Demon Slayer

-Gilgamesh-'s page

6 posts. Alias of TurtSnacko.


Full Name

Gilgamesh of Uruk

Race

Human - 2/3rd Divine

Classes/Levels

Soul Knife(Psychic Armory/War Soul)/Fighter - 8

Gender

Male

Size

Medium

Age

19

Alignment

CN

Strength 18
Dexterity 15
Constitution 12
Intelligence 7
Wisdom 24
Charisma 12

About -Gilgamesh-

Stats:

Gilgamesh N Human/Outsider(native) (Psychic Armory/Warsoul)(Fighter)-8

Int +5 Senses +17 Perception
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Defense
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AC 26, touch 13, flat-footed 23 (+2 dex, +12 armor, +1 Nat, +1 Deflection)
hp 88 ((8d10+8))
Fort +8, Ref +7 , Will +18 ,
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Offense
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Speed Ft
Melee +2 Axiomatic Two-handed Mind Blade +17 (2d6+21)
Melee
Melee
Ranged +3 Seeking Light Mind Blade +19 (1d6+20)(3 a round)
Ranged +3 Ghost Touch One-handed Mind Blade +19 (1d8+20) (4 a round)
Ranged +2 Axiomatic Two-handed Mind Blade +19 (2d6+19)(7 a round)
Special Attacks
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Statistics
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Str 18, Dex 15, Con 12, Int 7, Wis 24, Cha 12
Base Atk +8/+3
CMB +13
CMD 23
Maneuvers
1st - Call the Soul’s Blade(+1 enhancement bonus to mind blade), Horizon Wind Lancet(Give a single ranged attack a +1d6 damage bonus.), Steady Hand(Increase Ranged attack range by 30ft)
2nd – Stopwatch(counter-five foot step), Feel The Wind(environmental effects don't apply for 1 round)
3rd - Ancient’s Fang(+4d6 on thrown weapon), Time Skitter(Haste - 6 rounds)
Stance's Stance of Piercing Rays(2d6 Fire damage on Ranged Attack's), Unbroken Stride(Water Walk, Spider Climb), Riven Hourglass Stance(+4 dodge bonus to your AC and a +4 bonus on Initiative check, immune to the slow spell, and any power, psi- like ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.)
Feats (Point Blank Shot)(Precise Shot)(Wild Talent), Weapon Focus(mindblade), Rapid Shot
Iron Will, Improved Initiative, Endurance, Weapon specialization(mindblade), Diehard, Heroic Recovery, Clustered Shots, Intimidating Prowess, Extra Blade Skill, Greater Weapon Focus(mindblade), Advanced Weapon Training(Armed Bravery)
Skills Acrobatics(Dex) , +15 Autohypnosis(Wis)(5), +11 Climb(Str)(3), Craft(Int), +17 Intimidate(Cha)(8), +5 Handle Animal(Cha)(1), +8 Knowledge(dungeoneering)(Int)(6), Knowledge(engineering)(Int), Knowledge(psionics)(Int), +18 Perception(Wis)(8), Profession(Wis), +4 Ride(Dex)(1), Stealth(Dex), +15 Survival(Wis)(5) +11 Swim(Str)(3).
Background Skills +7 Knowledge(Nobility)(Int)(8), +7 Appraise(Int)(8)
Traits Skilled, Duel Talent, Mixed Blood(Outsider), Cutting Condescension
Languages Common
Combat Gear +1 Mithril Full-plate, Headband of Inspired Wisdom +2, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1,
Other Gear 1,400 gold, Crystal Ioun +1
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Special Abilities

Psychokinetic Combat: The psychic armory gains the benefits of the Point Blank Shot and Precise Shot feats when using her panoply of blades. This class feature counts as those feats for the purposes of requirements and prerequisites. This replaces the bonus feat gained at 1st level.

