Friendly Fighter

Ludwig of Albira's page

174 posts. Alias of Madcaster.


Race

Inactive

Size

Medium

Age

late-20

Alignment

Twilight Order (Devotion 6)

Strength 19
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Ludwig of Albira

Ludwig 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)
Ref: +6 =2(class) +2(Dex) +2(cloak)
Will: +4 =2(class) +0(Wis) +2(cloak)

Offense:

Speed: 50 ft.

CMB +12 =+7(BAB) +5(Str)

BAB: +7/+2
Melee:
Bound:
+12/+12/+7 Scythe of Speed +1, cold iron (2d4+6 str, 20/x4)
or
PA +12/+12/+5 Scythe of Speed +1, cold iron (2d4+6 str+6 PA, 20/x4)

Ranged:
Summoned (cost 1 SP, move action, 3 minutes):
+11/+6 Composite Longbow (1d8+6 /x3, 110 ft.)

Special Attacks:
Spell points: 10
Mental focus: 3
Slayer of Demons talent usage 1/1

Lightning Spear - 1d6 electriciy, 130 ft.

Heal Excerpt - cost 1 SP, touch, heal 3d8+3 HP
Heal Excerpt, Mass - cost 2 SP, heal 3d8+3 HP, affects everyone in 10 ft. of caster

Caressing Prayer - cost 1 SP, touch, restore physical and mental health
Caressing Prayer, Mass - cost 2 SP, Caressing Prayer affects everyone in 10 ft. of caster

Replenishment - cost 1 SP, touch, Fast Healing 2 for 3 minutes
Replenishment, Mass - cost 2 SP, Fast Healing 2 for 3 minutes, affects everyone in 10 ft. of caster

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.
Energy Shield (Sp) - cost 1 MF, swift action, negate 30 energy damage, 1 minute or until exhausted (whichever sooner), doesn't stack with itself, protection from energy, or resist energy. 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:
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level.

Caressing Prayer:
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following
*Heals 1d4 points of ability damage to one ability score of your choice.
*Removes the fatigued condition or lessens exhaustion to fatigued.
*Removes the sickened condition or lessens nauseated to sickened.
*Removes the shaken condition or lessens panicked to frightened and frightened to shaken.
*Removes the staggered condition
*Removes the dazzled condition
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Miracle talents:
Bountiful Sunlight:
Your heal excerpt ability heals an additional 1d8 hit points. You may spend an additional spell point when using a heal excerpt or caressing prayer to affect all creatures within 10 ft +5 ft per 5 caster levels of yourself.

Soothing Sunlight:
Your heal excerpt ability heals an additional 1d8 of hit points. When using caressing prayer on a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this reduces the severity of the poison by 1 step.

Replenishment (x2):
When using a healing excerpt on a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the great heal excerpt talent.

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.
4 - Combat Feat (Improved Initiative)
5 - Improved Equipment
6 - Improved Materials - You may summon equipment or create bound equipment out of cold iron, silver, or mithril.
6 - Improved Equipment

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:
Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn't stack with itself, with protection from energy, or with resist energy.

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
Str 19 (+4) 14 +2(race) +1(level) +2(belt)
Dex 14 (+2)
Con 14 (+2)
Int 16 (+3) 14 +2(headband)
Wis 10 (+0)
Cha 10 (+0)

Traits:
Unorthodox Casting - Changed casting ability modifier from Wis to Int.
Resilient - You gain a +1 trait bonus on Fortitude saves.

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:
1[human]: Power Attack
1[character]: Furious Focus
3[character]: Heavy Armor Proficiency
3[class]: Improved Initiative
5[character]: Extra Arsenal Trick (Improved Equipment)
7[character]: Extra Arsenal Trick (Improved Equipment)

Skills:
6 per level =2(class) +2(Int) +2(background)
+7(headband)
49 total

12 Climb* 5 +5(str) +3(class)
13 Kn. (Arcana) 7 +3(int) +3(class)
13 Kn. (Engineering) 7 +3(int) +3(class)
7 Perception 7 +0(wis)
9 Profession (soldier) 6 +0(wis) +3(class)
9 Ride* 4 +2(dex) +3(class)
15 Spellcraft 7 +3(int) +3(class) +2(trait)
13 Swim* 5 +5(str) +3(class)

*ACP -1

Languages: Common

Racial features:
+2 to one ability score
bonus feat
fast (x2) - +20 to base speed
low-light vision
+1 hp @ 1-6 lvl as favored class bonus

Class Features:
1[armorist]: Bound equipment, casting, spell pool, summon equipment
2[armorist]: Arsenal trick
3[armorist]: Armor training, bound equipment (+1)
4[armorist]: Arsenal trick
5[armorist]: Bound equipment (+2, 2x), summon armor
6[armorist]: Arsenal trick
7[armorist]: Armor training, bound equipment (+3)

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:
Mother's Pendant (implement)
Silver Talisman
Ioun Torch
Explorer's outfit (8 lbs.)
Belt of giant strength (+2 str)
Headband of Vast Intelligence (+2 int)
Cloak of Resistance (+2 to saves)
Ring of Protection (+1 dodge to AC)
Boots of the Cat

Backpack:
Kit, Pathfinder's (22 lbs.) - This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.
Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds.
Kit, mess (1 lb.) - This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
2 Sacks (1 lb.), waterskin (4 lbs.), folding pole (10 lbs.), 50 ft. of silk rope (5 lbs.), crowbar (5 lbs.), grappling hook (4 lbs.), 4 pitons (2 lbs.), hammer (2 lbs.), Ioun Torch

Carrying Capacity: Light 0-116 lb. Medium 117-233 lb. Heavy 234-350 lb.
Current Load Carried 43 lb. (85 lb. with backpack)

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:
1. Doing harm to any member of the order
2. Allowing the forces of darkness to harm a member of the Order
3. Destroying unique knowledge
4. Refusing to help someone who genuinely needs it, when there’s no danger
5. Not assisting a member of the Order when asked
6. Allowing an innocent to become corrupted
7. Refusing to gain knowledge when it is offered
8. Refusing to help a stranger, even if there’s danger
9. Telling another a secret that would harm them
10. Not attempting to destroy a corrupted creature