Friendly Fighter

Garidan Layafette's page

135 posts. Organized Play character for Archae.


Full Name

Garidan Lafayette

Race

Human

Classes/Levels

Mutation Warrior fighter level 7 | Initiative Hp | Fort. | Will | Reflex. | AC. | AC. FF | AC. TCH. / Perception +| Bombs

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Soriel

Location

Picture

Languages

Common , Elven

Occupation

Historian, Alchemist, Nerd.

About Garidan Layafette

backstory:

Character Concept

1- Garidan grew up an orphan, with a passion for drawing, reading, and inventing. Eventually he was taken in by his Mentor Sella for a short while and then later on, adopted officially by Aria Vilendross.

2- He was often bullied by other children, this has lead him to become cynical and severely distrustful. His lack of people skills only exasperates this.

3- Garidan has severe trust issues, having only believed in his adopted mother Aria, and his Mentor Sella. After the events involving Mel'zal he grew to trust several others in the family and his new friend Nixa Swiftfoot

4- Garidan believes he is weak, he blames himself for all of his failures, His adopted mother's death included. Since the Mel'zal events he's recovering from this mind set to a degree.

5- Garidan has alway's been brilliant, growing up in House Vilendross He spent most of his time Following his mother, or in his room studying. Following Mel'zal's rebellion attempt he trains with Vale his uncle who he's bonded with, and speaks with Bess more frequently.

Goals

1- Garidan wants to find his adopted mother's killers, and either kill them or bring them to justice.

2- After the death of his Aunt Rin, he now seeks to restore her life. By searching for a Priest of appropriate strength

3)Following Rin's Resurrection, he hopes to have her assist with reopening the realm to save those stuck in Mel'zals world


class abilities:

Mutagen (Su)
At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level.

This ability replaces armor training 1.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution.

It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Mutagen Discovery (Su)
At 7th level and every 4 levels thereafter, the mutation warrior can choose one of the following alchemist discoveries to augment his abilities: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, nauseating flesh, preserve organs, rag doll mutagen, spontaneous healing, tentacle, vestigial arm, wings.

The mutagen warrior uses his fighter level as his effective alchemist level for the purpose of these discoveries.

This ability replaces armor training 2, 3, 4, and armor mastery.

Traits:

Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled

Adoptive parentage (elf)- Garidan was adopted by the elven paladin, Aria and taught to fight.-elven language + elven weapon familiarity.
proficiencies- longbow, shortbow, longsword, rapier, and any elven weapon.

feats:

Racial heritage (Elf)

The blood of a non-human ancestor flows in your veins.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Elven Battle Training

You have been specially trained to wield a variety of traditional elven weapons.
Prerequisites: Base attack bonus +1, elf.

Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word “elven” in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).

Elven Battle Style

You wield traditional elven weapons with grace.

Prerequisite(s): Elven Battle Training, Weapon Finesse, base attack bonus +1, weapon familiarity racial trait.

Benefit(s): While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don’t themselves provoke attacks of opportunity.

Elven Battle Focus (Combat)

Your fighting style is enhanced by your keen intellect.

Prerequisite(s): Int 13, Elven Battle Style, Elven Battle Training, Weapon Finesse, base attack bonus +4, weapon familiarity racial trait.

Benefit(s): While using Elven Battle Style, you can add your Intelligence modifier to that weapon’s damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size.

Your powerful and swift attacks can slice ranged attacks out of the air.

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Power Attack

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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.

Cut from the Air

Prerequisite(s): Str 13, Power Attack, base attack bonus +5, weapon training class feature with a melee weapon.

Benefit(s): When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.

You can close the distance when a foe tries to move away.

Step up

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.