Form Panoply of Blades: The psychic armory forms a myriad of blades around her body to encircle her loosely, orbiting over and around her in shiftless patterns. These weapons are of all manner of shapes, large and small, and they glimmer in and out existence as used or if ignored for too long. These weapons are the psychic armory’s mind blades, and while cosmetically they can look however they are imagined, they all function the same based on their weapon type. The psychic armory forms a number of weapons equal to 1 + her Wisdom modifier (minimum of 1) of light and one handed mind blades as a move action. At 2nd level, she adds 1 + her Wisdom modifier two-handed mind blades to her panoply of blades. These weapons are quasi-real and may not be used to attack directly in melee. Instead, the psychic armory directs them telekinetically, hurling them with the use of her psychokinetic throw ability. Once thrown or used to attack, the weapon dissipates after coming into contact with a creature or object. The panoply of blades replenishes at the start of the psychic armory’s next turn. These mind blades form around the psychic armory and occupy her space. These weapons threaten adjacent creatures, and the psychic armory may make attacks of opportunity as a ranged attack against targets within 5 feet should an attack be provoked. Ranged attacks made within melee reach of an enemy when using her panoply of blades never provoke attacks of opportunity. The concentration required to manifest the panoply of blades means the psychic armory cannot use other weapons, natural attacks or off-hand attacks while using Psychokinetic Throw but she may use a shield to defend herself. Regardless of the weapon forms a psychic armory has chosen, her panoply of blades does not have a set damage type per weapon type. When shaping her panoply of blades and assigning abilities to it, the psychic armory chooses whether the weapon type (light, one-handed, or two-handed) will deal bludgeoning, piercing, or slashing damage. The psychic armory may change the damage type of an existing weapon group (light, one handed or two handed) in her panoply of blades, or may summon a new panoply of blades with different damage types, as a full-round action. Otherwise, the panoply of blades retains the last damage type configuration chosen every time it is summoned. If the psychic armory chooses to reshape the weapons within her panoply, it requires a full-round action to do so per weapon type she chooses to reshape. She may also re-assign the type of damage dealt as part of reshaping her panoply of blades if she so chooses. A psychic armory can reassign the special ability or abilities she has added to her panoply of blades from her enhanced armory class feature (see below). To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the psychic armory does not require sleep. After that period, the panoply of blades materializes with the new ability or abilities selected by the psychic armory. In all other respects, the panoply of blades functions as a the form mind blade class feature, and subject to anything that would affect a mind blade (except crystal hilts.) When using the psychic strike class feature, the psychic armory may charge a number of weapons from her panoply of blades of her choice. The panoply of blades may take enhancements as if it were both a melee and a ranged weapon. This replaces the shape mind blade and form mind blade class features but counts as these class features for prerequisites or requirements. Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements.

Maneuvers: A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Sleeping Goddess, Solar Wind, Thrashing Dragon, and Veiled Moon. In addition, he can trade one of his available disciplines for the Riven Hourglass, Scarlet Throne, or Tempest Gale discipline. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The war soul must meet a maneuver’s prerequisite to learn it.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the war soul can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul’s primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.
This ability replaces the psychic strike class feature and the blade skill at 10th level.

Maneuvers Readied: A war soul can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating over his mind blade for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. War souls do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the war soul initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternatively, he may flood his being with martial knowledge as a full-round action, becoming psionically focused and recovering a number of expended maneuvers equal to his war soul initiation modifier (minimum 2). While recovering maneuvers, the war soul’s mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements
Bravery +2 (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.

Armed Bravery (Ex): The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.

Distill Panoply: As a move action, the psychic armory may gather one of her mind blades from the panoply and briefly focus it into a more traditional mind blade (if the psychic armory possesses the Quick Draw feat or the Swift Panoply class feature, she may gather a weapon as a swift action instead if she chooses). The psychic armory may grab a single light, one-handed or two-handed weapon, or a pair of light weapons; this weapon gains the benefits of the enhanced armory class feature and may be used in melee combat (the psychic armory may retain her ability to add her Wisdom modifier to attack and damage rolls, or may use her Strength score if she prefers to). A weapon gathered by this ability may be used with feats or special abilities that may be used with melee weapons of that type. This weapon stays manifest for 1 + the psychic armory’s Wisdom modifier rounds (minimum of 2 rounds). If the character possesses the Mind Daggers blade skill, a pair of mind daggers may be distilled from her panoply for use in melee. If the psychic armory possesses a crystal hilt, she may use her distilled panoply with this item (crystal iouns will continue to lend their bonus to distilled weapons but cannot be combined with other crystalline focus items).
Enhanced Mind Blade: A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus(see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife’s level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shieldblade skill.

Armor Training 3(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 (to a minimum of 0) 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.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level. Source: PZO9467

Martial Blade Recovery (Su): At 4th level, psionic channels established during manifestation of a mind blade may allow reclamation of bursts of foreign psychic energy caused by the defeat of an opponent. These bursts of energy can be used to invigorate the mind of the war soul and restore his resolve and skill. If the war soul reduces a living opponent (possessing 1/2 HD or more and an Intelligence score of 3 or higher) to 0 hit points or less, as a swift action the character may recover either a single expended maneuver or his psionic focus. The war soul must be using a mind blade to recover maneuvers in this fashion. This class feature replaces the blade skill gained at 4th level.

Increased Range: The psychic armory gains incredible range from his panoply’s attacks. Light weapons increase their range to 100 feet, one-handed weapons increase their range to 60 feet, and twohanded weapons increase their range to 30 feet. If the character possesses the Mind Daggers blade skill, their range increases to 200 feet

Swift Panoply: At 5th level, the psychic armory may conjure her panoply of blades as a swift action. This functions otherwise identically to the quick draw class feature, and counts as quick draw for prerequisites or requirements

Combat Slide: Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.

Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Psychic Strike: The soulknife gains the psychic strike class feature. When learned, this skill allows the soulknife to add an additional 1d8 points of damage to an attack with her mind blade, as per the psychic strike class feature. This may be improved by the Powerful Strikes blade skill. The soulknife must not previously possess the psychic strike class feature to select this blade skill. The soulknife must be 4th level to select this blade skill.

Weapon Training (Ex):Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature. 

background:

Gilgamesh loves Aelyosos.

The city is his blood, his life force. Every major action he take's, it's for the glory of Aelyosos.

However, it was not always this way.

Born to Lugalbanda, a merchant prince who had a dalliance with a mysterious warrior woman 18 year's ago, she left soon after he was born. Gilgamesh was gifted with a body that was of the highest grade by mortal standards and wisdom reaching truth. His early life was filled with teaching's of money and trade, his father seeking to groom the child to be the one to take his tannery to other countries and even more profit. But all this taught the Young Gilgamesh was not the things his father wanted. Gilgamesh learned greed, absolutism, oppression, duress, levies, and the utmost decadence from self-interest. His father lamented this change, wishing he was a better teacher. Gilgamesh relished in the power and prestige his position brought, gift's were shoved in his face, and his brutal wisdom was used to cut other's down. He felt that this city was his, and he would be sure that everyone he dealt with would know. His greedy heart truly knew no limits, never did he have enough...anything of value he came across, was taken, gold, jewels, weapon's, everything was added to his ever growing vault of treasure. His “Gate Of Aelyosos”, the pinnacle of his achievement's, the place in which all his worldly treasure's were taken, was also the monument to all his sin's.

The Divine's had to have seen this, for only they could have sent Enkidu to him, and changed his life.

He met Enkidu when he had just turned 16, Gilgamesh had previously slept with his sister, leaving her feeling used and saddened. Incensed by this, Enkidu challenged Gilgamesh to a wild battle on top the water platforms in the ocean. The two wrestled for dominance for 12 straight hour's with neither letting up in the slightest. Enkidu shifted into many forms during their battle, boar's, birds, and bear's. Gilgamesh was forced to use all his strength to match his transforming opponent. He was angered at having found his equal for the first time, insulting Enkidu as a clod of mud. He was forced to draw out his treasures that had been carefully stored away, marking the first use of the Gate of Aelyosos as a weapon, and although it was a reluctant and forced humiliation at first, he eventually began to enjoy it and brought them out without regret.

He eventually emptied the vault, and Enkidu was left with zero energy to continue. Rather than continue, Gilgamesh let himself fall backwards onto his back while bursting with laughter, Enkidu following in suit. He remarked that there would only be one chance to strike for each of them, and without any means of defense, it would leave only two foolish corpses. Enkidu was never able to interpret if that meant it was a tie or if Gilgamesh wanted to make it so that there would only be one corpse. Enkidu asked, "Do you not regret the treasures you have spent?" to which he replied in a bright voice, "Not in the slightest...!"

Gilgamesh and Enkidu would then go on to be very close friends. His presence as the voice of reason slowly fixing and curving the merchant's dark and selfish desire's. But it was not to last forever, for the world is cruel.

Enkidu grew deathly ill, and his death was certain. Gilgamesh did everything in his power to save his friend, emptying his vault. But no amount of money can stop a curse from the gods. Enkidu passed, turning to mud in his friends arms. With the death of Enkidu, two things over took Gilgamesh, a hatred of the gods, and a sudden fear of his own mortality. Up until that point, Gilgamesh had lived by his own standards, collecting riches, bedding women, fighting with his friend, and purging the earth of banes. Enkidu returning to dust, meeting death, greatly changed his views. Death had never inspired grief or fear in him until that moment, and it had never once even been in his mind though he knew that it awaited all. Seeing the one who held equal power to him perish before his eyes let him register the true reality of death for the first time. It is through all of this, that Gilgamesh learns the true worth of his treasure's...that up until this point, he has wasted his life accruing these ultimately worthless things...he would give them all away to have his friend back.

This change settled in his heart, forcing a change in him. He then made a choice, with the time he has left, whether that be 2 days or 200 year's. He will find the things that truly matter in this world, Family is unavailable as his father has died years ago, his last friend has died....all he has left is his city.

So he will make sure this place will remember his actions for all of time...and the place where that would begin is the Pharossi.


looks:

Gilgamesh is a tall and dignified young man with golden hair standing up like a blazing flame. He is described as handsome with a handsome face, and his eyes, crimson, almost like blood, are visibly not those of a human and give off a mysterious radiance that makes people uncomfortable. He has a "Golden-proportioned body" described as emanating majesty that makes flames surrounding him afraid to come close, and his very soul glows golden to those who can perceive it. He normally wears golden armor that makes a heavy first impression on those he encounters

personality: