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About Ludwig of AlbiraLudwig is a tall, well built man in his late-twenties. His dark blond hair is cropped short, and he has green eyes. He has a few scars, especially striking is one that goes from his ear to the corner of the mouth - a ragged scar, as if made by a wild animal. Don't be fooled, when you see him unarmed. He might surprise you. Ludwig comes from the clan, who for generations have been serving on the borders of Albira, protecting it from invaders. Now when the world has ended, he turned his eyes to monsters and demons.
Defense:
AC: 26 =10 +13 armor +2 dex +1 dodge Touch: 13 =10 +2 dex +1 dodge Flat-footed: 23 =10 +13 armor 25% chance to ignore critical hit or sneak attack HP: 67 (7d10+21) CMD: 24 =10 +7(BAB) +2(Dex) +5(Str) Fort: +10 =5(class) +2(Con) +1(trait) +2(cloak)
Offense:
Speed: 50 ft. CMB +12 =+7(BAB) +5(Str) BAB: +7/+2
Ranged:
Special Attacks:
Lightning Spear - 1d6 electriciy, 130 ft. Heal Excerpt - cost 1 SP, touch, heal 3d8+3 HP
Caressing Prayer - cost 1 SP, touch, restore physical and mental health
Replenishment - cost 1 SP, touch, Fast Healing 2 for 3 minutes
Mind Barrier (Sp) - cost 1 MF, swift action, negate 12 damage, until next turn or exhausted (whichever sooner). Activate as an immediate for 2 MF.
SoP:
CL=3, Concentration +6, Talents 5 Sphere: Miracle Lightning Spear: As a standard action you may create a spear of crackling lightning and hurl it at a foe. This is a ranged touch attack within medium range. A lightning spear deals 1d6 points of electricity damage for every two caster levels you possess. Some Miracle talents are designated (lightning spear) which provide you additional types of lightning spear. Heal Excerpt:
Caressing Prayer:
Miracle talents:
Soothing Sunlight:
Replenishment (x2):
Arsenal tricks:
Blessing of the Ethereal Dreamer: A melding of mind and spirit has birthed a champion within your being. You commune unconsciously with the dream world and can draw some if its essence to empower yourself. You may invest mental focus into your bound equipment (but not bound armor or shields) as if it were an implement. When you invest mental focus into your bound equipment you can changer or add qualities to that weapon as if you were designing a new weapon. The bound equipment has a number of additional design points equal to the amount of mental focus you invest in it. For example, Ludwig of Albira invests 3 points of mental focus into his bound weapon. Its base form is a scythe and he can select an additional 3 DP worth of qualities to add to it (such as Improved Damage or Ease of Grip). Once selected, these qualities cannot be changed until the next time the character prepares his implements. Mental focus invested in his bound weapon counts as generic focus for the purpose of activating focus powers. 2 - Improved Equipment - Choose one piece of bound equipment you possess. That piece of equipment gains an additional +1 enhancement bonus.
Occultist demi-gestalt:
Mental Focus: 3 Implement school: Abjuration Base focus power: Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. Focus powers:
You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. Object Reading
Statistics:
Male Human, 5'11", 180 lbs. Armorist 7 Demi-Gestalt: Occultist Init +6; Senses: Perception +6 Array: Wanderer
Traits:
Slayer of Demons - Soul of the lost, withdrawn from its vessel. Let strength be granted so the world might be mended. You dedicated at least some of your life to battling the scourge of demons that plagued humanity before the end. Somehow doing so allowed you to achieve gnosis, granting you insight into the nature of the soul that few other mortals have dared claim. You gain a +2 to all Spellcraft checks and Spellcraft is always considered a class skill for you. Additionally, once per day you may use a sphere talent that you do not possess using your highest caster level gained. If you have no caster level, it functions at CL 1st. Feats:
Skills:
12 Climb* 5 +5(str) +3(class)
*ACP -1 Languages: Common Racial features:
Class Features:
Gear/Possessions:
Bound: +1 Scythe of Speed, cold iron (2d4/x4, P or S, 10 lbs., +1 attack at the highest BAB when full-attacking) +4 Mithral Full Plate (AC +13, MDB +5, ACP -1, 25 lbs.) Non-bound:
Backpack:
Carrying Capacity: Light 0-116 lb. Medium 117-233 lb. Heavy 234-350 lb.
Money: 817 GP in gems
Twilight Order:
Long before the age of deep water, the Twilight Order was entrusted with the protection and expansion of the Grand Library, the center for all of humanity’s recorded knowledge was disbanded. When it was lost the surviving archivists and their sworn knights fled clutching precious armfuls, all that remained of humanity’s collective knowledge. Following that they opted to invest what remained in budding civilizations across the world and to rebuild their fraternity as a grand protector of all mankind. With the world now ended, and with it the Order shattered a second time, the knights have been forcibly scattered once again. There is a growing schism amongst the Order, mostly stemming from its operatives being forced into working in isolated pairs. Some members, especially among knights, believe that their duty lies in protecting what little remains of humanity. Clad in dark bronze armor and robed in a deep hooded cloak. They stand on the edge of the deep, a life devoted to battling foul creatures and horrifying abominations to shield the weaker from such peril. Archivists, on the other hand, tend to focus on collecting scattered remnants of knowledge in the hopes of once again preserving it for future prosperity. They are often considered enigmatic by their kin, but their role is understood and respected nonetheless. Regardless of their specific aims, all members of the Order are expected to aid one another whenever advantageous. How a man becomes a Twilight Knight is not well known, even within the order. The "initiation" alters the mind, locking it to protect the knight from the incomprehensible abominations that he must face with a steady sword. Their mind does not truly rest, preventing knights from absorbing the horrors that would cripple others. The process robs them of the quietude of dreams. Code:
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