About Orion SarillaOrion Sarilla
*ACP applies to these skills Languages Common Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Martial Prowess: A red warrior’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases red warrior’s hit dice from d8 to d10. Arcane Pool (Su): At 1st level, the red warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon and shield. This arcane pool has a number of points equal to his red mage level + his Charisma modifier. The pool refreshes once per day when the red warrior rests for a full 8 hours. At 1st level, a red warrior can expend 1 point from his arcane pool as a swift action to grant any weapon and shield he is holding a +1 enhancement bonus for 1 minute, paying the arcane pool cost separately for each. For every four levels beyond 1st, the weapon and shield gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon and shield stacking with existing weapon and shield enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Also at 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any). Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon and shield already has, but duplicates do not stack. If the weapon and shield is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the red warrior uses this ability. These bonuses do not function if the weapon and shield are wielded by anyone other than the red warrior. A red warrior can only enhance one weapon and one shield in this way at one time. If he uses this ability again, the first use immediately ends. This ability replaces spells. Red warriors do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. Arcane Deflection (Ex): Beginning of 1st level, the red warrior learns how to use his arcane pool to fight in melee combat. As long as the red warrior has at least one point in his arcane pool remaining, he gains a +1 deflection bonus to AC. At 5th level and every five levels thereafter, this bonus increases by 1. This ability replaces ruby knowledge. Resilience (Su): Also at 1st level, as an immediate action, the red warrior may reduce the damage he is about to take by 5 hit points for every 1 point from his arcane pool he expends. The red warrior may not spend more points from his arcane pool than his red mage level per effect being reduced. This ability replaces spell combat. Extra Arcane Pool: At 1st level, a red warrior gains the Extra Arcane Pool feat. This ability replaces spell proficiency. Chain of Personal Superiority (Ex): At 1st level, a red warrior learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +2 enhancement bonus to Strength and Constitution for up to 1 minute. A red warrior can use this ability three times per day. Activating this ability is a free action. At 5th, 9th, 13th, and 17th level, the insight bonus to Strength and Constitution improves by +2. This ability replaces red magery gained at 1st, 5th, 9th, 13th, and 17th level. Chain of Defensive Posture (Ex): At 2nd level, a red warrior learns the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A red warrior can use this ability three times per day. Activating this ability is a free action. At 6th level, the insight bonus to Armor Class improves to +4. This ability replaces quick learner (minor) gained at 2nd and 6th level. Swap Places (Su): At 2nd level, as an immediate action and by expending 1 point from his arcane pool, a red warrior can swap places with an adjacent ally who is about to get attacked. Neither activating this ability nor the movement of the red warrior or his ally from this ability provoke attacks of opportunity. This occurs before the attack and the attacker must resolve the attack against the red warrior instead of the original target. At 6th level and every 4 levels thereafter, the red warrior gains a +1 dodge bonus to his AC against this attack. This ability replaces arcane pool gained at 2nd level. Spells:
------------------------------ LIMIT BREAK2 ------------------------------ Aegis Shield (Su): This Limit Break allows the red warrior to create a glowing, floating red shield that helps deflect attacks. For a duration of 1 round + 1 round per four red mage levels after 1st, this limit break grants the red warrior and any adjacent allies a +2 shield bonus to AC as well as a damage reduction of 2/-. These bonuses increases by 2 for every four red mage levels attained after 1st. This limit break requires only a swift action. Arcane Savant (Su): This Limit Break allows the red warrior to spend points from his arcane pool without expending them for a duration of 1 round + 1 round per four red mage levels after 1st. This limit break requires only a swift action. Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Mwk Falcata, Bec de Corbin, Light Crossbow (20 bolts), Mwk Armored Coat, Mwk Heavy Steel Shield, Backpack, 4 Bells, Bedroll, Winter Blanket, 10 Candles, 10 Fish Hooks, Flint and Steel, Bullseye Lantern, Small steel mirror, Pint of oil, Signal Whistle, Soap, 2 torches, Waterskin, Whetstone
Money 57 GP 9 SP 8 CP
Background:
Orion Sarilla was the only son of a Galbadian military family. His father and mother served, as well as their fathers and mothers. It was always assumed that Orion would follow in their footsteps.
Instead, by complete surprise, his father enrolled him at Galbadia Garden in an attempt to give the family more prestige once Orion graduated. His mother didn’t have any objections, and he was sent there at age 14. Flash forward 2 years and two facts became apparent. Orion was surprisingly tough, running in to monster nests on dares and coming out without serious wounds. His ability to shrug off damage got him attention from the instructors, who did their best teaching him. That was one of the good things about Galbadia Garden; they found something you were good at and they drilled it into you. The second fact was that he was far too stupid to pass higher level classes like Advanced Junctioning Tactics and GF 2104 (Intermediate Summoning Theory). He was not without his merits. Orion turned out to be an excellent soldier, even if he didn’t show a healthy amount of fear towards the instructors or any of the monsters he had no right surviving against, he excelled at all physical tasks. Orion was also one of the few who decided to use a shield with his main weapon, a falchion, which only added to his resilience. After a long, arduous process, Orion finally flunked out of Garden. His time away from his parents gave him freedom, and with it came a belligerent streak and an ego despite his grades. However, as he rode the train home, he realized that he would miss Garden. Appearance and Personality:
Orion is a well-build and attractive teenager with tanned skin and dark brown hair. He is very rarely without his undecorated Galbadian officer’s coat, a gift from his father as a promise of great things in the future. It’s black with a brown belt and purple cuffs, and has the symbol of Garden on its right breast and the symbol of Galbadia, the three gates, are on the left. Orion carries himself with an air of authority, even if his brown eyes show a lack of intelligence.
While he lived with his parents, Orion was ready to become the perfect soldier. Obedient and willing to follow his father and mother’s direction. His time in Garden, however, has done much to wring that military precision out of him. Learning slang and individualism from his friends, he became mean-hearted and egotistical. Some of this was beaten out of him by his instructors, but he understood how tough he was and it made him arrogant. Orion didn’t study as much as he should, even as he was told he was going to fail repeatedly, and focused mostly on his martial prowess. However, he was very loyal to his friends and to Garden, and feels regret now that it’s too late that he didn’t change his ways.
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