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relekorlagunis

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  1. I'll be doing a mechanical breakdown in the other reserved post and will be fleshing out his equipment, but Octavian is ready for review.
  2. Background Octavian is just one of the many hundreds, if not thousands, of poor children who have fallen through the cracks of the Shingles in recent years. Orphaned at a young age, he became one of Gaedren Lamm's many "Little Lamms" out of pure desperation: the alternatives to a life of petty crime were even worse. Octavian worked under Lamm's cruel leadership for a few years, moving from unobtrusive courier to hired muscle as his frame and muscles filled out. As with so many of his peers, though, Octavian eventually landed on Lamm's bad side. After a kidnapping gone bad where the victim killed one of the other kids and escaped, Lamm whipped Octavian nearly to death and dumped him into the Jeggare. Fortunately for the boy, he washed up in the harbor, escaping with only his life and a series of painful scars along his face and torso. Even luckier for Octavian, one of the harbor locals took pity on him and nursed him back to health. Nalra was a fetchling, hiding out in the Shingles from someone or something, and let the boy stay with her a while as he recovered. Once he was healthy, he got a job as a construction laborer, and at night Nalra began tutoring him in combat. It turned out the reason Nalra helped Octavian is that he had a hidden talent: she taught him how to access the Shadow Plane and trained him as a gloomblade, a shadowy bruiser who could never be fully disarmed. Although Octavian trained extensively with traditional weapons before Nalra skipped town, he eventually settled on an improvisational style, relying on unorthodox weaponry and raw strength to take down foes with more training and better equipment. Although he burned with hatred for Lamm and dreamed of revenge, he had no way to track the bastard down, and continued to work in construction, eventually getting a knack for basic engineering. Personality Octavian Cosovenau has been hardened by the cruel and deadly nature of the Shingles. Gruff and direct, he prefers to be a man of action rather than words. He also keeps the vast majority of people at arm's length, both physically and emotionally, being unwilling to trust easily or get involved in other people's business. If you can earn his trust, though, you'll find he has a grim sense of humor and a fondness for gambling, although he's very careful to limit his spending on frivolous things. Although it may seem he's not quick to anger, he's just gotten good at keeping his cool and is in fact easily upset.
  3. Chaotic Good Human Fighter 1 HP 12 / 12 Speed 20ft Init 2 AC 12 Fort 4 Ref 3 Will 2 CMB +4 BAB 1 Sledge +7 (2d6+4, x2) 1H Improvised Weapon +7 (1d6+3, x2) 2H Improvised Weapon +7 (1d8+4, x2) 1H Improvised Weapon (Thrown) +6 (1d6+3, x2) Str 17 (3) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 13 (1) Cha 10 (0) Party Role: Melee Bruiser, Scout [At higher levels, item mastery feats and conduit feats for various utility]
  4. Chaotic Good Halfling Swashbuckler 6 [Flying Blade Archetype] HP 52 / 52 Speed 30ft Init 5 AC 20 Fort 6 Ref 10 Will 6 CMB +4 BAB 6 Starknife +1 +13/+8 (1d3+6, 19-20/x3) Str 8 (-1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 10 (0) Cha 19 (4)
  5. I haven't posted my app yet but I'm working on a Flying Blade Swashbuckler, taking advantage of Divine Fighting Technique to use Cha for starknives. Believe me, if there was a way to be CG Paladin, I would have dipped into it.
  6. The Enduring Temper ability gives Combat Stamina as a bonus feat. Big fan of Painted Barbarian as an alternative to traditional rage.
  7. I am keeping my Veilweaving abilities focused on Spheres-related material. I'll be breaking it all down for Penchant in my application, but basically I've gained two abilities via Veilweaving: the ability to use Ghost Strikes as a melee weapon, including AoOs, and the ability to summon a variety of weapons (and the weapons are mostly a backup option and a way to do nonlethal damage). At the moment, I don't think I've gone too complex or powerful, but obviously the GM will be the judge of that.
  8. Human Hedgewitch, Neutral Good HP 110 / 110 Speed 30 ft Init 4 AC 26 Fort 8 Ref 10 Will 14 CMB +7 BAB 7 Lich's Grasp +11 (1d6+8 [+Ghost Strike], x2) Bleeding Wounds [Ghost Strike] +11 (Bleed 9, x2) Bonerattle [Ghost Strike] +11 (4d6 [+move 5ft], x2) Sap +2 +12 (1d6+2, x2) Str 10 (0) Dex 18 (4) Con 14 (2) Wis 10 (0) Int 10 (0) Cha 20 (5)
  9. That's more than fair. Let me take a look at a build with the Veilweaving Sphere and I'll pitch it to you specifically.
  10. How do you feel about the Technomancy and Veilweaving Spheres? Specifically regarding Veilweaving, I would be looking only to pick up veils from the , as they give specific unique benefits to existing spheres, a few Akashic feats, and the .
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