About Uriel TiberiusLawful Good
darkvision 60'
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...
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"
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
12/12 Hit Points Saving Throws
+01 BAB
heavy mace
light crossbow
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
Shape Mind Blade
Throw Mindblade
Wild Talent
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.
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
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
3. faith Ultimate Campaign Fate's Favored
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.
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.
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.
equipment:
four-mirror armor
bedroll
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