Post by The Lord of Blades on Nov 9, 2009 16:06:27 GMT -5
Player Name: The Lord of Blades
Character Name: Diego "Dio" Archer
Aliases: Only goes by "Dio" usually, but is also known as: "Azure-Fist Dio".
Race: Human
Classes: Monk 4, Blue Mage 1
Alignment: Lawful Neutral
Occupation: Attero Freelancer
HP: 52 HP
AC: 17
Touch: 17
Flat-Footed: 14
BAB: +4
Grapple: +8
Attack Bonus: +9
Flurry: +6/+6
Damage: 1d8+4
Flurry: 1d8+4/1d8+4
Initiative: +3
Speed: 40 ft.
Appearance:
History: Dio, born as Diego Archer, has led a surprisingly violent life. From a young age he was often times alone; possessed with incredible gifts in every field, Diego was leagues ahead of his colleagues. With such a gap between him and his peers, he was frequently forced to remind his peers (through force generally) that his 'excellence' did not make him helpless in the face of cruelty, teasing, and exclusion. Frequently a troubled child, Diego began tagging along with adventurers at an early age instead of his own peers. Even though he was young, he always managed to return, sometimes even when the group he accompanied did not. Unfortunately for Diego, this came to reflect poorly on him, he was viewed as an ill-starred person to bring along. Groups ceased to bring him along with them, and he had long since surpassed and outgrown his colleagues still in school.
Troubled by the lack of growth available to him, he turned to the local monastery, seeking to expand himself spiritually and physically. Taken in as a monk, the monastery saw an amazing potential in the young man and hoped to tap into it. He was continually groomed to replace the current head of the monastery as the years passed, his deep-seated beliefs, natural talent, and enormous vitality (he never wearied of his tasks and even rigorous trainings with others or spiritual sojourns to far away places, and often defeated more than his share of monsters or opponents without having to rest or heal) were all desirable traits. Indeed, all in the monastery saw Diego Archer as a welcome addition to their numbers and he was as welcomed as he'd been all his life.
Unfortunately, it was not meant to last. As his training came to the height that the monastery could offer, Diego began to tap into a newly discovered powers he found latent within himself. A heretical power to the monastery's beliefs: Blue Magic. The disruptive monster-based magic was within him and it not only sullied his image of being naturally gifted (making people believe he had unusual heritage which granted him his gifts and ability to tap into blue magic), but it also ruined any chances of becoming the leader of the monastery. Not only did the monastery reject it and its seemingly chaotic nature, but the surrounding towns would poorly view a Monster Mage leading any group as their image is frequently one of a man-made-monster leading hordes of monsters against civilization.
It didn't trouble Dio, as he now called himself, fully abandoning his past as he embraced the awakening powers. He left the monastery, able to take all he'd learned and trained for with him and use it to survive while learning about his new abilities. Many of his former friends, and even the monks of the monastery sought to contain and confine him but Dio defeated them each as they came for him leaving them alive but with the warning not to trouble him again. He did not wish to kill them, or even hurt them, but he would not allow them to stand in the way of his growth. His growth was paramount, as it always had been his driving goal.
Now Dio works for his home nation Attero. He is a freelancer, going where his skills are needed, which generally happens to put him in the path or home of dangerous monsters which is just what he wants now. He takes any job he deems fit, and his skills are used by anyone who seeks to hire him whose 'job' suits his own moral code that even to this day he clings to from the Monastery.
Once a social outcast, once a monk groomed to lead a monastery, now Dio wanders as a Blue Mage; taking jobs as he sees fit and exploring his recently awakened powers, throwing himself into harm's way for Attero and for himself, relying on his unnatural resilience and endurance to see him through the any and all difficulties while he continues to grow. His title, "Azure Fist Dio" comes from his leaving one hand generally exposed to and its use for invoking blue magic while he fights with his fists.
Background Feat: Improved Toughness
Other Notes: Hand attacks count as magical for purposes of overcoming DR.
Known Languages: Common, Celestial, Infernal, Draconic
STR: 18 (+4)
DEX: 17 (+3)
CON: 17 (+3)
INT: 16 (+3)
WIS: 18 (+4)
CHA: 19 (+4)
Fort: +7
Reflex: +8
Will: +8
(+2 against enchantment spells)
Feats: Stunning Fist, Deflect Arrows, Weapon Focus (hands), Spell Focus (Blue Magic), Greater Spell Focus (Blue Magic), Improved Toughness
Struck through skills are ones that this character is incapable of using, skills in bold are class skills. Feel free to copy my chart via the glories of "Quote" for use in your own characters if you like.
