mountain by most standards, but I'm the only one in my village to have done so, that I know of. I didn't make town speaker... but I had to back out of the race - Ceric was a better candidate. I did explore the old goblin ruins, I suppose... but that's nothing that's been done a hundred times by the adventurers. I suppose everything I've done is small, now that I'm thinking about it." I feel smaller, now. I felt so important... but now I realize I haven't really done much at all. My entire life has been... waiting. What talents can you bring to the cause of good? What talents? What talents indeed. Are my talents so very great? After all, look at what I've done with them. "I... I suppose only those I used above. I can move, well, I'm adaptable, I'm persuasive sometimes... well, I'm... I don't know. If I'm not good enough... I'm sorry. I don't know. I can make people happy. I- I like doing that." And most of all, how do I know I can trust you with this mission? The words hit me like a charging bull. Mission. Like she controlled me or something. But it also spoke of need - something far more important than me. "Mission? Oh, Lady... look, I'm sorry, but I don't know any mission. I'll die before I let innocents do so, but I don't know about this whole 'mission' thing. I'm not a soldier - not even a strong scrapper, really. But if it's really important, and if I can do something to help, than know this: you aren't going to stop me!" I say the last defiantly, but I know she's not angry. The light grows and- - Suddenly, I sit up, panting hard. I'm in my own room in my cottage. Mom and dad left it to me when they passed on. I was still small, and my younger sister took care of me and this place until she, too, passed. Then my nephew helped out for short while. He's downstairs with the hands, now, cooking. It smelled delicious. I sit, pondering my dream. Something about it rings... true. I've always been around here... but it's time for me to move on. My parents and siblings have all passed on. Now I shall as well. Her voice - it haunts me. I can't recall her face, and it doesn't matter. I was defiant at the end, but the truth is... I'm hers. She knows me, and knows me more than any I could ever dream. I would follow her missions to the end of the earth - to hell itself, and back again. I don't know what I'm getting myself into, but my world is ending. And it's a good thing. ============================================
A powerfully-built, tall, young man, clearly exceedingly at home in the sun stands before you, red-brown hair blowing in the breeze, but a strange mask on his face. He removes it to reveal a beautifully handsome face, nearly flawless features, and a very kind and inviting expression. The rest of his dress is relatively simple - akin to that of a farmer, or other day-laborer. He holds himself tall, however, straight-backed, and proud... yet humble, too. ============================================ Basic History
A call to the cause of good, and setting forth, abandoning his previous life for a new one. A man newly charged with the joy of life. The Long Version:
EXPLODING RUNES! ... or rather, not much of a history. :) Later, maybe. ============================================
Name: Elysium "El" Blackdun
Basic Pre-Design Decisions:
d10+2/lvl <12/lvl>
proficiencies: simple and martial weapons, light and medium armor, shields (except tower shields) Skills [10]: 4 (class) + 3 (INT) + 1 (favored) + 2 (craft, perform, or profession) - acrobatics, climb, diplomacy, handle animal, intimidate, knowledge (arcana), perform (dance, oratory), sense motive, swim
Lvl - Special
bloodline feats: diehard, endurance, improved initiative, intimidating prowess, leadership, lightning reflexes, weapon focus build: beautifully proportioned
Full Statistics and Gear:
Male Aasimar (Azata-blooded) Bloodrager
