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Uriel Tiberius's page

1 post. Alias of The Thing from Beyond the Edge.


About Uriel Tiberius

Lawful Good
Half-orc
Soulknife 1

darkvision 60'
perception +6
move 20' (base 30', medium load/medium armor)
encumbrance: 114.5 pounds (note: up to 100 is light, 101-200 is medium, 201-300 is heavy)

Backstory:

Uriel Tiberius is an enigma trying to discover himself. He can remember nothing of his life prior to a few short weeks ago when he found himself in Hajoth Hakados, a settlement he learned to be a Numerian bordertown where crusaders passed through on their way to Mendev and the World Wound. However, although he did not have memories of his own life prior to finding himself there, he had memories of many other lives.

Uriel remembered as a human watching first-hand the Isle of Kortos being from the bottom of the Inner Sea. He remembered seeing the monuments of Thassilon being built and he remembered running across the northern plains as a great fire came from the sky. And then, even memories of being among the stars. From those memories he chose a name for himself, Uriel Tiberius.

But, those human memories were vague and fleeting. More strongly, he remembered running wild across the plains as a full orc, not a half-breed and his blood chilled as he thought of the murdering he would do along with worse things still. There were also memories of being a half-breed mixed in with these.

But, most strongly were the memories he held that he knew to be much more recent in time. Memories of fighting the demons. Visions of being evacuated as a child from the great war against the demons while his parents fought to ensure his escape. He vaguely knew that what was being done there made his memories of committing atrocities as an orc pale in comparison. When he saw the crusaders in Hajoth Hakados, he knew he must question them. They were followers of Iomedae and quickly set about questioning him regarding his armor and trying to convince him to accompany them to Kenabres. They said warriors like him were always needed there. Uriel did not have much desire to encounter demons, but the opportunity to follow a trail of the memories he held in his head was too great to pass and he joined them.

As he traveled with them, he began to consciously focus and draw more from those memories. This was difficult as he would often lose himself in a train of thought and begin speaking as if he was one of these ancient people he had in his head. He began thinking of himself as a crusader in order to focus the memories and decided that whoever or whatever he happened to be was less important than stopping the darkness at work in the World Wound.

The reality of Uriel's origins...
Unbeknownst to him, Uriel was not born but was rather grown in a vat of genetic material in a great metal mountain in Numeria. In a mad scheme that had propagated itself repeatedly for thousands of years, the device had sent collectors to gather genetic material to mix with its own store. However, this time something different had happened. Somewhere in that supply of collected material was something more, perhaps a tiny fragment of a seed of divine power embedded in genetic material or a remnant of the will of a mighty psion. This fragment of genetic material resisted the device's attempts to install a fabricated personality. It collected and pulled the memories from the surrounding genetic material to form its own personality and override the one constructed for it. When ready, it fled the genetic factory. And thus, Uriel Tiberius found himself in Hajoth Hakados

Character development:

1. I plan for Uriel to remain soulknife the entire way and to pick the champion path although marshall is not out of the question if no one else takes it and we need one. If it is decided he needs to change to a different class, that can be done, most likely Ranger or Fighter.
2. Take heavy armor proficiency and stack his AC that way as Uriel has no dex mod.
3. As soulknife possibly take psionic weapon and then aligned weapon feats.
4. Take "blade skills" with a progression something like... 2 two hand throw, 4 powerful strike, 6 furious charge, 8 Absorbing blade, etc.
5. Choose path abilities like Clean Blade, Crusader, Punishing Blow, Divine Source (universal), perhaps Legendary Item (for armor), Penetrating Damage, Titan's Rage (maybe).
As a player, I am fond of the idea of a half-orc climbing the ascension ladder with a following of other half-orcs... Divine Source and Crusader actually allows for that.

Day Three of Armasse:

Uriel put on his most friendly smile and waved to the young priestess at the booth. She appeared a bit worried for a moment but he quickly overcame the worry by speaking.

Good day, mam. he started figuring the young girl may be confused by someone she assumed would be trying to get in her trousers addressing her as he would a spinster. He was correct and capitalized upon the confusion. I see that you are a priestess of the butterfly lady. Would you by chance have her written word that I may see?

Suddenly happy that he was looking to learn more of her goddess and not split her like a peach, she quickly pulled out one of several copies Desnan texts she had, the cheap copy. A short while later and Uriel was walking away with the the third text he had managed to obtain, ones from Sarenrae and Iomedae as well as Desna. He was still struggling to find himself and was searching the texts for answers.