Abilities: Flurry of Blows, Stunning Fist (4/day), Unarmed Strike, Evasion, Still Mind, Ki Strike (Magic), Slow Fall 20 ft., Assimilation Limit (6), Azure Lore, Blue Magic (6 spells per day, DC12+modifier).
Spells:
4/6 Spells known
Force Burst (Su) [Force Golem]: Once every 3 rounds, the Blue Mage can create a 30-foot-radius burst of force centered on themselves. Creatures in the area take 2d6 points of damage and are knocked prone. Those who succeed on a DC16 Reflex save take half damage and remain standing. Force Golems are immune to this ability. The save DC is Charisma-based.
Pulse (Sp) [Force Golem]: The Blue Mage can target any corporeal opponent within 60 feet with a ranged touch attack. If the Blue Mage hits, it and its target make opposed Strength checks. If the Blue Mage wins the opposed check, the opponent is pushed 10 feet in a direction of the Blue Mage’s choice and falls prone in the square it ends up in. This movement does not provoke attacks of opportunity.
The Blue Mage can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. The opponent then falls prone in the square it was in before striking the obstacle. Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check.
Wisdom Drain (Su) [Allip]: The Blue Mage causes 1d4 points of Wisdom drain each time it hits with a touch attack. On each successful attack, the Blue Mage gains 5 temporary hit points.
Ice Shards (Su) [Ice Golem]: As a free action one every 1d4+1 rounds, the blue mage can generate a spray of deadly ice shards from his or her body, dealing 2d6 points of piercing damage and 1d6 points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC16 Fortitude save or be blinded for 1d4 rounds. The save DC is Constitution-based.
Equipment
Weapon:
Body:
Head:
Face:
Neck:
Arms:
Hands:
Feet:
Back:
Torso:
Waist:
Rings:
Inventory: Everburning Torch, Supply Kit (Rations, 3 oil flasks, 50 feet of silk rope, 5 sun rods, etc., roughly 50 gp total of supplies)
Money: 8,850 GP
Character Name: Diego "Dio" Archer
Aliases: Only goes by "Dio" usually, but is also known as: "Azure-Fist Dio".
Race: Human
Classes: Monk 4, Blue Mage 1
Alignment: Lawful Neutral
Occupation: Attero Freelancer
HP: 52 HP
AC: 17
Touch: 17
Flat-Footed: 14
BAB: +4
Grapple: +8
Attack Bonus: +9
Flurry: +6/+6
Damage: 1d8+4
Flurry: 1d8+4/1d8+4
Initiative: +3
Speed: 40 ft.
Appearance:
History: Dio, born as Diego Archer, has led a surprisingly violent life. From a young age he was often times alone; possessed with incredible gifts in every field, Diego was leagues ahead of his colleagues. With such a gap between him and his peers, he was frequently forced to remind his peers (through force generally) that his 'excellence' did not make him helpless in the face of cruelty, teasing, and exclusion. Frequently a troubled child, Diego began tagging along with adventurers at an early age instead of his own peers. Even though he was young, he always managed to return, sometimes even when the group he accompanied did not. Unfortunately for Diego, this came to reflect poorly on him, he was viewed as an ill-starred person to bring along. Groups ceased to bring him along with them, and he had long since surpassed and outgrown his colleagues still in school.
Troubled by the lack of growth available to him, he turned to the local monastery, seeking to expand himself spiritually and physically. Taken in as a monk, the monastery saw an amazing potential in the young man and hoped to tap into it. He was continually groomed to replace the current head of the monastery as the years passed, his deep-seated beliefs, natural talent, and enormous vitality (he never wearied of his tasks and even rigorous trainings with others or spiritual sojourns to far away places, and often defeated more than his share of monsters or opponents without having to rest or heal) were all desirable traits. Indeed, all in the monastery saw Diego Archer as a welcome addition to their numbers and he was as welcomed as he'd been all his life.
Unfortunately, it was not meant to last. As his training came to the height that the monastery could offer, Diego began to tap into a newly discovered powers he found latent within himself. A heretical power to the monastery's beliefs: Blue Magic. The disruptive monster-based magic was within him and it not only sullied his image of being naturally gifted (making people believe he had unusual heritage which granted him his gifts and ability to tap into blue magic), but it also ruined any chances of becoming the leader of the monastery. Not only did the monastery reject it and its seemingly chaotic nature, but the surrounding towns would poorly view a Monster Mage leading any group as their image is frequently one of a man-made-monster leading hordes of monsters against civilization.
It didn't trouble Dio, as he now called himself, fully abandoning his past as he embraced the awakening powers. He left the monastery, able to take all he'd learned and trained for with him and use it to survive while learning about his new abilities. Many of his former friends, and even the monks of the monastery sought to contain and confine him but Dio defeated them each as they came for him leaving them alive but with the warning not to trouble him again. He did not wish to kill them, or even hurt them, but he would not allow them to stand in the way of his growth. His growth was paramount, as it always had been his driving goal.