CG Medium outsider (native) Init +2; Perception +0, darkvision 60 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +0 shield) HP 24 (1d10+2) <max hp> Fort +5, Ref +2, Will +0 Defensive Abilities Outsider traits (native) -------------------- Offense -------------------- Speed 40 ft. Melee Unarmed Strike +2 (1d3+0, 20/x2; b), Staff +2 (1d6+0, 20/x2; b), Mwk Greataxe +3 (1d12+0, 20/x3; s) Ranged Sling +4 (1d4+0, 20/x2, 50 ft.; b), Throwing Stone +4 (1d6+0, 20/x2, 10 ft.; b), Longbow +4 (1d8, 20/x3, 100 ft.; p), Special Attacks - Spells Known/Day - 1st (<known: none>; -/day): <none>, <none> Spells-like Abilities - (1/day): invigorating kiss (variant ability #74) -------------------- Statistics -------------------- Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 18 Base Atk +2; CMB +2; CMD 14 -------------------- Feats -------------------- Normal Feats (by level) (1) Throw Anything (3) ?? (5) ?? -------------------- Traits and Drawbacks -------------------- Honeyed Tongue You are quite capable of bringing peace to rival groups. Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you. Gregarious At least once in your childhood, your family moved for a reason you didn't understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one. Benefit: Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. -------------------- Skills -------------------- Acrobatics +7 (DEX +2, +2 rank, +3 class) Bluff (with mask) +14 lie/+9 feint/-1 secret message (CHA +4, +0 rank, +0 class, +0 trait, +10/+5/-5 mask) Bluff (base) +4 (CHA +4, +0 rank, +0 class, +0 trait) Climb +5 (STR +0, +2 rank, +3 class) Craft (armor) +7 (CHA +3, +1 rank, +3 class) Diplomacy +12 (CHA +4, +2 rank, +3 class, +1 trait, +2 racial) Handle Animal +9 (CHA +4, +2 rank, +3 class) Intimidate +9 (CHA +4, +2 rank, +3 class) Knowledge (arcana) +8 (INT +3, +2 rank, +3 class) Perform (dance) +10 (CHA +4, +1 rank, +3 class, +2 racial) Perform (oratory) +11 (CHA +4, +2 rank, +3 class, +2 racial) Sense Motive +5 (WIS +0, +2 rank, +3 class) Swim +5 (STR +0, +2 rank, +3 class) Class (4)+INT modifier (3)+Favored Class (1) -------------------- Racial Modifiers -------------------- +2 DEX, CHA; Outsider (native) Traits Languages Tribal (Embishiu), Celestial; Common (?), Fiendish, Goblin -------------------- SQ -------------------- Bloodline (destined), Bloodline Powers (destined strike), Bloodrage (Controlled), Fast Movement, Uncanny Dodge -------------------- Gear -------------------- * Outfit (Peasant's) < * Mwk Great Axe [1d12, 20/x3; s] etched figure of a bear on the axe-head; prized possession of former Mayor Daniel of Endurant * Longbow [1d8, 20/x3, 100 ft.; p] <arrows [20], silver [1]> * Sling [1d4+0, 20/x2, 50 ft.; b] <small stones for ammo [12]> (treat as stone bullets) * Quarterstaff [1d6/1d6, 20/x2; b] * Throwing rock (5) {2 lbs. each} [1d6+0, 20/x2, 10 ft.; b and p] * Calm, the Mask of Stony Demeanor <1,000 g> [INT 10, WIS 10, CHA 10; empathy, 30 ft. senses; CG] <light as a torch, at will> <bonus to bluff: +10 competence to lie, +5 to feint, -5 to pass a hidden message> * Eli's Armor (piecemeal, Vigilant): +4 AC, +4 max DEX, - acp, 15% asf, full speed, 13 lbs.; 21g * Coin (from Angelina, for mission): 0 platinum, 9 gold, 1 silver, 1 copper * The Box - - Money: 121p, 120g, 18s, and 5c are in the box. - - Silver: 250 gold are set aside for silver weapons. - - Potions: cure serious wounds (s), neutralize poison (2), remove curse (2), remove disease (2) Carrying Capacity
Special Abilities:
-------------------- Special Abilities -------------------- Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. Bloodline (Destined) Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser. Destined Bloodline wrote:
When a euphoric bloodrager A euphoric bloodrager
Fast Movement A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed. Uncanny Dodge At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Favored Class Bonuses Skill points NEVER ENOUGH!
Future Wants?:
Inner Beauty Your faith and good nature grants you aid in your times of need. Benefit: Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM. ????? descrip. Benefit: benefit Drawback: ?????? Description Effect(s) Effect |