*******

The crusader in front of Uriel spoke up in a stern voice, "You, tusk face, speak up. Who are you and what are your plans here in Kenabres. Your kind traffics too much with the demon mother"
Inwardly, Uriel winced as he began to speak without thinking. "I am Uriel Tiberius or, if you prefer, Uri," he stated with a warm laugh. He often so responded and it was sometimes difficult to know what memories would be speaking for him and sometimes difficult to later remember what they had said. "I was once told that I should not try to live in my forefathers' footsteps but rather choose the best my forefathers had to offer and use it as a building block to make something new, better, and lasting." As Uriel remembered it, he was not told this but gave it as part of a speech to a collection of scholars and bureaucrats and politicians. He continued, "My bloodline is filled with that of great scholars and great warriors throughout." Uriel could see the skeptical faces of those listening but was powerless to stop speaking. "My line is filled with both heroes and villains, but I choose how to fulfill my destiny. In another time or place, I might use those gifts of brawn and intellect from my forefathers to build a nation or a school but I am faced with a different problem." Now, Uriel felt he was speaking for himself. "If this threat of demons we are faced with is not defeated there may be nothing left to build upon or to fight for. I choose to do what I can and to help others both see what needs to be done and do so."
He quickly quieted, not being sure if he had spoken inappropriately and fearing that a few minutes later he would forget what he had said.

With that, he began looking for faces in the crowd that may be friendly. Uriel looked first for more half-orcs as he felt he may more easily slide in among such. Barring that, he figured he might try to look for some warriors of Iomedae. He checked his mace and hoped he would not need to use it. Something itched in the back of his head, as if he should be reaching for something other than the mace but he could not figure out what.
*******************

Physical Description:

Age: apparently 16
Height: 6'-6"
Weight: 290 lbs
Hair: shaved head, thick jet black lashes,
Eyes: deep purple

Uriel Tiberius is an enormous half-orc who, despite his heritage, is always immaculately groomed and attired. He stands at six and a half feet tall and weighs nearly three hundred pounds in nothing but his small clothes. He has excellent posture and his power is evident when he moves despite at times moving almost like a gangly youth (who happens to weigh a lot). Although he looks very young in appearance there seems to be something more in his deep purple eyes

Uriel wears an enormous suit of armor covered by an oversized deep green shirt and a variety of equipment arrayed in an orderly manner: bandolier, light crossbow, mace, rope, etc., with a backpack perfectly arranged on his back so as to not be unbalanced, and his dark green leather breeches tucked into his boots.

However, Uriel is most fierce when he forms his mind blade, an enormous slender blade apparently made of crimson energy.

Attributes and Combat Basics:

Attributes
18 Strength 10 points +2 racial
10 Dexterity 0 points
14 Constitution 5 points
10 Intelligence 0 points
14 Wisdom 5 points
10 Charisma 0 points

Armor Class
16 Armor Class 10 +6 armor +0 shield +0 dex +0 dodge +0 defl +0 nat +0 misc.
16 Flatfooted AC
10 Touch AC

12/12 Hit Points

Saving Throws
+04 Fortitude +0 base +2 con +2 luck
+04 Reflex +2 base +0 dex +2 luck
+06 Willpower +2 base +2 will +2 luck
Once per day when Uriel fails a saving throw against an effect created by a demon that would possess or incapacitate him mentally, he may immediately reroll that saving throw as a free action. Uriel must take the second result, even if it is worse. (Child of the Crusade)

+01 BAB
+05 melee basic +4 str +1 BAB
+01 ranged basic +0 dex +1 BAB
+05 CMB +4 str +1 BAB
+15 CMD 10 +0 dex +4 Str +1 BAB
two-handed mindblade, form as a move action 10 hardness and 10 hitpoints, considered magical
+5 to hit, 2d6+6 damage, (19-20)x2
power attack
+4 to hit, 2d6+9 damage
dagger
+5 to hit, 1d4+4 damage (19-20)/x2

heavy mace
+5 to hit, 1d8+4 x2 (one handed) or 1d8+6 x2 (two handed) damage
power attack
+4 to hit, 1d8+6 x2 (one handed) or 1d8+9 x2 (two handed) damage

light crossbow
+1 to hit, 1d8 19-20/x2 damage, range 80 feet

soulknife abilities:

soulknife d20pfsrd

Weapon and Armor Proficiency: A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).

Bonus Feat The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level. Chose Power Attack

Form Mind Blade
As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Note: Uriel chose two handed form
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

Shape Mind Blade
The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; 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 soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Throw Mindblade
All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.
NOTE: Uriel uses the two handed form and thus can't throw without the blade skill Two Handed Throw.

Wild Talent
The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talentfeat.