Now Dio works for his home nation Attero. He is a freelancer, going where his skills are needed, which generally happens to put him in the path or home of dangerous monsters which is just what he wants now. He takes any job he deems fit, and his skills are used by anyone who seeks to hire him whose 'job' suits his own moral code that even to this day he clings to from the Monastery.
Once a social outcast, once a monk groomed to lead a monastery, now Dio wanders as a Blue Mage; taking jobs as he sees fit and exploring his recently awakened powers, throwing himself into harm's way for Attero and for himself, relying on his unnatural resilience and endurance to see him through the any and all difficulties while he continues to grow. His title, "Azure Fist Dio" comes from his leaving one hand generally exposed to and its use for invoking blue magic while he fights with his fists.
Background Feat: Improved Toughness
Other Notes: Hand attacks count as magical for purposes of overcoming DR.
Known Languages: Common, Celestial, Infernal, Draconic
STR: 18 (+4)
DEX: 17 (+3)
CON: 17 (+3)
INT: 16 (+3)
WIS: 18 (+4)
CHA: 19 (+4)
Fort: +7
Reflex: +8
Will: +8
(+2 against enchantment spells)
Feats: Stunning Fist, Deflect Arrows, Weapon Focus (hands), Spell Focus (Blue Magic), Greater Spell Focus (Blue Magic), Improved Toughness
Skill | Modifier |
Appraise | +3 |
Balance | +6 |
Bluff | +4 |
Climb | +5 |
Concentration | +10 |
Craft ( ) | +3 |
Craft ( ) | +3 |
Craft ( ) | +3 |
Diplomacy | +7 |
Disable Device | +3 |
Disguise | +4 |
Escape Artist | +4 |
Forgery | +3 |
Gather Information | +4 |
+4 | |
Heal | +4 |
Hide | +10 |
Intimidate | +4 |
Jump | +7 |
Knowledge (Arcana) | +7 |
Knowledge (Dungeoneering) | +5 |
Knowledge (Local) | +5 |
Knowledge (Nature) | +5 |
Knowledge (Religion) | +7 |
Knowledge (Planes) | +5 |
Move Silently | +10 |
Perception | +11 |
Ride | +3 |
Sense Motive | +11 |
Spellcraft | +5 |
Survival | +4 |
Swim | +5 |
Tumble | +10 |
Use Rope | +3 |
Struck through skills are ones that this character is incapable of using, skills in bold are class skills. Feel free to copy my chart via the glories of "Quote" for use in your own characters if you like.
Abilities: Flurry of Blows, Stunning Fist (4/day), Unarmed Strike, Evasion, Still Mind, Ki Strike (Magic), Slow Fall 20 ft., Assimilation Limit (6), Azure Lore, Blue Magic (6 spells per day, DC12+modifier).
Spells:
4/6 Spells known
Force Burst (Su) [Force Golem]: Once every 3 rounds, the Blue Mage can create a 30-foot-radius burst of force centered on themselves. Creatures in the area take 2d6 points of damage and are knocked prone. Those who succeed on a DC16 Reflex save take half damage and remain standing. Force Golems are immune to this ability. The save DC is Charisma-based.
Pulse (Sp) [Force Golem]: The Blue Mage can target any corporeal opponent within 60 feet with a ranged touch attack. If the Blue Mage hits, it and its target make opposed Strength checks. If the Blue Mage wins the opposed check, the opponent is pushed 10 feet in a direction of the Blue Mage’s choice and falls prone in the square it ends up in. This movement does not provoke attacks of opportunity.
The Blue Mage can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. The opponent then falls prone in the square it was in before striking the obstacle. Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check.
Wisdom Drain (Su) [Allip]: The Blue Mage causes 1d4 points of Wisdom drain each time it hits with a touch attack. On each successful attack, the Blue Mage gains 5 temporary hit points.
Ice Shards (Su) [Ice Golem]: As a free action one every 1d4+1 rounds, the blue mage can generate a spray of deadly ice shards from his or her body, dealing 2d6 points of piercing damage and 1d6 points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC16 Fortitude save or be blinded for 1d4 rounds. The save DC is Constitution-based.
Equipment
Weapon:
Body:
Head:
Face:
Neck:
Arms:
Hands:
Feet:
Back:
Torso:
Waist:
Rings:
Inventory: Everburning Torch, Supply Kit (Rations, 3 oil flasks, 50 feet of silk rope, 5 sun rods, etc., roughly 50 gp total of supplies)
Money: 8,850 GP