Raymond White

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Raymond White

Mensaje por Nex189 el Jue Ene 14, 2016 2:23 am

Name: Raymond White
Race: Human
Language: Common
Age: 18
Class: Fighter lv1,Swashbuckler lv1, Ranger lv3, Shadowdancer lv3, Swordsage 1
Aligment: Chaotic Neutral
Size: Medium


Strength: 14/+2 (+3)
Dexterity: 24/+7 (28/+9)
Constitution: 20/+5
Intelligence: 14/+2
Wisdom: 8/-1
Charisma: 10/+0

Fort: 2/2/3/1/0/5=13 (15)
Will: 0/0/1/1/2/-1=3 (9 steadfast determination) (11)
Ref: 0/0/3/3/2/7=15 (19)

HP: 105
Attack: 18 (Base 7+Dex 9 + 2 Tonitrus )/20 (Against Magical Beasts)
Full attack: 18/13
TWF Full Attack: 16/18/11
AC: 22 (Base 10 + Dexterity  8 + Amulet 1 + Ring of Force Shield 2)
Initiative: +9
Movement: 30


Blind Sense (Semblance Su): Raymond’s extreme paranoia as a child allowed him to develop a sixth sense through his Aura. Up to 20m, he can notice things he cannot see, therefore , he does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Favored Enemy (Ex)(Magical Beasts): Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a —4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer has the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as barbarian or rogue), the character automatically gains improved uncanny Dodge.

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade (see the Monster Manual for the shadow’s statistics). Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. For example, a 9th-level shadowdancer can have a shadow companion with 6 HD. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1—2. You must meet a maneuver's prerequisite to learn it. See Table 3—1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.

Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.

Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.


Tonitrus (Shock Bane Adamantine Rapier): +2 (11020)
-Ignores hardness up to 20
-Bane (Magical Beasts)
-1d6+2d6(magical beasts)+1d6 + 3 +2 Favored Enemy (Magical Beasts)
-Crit x2 18/20

Disgrace (Triple Bane Adamantine Short Sword): +3 (21010)
-Ignores hardness up to 20
-Bane (Magical Beasts, Monstruous humanoids, humans)
-1d6 + 3 + (2 + 2d6 Bane) + 9

Gauntlets of Ogre Power (4000):
Str + 2

Cloak of Resistance +2 (4000):
+2 Fort/Ref/Will

Gloves of Dexterity: +4
Dex +4

Amulet of Natural Armor +1(2000):
+1 AC

Ring of Substenance: (2500)

Ring of Force Shield: (8.500)
+2 AC at Will

Scholar outfit: 5

Explorer outfit: 10

Maneuvers Known (6):
-Cloak of Deception
-Counter Charge
-Distracting Ember
-Shadow Jaunt
-Sudden Leap
-Shadow Garrote

Stances (1):
-Island of Blades

-City Slicker

Move Silently:12+9=21
Hide:11 (+3)+9=23
Perform (Dance):5+0=5
Sense Motive:11-1=10

Feat level 1: Able learner
Human bonus feat: Combat Reflexes
Flaw bonus feat: Skill Focus (Hide)
Fighter bonus feat: Dodge
Swashbuckler Feat: Weapon Finesse
Feat level 3: Mobility
Ranger Feat: Track
Ranger Feat: Two Weapon Fighting
Ranger Feat: Endurance
Feat level 6: Steadfast Determination
Flaw Bonus Feat: Darkstalker
Feat level 9: Shadow Blade
Discipline Focus (Shadow Hand): Weapon Focus: Short Sword

Size/Type: Medium Undead (Incorporeal)
Alignment: Chaotic Neutral
HP: 18 (2HD)
Speed: Fly 40ft (Good) (8 squares)
AC: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Attack: Incorporeal touch +3 melee (1d6 Str)

Darkvision 60 ft.
Incorporeal traits
Undead traits
Cannot be turned, rebuked, or commanded by any third party.
Can speak with his Shadowdancer.

Fort :+1
Ref: +3
Will: +4

Str: 0
Dex: 14
Con: 0
Int: 6
Wis: 12
Cha: 13

Hide: +8 en lugares sombreados/ 0 en iluminados.
Listen: +7
Search: +4
Spot: +7


“Me sentí tan solo que terminé acompañado.” – Raymond White a su sombra.

Hijo de una campesina honesta y un cazador que decidió dejar sus heroicas hazañas de lado para seguir  su corazón, Raymond creció en un pequeño pueblo afuera de los seguros muros de las grandes ciudades con varias historias y una sensación de seguridad que muchos podrían envidiar para un niño en su posición.
Desafortunadamente, solo sus primeros años fueron normales, ya que todo comenzó a decaer luego de aquel accidente que robo la vida de su madre.
La culpa lo sigue a Raymond hasta el día de hoy, y de hecho tiembla cada vez que sostiene un arma de fuego, pero su padre no culpó a su hijo sino a sí mismo. Pues claro, él estaba orgulloso de que su hijo a tan corta edad tenga tan buena puntería con su revolver pero en manos pequeñas accidentes pasan y fue el mismo viejo quien puso el arma en las manos de un niño. Normalmente el Aura protegería a cualquier persona de un disparo como ese pero ella ha estado trabajando sin descanso en el cultivo de invierno por varios días y su salud y Aura estaban por el suelo. No hubo nada que hacer, murió en el lugar.
La muerte de su madre tras sus manos había causado que los demás aldeanos sientan temor y rencor hacia él, apenas mirándolo como si fuera un perro callejero o, en los peores casos, como uno rabioso. Este manjar de emociones negativas atrajeron a las bestias, que destruyeron todo sin piedad.
Sin un momento para pensarlo dos veces, su padre lo encerró en una pequeña bóveda debajo de la casa que usaban para guardar sus objetos valiosos y unos ahorros que logró adquirir el cazador en sus días de gloria, junto a todas las provisiones posibles que tenían a mano en su hogar antes de que las bestias pudieran siquiera verlos.
Es muy claro que su padre murió luchando contra aquellas criaturas. Raymond permaneció adentro de la pequeña caja de metal subterránea de 2 metros por días, rezándole al pequeño anillo que heredó de su ahora difunto padre. Al poco tiempo, el pequeño niño fue capaz de discernir la posición de cada una de las criaturas, aun si estaban del otro lado del techo y unos días después, los cazadores de la ciudad cercana, Vale, llegaron para limpiar los restos del pueblo. Encontrado y transportado a la gran ciudad como único sobreviviente, sin hogar ni familia, su única verdadera opción era estudiar en Signal usando los ahorros que quedaron, postularse en Beacon y volverse un cazador. Después de todo, nadie debería pasar por una masacre de esa forma y si termina matando una inhumana cantidad de Grimm, tal vez se sienta un poco mejor.

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