Half-Orc Race:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Note: Some of Uriel's strongest and most vivid memories are of suffering under the "tutelage" of an orc shaman.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity
Note: Uriel has a tattoo of a great eagle on his chest.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

traits:

1. WotR campaign Child of the Crusade Uriel has many memories tied to those who died in the crusades as well as memories of children of said crusaders.
Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

2. social Champions of Purity Affable
You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

3. faith Ultimate Campaign Fate's Favored
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Note: applies to luck bonus on saving throws gained from "sacred tattoo"

Traits gained from additional traits feat...

4. regional Dungeoneer's Handbook Alien Origins; Note: Uriel is an engineered life form grown in a vat in Numeria by runaway machinery.
Benefit You start play with a unique compass that doesn't point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks.
d20pfsrd link

5. magic Ultimate Campaign Possessed; Note: This is to simulate the scattered memories he has due to the varied genes he was created from and the power they hold over him.
Benefit: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

feats:

shaman's apprentice: endurance Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

1st level: additional traits Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

soulknife 1: wild talent Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

soulknife 1 bonus: power attack 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.

skills:

+06 *autohypnosis 1 rank +3 class +2 wisdom
-05 *acrobatics 0 ranks +0 dexterity -5 armor check
+00 appraise 0 ranks +0 intelligence
+02 bluff 0 ranks +0 charisma +2 alien origins
-01 *climb 0 ranks +4 strength -5 armor check
+00 *craft 0 ranks +0 intelligence
+04 diplomacy 1 rank +3 class (affable) +0 charisma note +2 trait gather information
+-- disable device 0 ranks, no untrained use
+00 disguise 0 ranks +0 charisma
-05 escape artist 0 ranks +0 dexterity -5 armor check
-05 fly 0 ranks +0 dexterity -5 armor check
+-- handle animal 0 ranks, no untrained use
+02 heal 0 ranks +2 wisdom
+00 *intimidate 0 ranks +0 charisma
+-- knowledge arcana 0 ranks +0 intelligence, no untrained use
+-- knowledge dungeoneering 0 ranks +0 intelligence, no untrained use
+-- knowledge engineering 0 ranks +0 intelligence, no untrained use
+-- knowledge geography 0 ranks +0 intelligence, no untrained use
+-- knowledge history 0 ranks +0 intelligence, no untrained use
+-- knowledge local 0 ranks +0 intelligence, no untrained use
+-- knowledge nature 0 ranks +0 intelligence, no untrained use
+-- knowledge nobility 0 ranks +0 intelligence, no untrained use
+-- knowledge planes 0 ranks +0 intelligence, no untrained use
+01 knowledge religion 1 rank +0 intelligence
+-- *knowledge psionics 0 rank +0 class +0 intelligence
+-- linguistics 0 ranks, no untrained use
+06 *perception 1 rank +3 class +2 wisdom
+00 perform 0 ranks +0 charisma
+06 *profession (soldier) 1 rank +3 class +2 wisdom
-05 ride 0 ranks +0 wisdom -5 armor check
+02 sense motive 0 ranks +2 wisdom
+-- sleight of hand 0 ranks, no untrained use
+-- spellcraft 0 ranks, no untrained use
-05 *stealth 0 ranks +0 dexterity -5 armor check
survival 0 ranks +2 wisdom
-01 *swim 0 ranks +4 strength -5 armor check
+--use magic device 0 ranks, no untrained use

Knowledge skill note: magic trait, Ultimate Campaign, Possessed; Note: This is to simulate the scattered memories he has due to the varied genes he was created from and the power they hold over him.
Benefit: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

equipment:

four-mirror armor
heavy mace
light crossbow
> 10 bolt quiver
> 10 bolt quiver
spiked gauntlets (x2)
shirt
> wrist sheathe w/dagger
> bandolier
1. flint and steel
2. sun rod
3. sun rod
4. tindertwig x2
5.
6.
7.
8.
leather breeches
belt
> rope 50'
> belt pouch 10 gp 20 sp
> belt pouch 180 sp, 20 cp
> waterskin
sturdy boots

bedroll
backpack
> gear maintenance kit (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
> waterproof bag
>> soldier's uniform, 30 gp, 30 sp
> waterproof bag
>> shaving kit (straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves)
>> grooming kit (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap 1/2 pound x2, a chewing stick, and tooth powder)
> waterproof bag
>> cheap holy text (Iomadae)
>> cheap holy text (Desna)
>> cheap holy text (Sarenrae)
> waterproof bag
>> iron pot
>> mess kit
>> torches (10)
>> trail rations (5 days)