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Castiel

Page history last edited by Tenkei 7 mos ago

 


 

 

Mannerisms & Appearance

     Castiel spent much of his life in Atur, growing to age around humans, and as such his personality is more likely to be jovial and carefree. Though he has his serious side to him, Castiel is prone to overboasting his prowess, a charmer ever still, prone to putting up a large front of talking, while always keeping an ear tuned to what those around him are saying.

     He is quick to protect those he regards as his friends, he has found his true calling in the life of an adventurer. Castiel is most excited by the thought of finding something new, be that a place or a treasure, he's always ready to be on the move. It is his goal to find what foul thing had finally claimed his father's life, he keeps his father's journal in his pack and retraces his steps whenever he can, wondering where it may be that he has ended up. In the mean time, he is more than happy to get side-tracked by the next thing to catch his eye.

 

     He stands at a slim 5'10", his lean body and quick movements make it easy to see the life he was cut out to live. His skin is a lighter cast than most Drow, being of a light grey complexion with a slight blue to it. He keeps his white hair cut shorter than most, having not grown up around many other Drow -- his eyes are a light, opalescent blue.

 

 

Character Background

 

"They told me my father killed the dragon Rellanon with a single arrow shaft."

 

     Castiel came of age in the city of Atur in Karrnath, the child of a respectable and well-known couple. Though they were drow in a city of mostly humans, Castiel's father Ruchiel was a man often talked about in the pubs, an adventurer who lived many span beyond human years and finally came to Atur to settle down, to take position as a general of the military. If there was one thing the people of Karrnath respected, it was the men of high position in their military. So it was for years, until Ruchiel was hailed by old friends and left on one last adventure to help those from his past. Years passed since he was supposed to return.

     Castiel grew up an otherwise normal life, possessing a bit too much energy and imagination, some would say. As he grew, he was recruited to serve the military of Karrnath, as all youth born to the nation were expected to. He proved an adequate trainee in spying and reconaissance, showing advanced abilities in scaling buildings and moving about silently. There was too much of his father's blood in him, and he found himself unable to settle down for too long. By the age of 40, he left the military and decided to help people in what he felt was a better way. He became a sort of private investigator to the citizens of Atur -- he specialized in getting back things that were stolen, and in seeking out ever valuable information.

     He was happy doing this for a while, spending his free time flipping through his father's old journal and marvelling at all of the places he'd been. He always felt like he was missing something, perhaps longing to see more, he still climbed to the highest rooftops every night to search out as far as the eye could see.

 

     His decision was made when news started to circulate that the military force of Atur was being roused again, borders were tightening and they were calling in old soldiers. Castiel was growing tired -- hopping rooftops and sneeking away stolen items didn't hold the same glimmer for him anymore, and returning to a military life was something he desired even less. He wanted to retrace footsteps, to find where his father had been and to maybe find out what happened to him. He wanted to hunt bigger and better things, to find treasure, to meet interesting people, he wanted to be on the move.

     And one day, he was gone from Atur. You can't exactly inform anyone when you're about to flee the military. He left in the dark of night, he headed west for Fairhaven and Aundair, where his father's first adventure began.

 

 

 

Fighting Style & Abilities

 

     Ever the agile fighter, Castiel always keeps his dagger's close at hand. He prides himself on the accuracy, at being able to find the weak point in the armor. He is a constantly moving shape on the battlefield, moving from shadow to shadow and making use of all the tricks taught to him from his time in Atur.

     If the beast or person will listen, Castiel is just as likely to try to talk the opposing side out of fighting -- if only for a distraction -- he is just as likely to pounce when the fight begins.

 

 

Character Sheet

 

     Click here to see Castiel's character sheet! I'll put it up in tables on the wiki later tonight.

 

 

General Stats

 

  • Name: Castiel
  • Level: 1
  • Class: Rogue
  • Total EXP: 0/100
  • Race: Drow
  • Size: Medium
  • Age: 65
  • Gender: Male
  • Height: 5'10"
  • Weight: 155 lb.
  • Alignment: --
  • Deity: --
  • Languages: Common, Elven

 

Ability Scores

 

  Score Abil Mod Mod +1/2 lv
STR 10
0
0
CON 11 0
0
DEX 20 +5 +5
INT 8 -1 -1
WIS 10 0 0
CHA 16 +3 +3

 

 

 

 

 

 

 

 

 

 

Combat Parameters

 

Hit Points

 

  • Max HP: 23  (Bloodied: 11)
  • Surge value: 5
  • Surges/day: 6

 

Defenses

 

  Total Base 1/2 lv Stat Class Equipment Race
AC 17 10 0 5 DEX 0 2 0
Fortitude 10 10 0 0 STR 0 0 0
Reflex 17 10 0 5 DEX 2 0 0
Will 13 10 0 3 CHA 0 0 0

Conditional Bonuses: +3 AC (Cha Mod) against opportunity attacks.

 

Initiative

 

  Total DEX 1/2 lv
Misc
Initiative +5 5 0 0

 

Movement

 

  Total Base Armor Item Misc
Movement 6 6 0 0 0

 

Basic Attacks

 

  Attack Defense Damage Range
Dagger +9 AC 1d4+5 M

Dagger (Thrown)

+9 AC 1d4+5 Range: 5/10

       

 

 

Senses

 

  • Vision: Dark Vision

 

  Total Base Skill Bonus
Passive Insight 10 10 0
Passive Perception 15 10 5

 

 

Features

 

Racial (Drow)

 

  • Trance (Drow): Meditate aware 4 hours instead of sleep.
  • Lolthtouched: Use either cloud of darkness or darkfire once per encounter.
  • Darkfire Charisma: Use CHA for Darkfire
  • Fey Origin: Your origin is fey, not natural. 

 

 

Skills

 

  Total Training 1/2 lv
Ability Mod Check Other
Acrobatics (DEX) 10 +5 0 5    
Arcana (INT) -1   0 -1    
Athletics (STR) 0   0 0    
Bluff (CHA) 8 +5 0 3    
Diplomacy (CHA) 3   0 3    
Dungeoneering (WIS) 0   0 0    
Endurance (CON) 0   0 0    
Heal (WIS) 0   0 0    
History (INT) -1   0 -1    
Insight (WIS) 0   0 0    
Intimidate (CHA) 10 +5 0 3   2
Nature (WIS) 0   0 0    
Perception (WIS) 5 +5 0 0    
Religion (INT) -1   0 -1    
Stealth (DEX) 12 +5 0 5   2
Streetwise (CHA) 3   0 3    
Thievery (DEX) 10 +5 0 5    

 

 

Feats

 

  • Melee Training (Dexterity): Use Dexterity for melee basic attacks.

 

Powers

 

At-Will

 

  • Piercing Strike (Rogue Attack 1)
    • At-Will ✦ Martial, Weapon
    • Standard Action; Melee Weapon
    • Requirement: Must be wielding a light blade.
    • Target: One creature.
    • Attack: Dexterity vs. Reflex
    • Hit: 1[W] + Dexterity modifier damage.

 

  • Sly Flourish (Rogue Attack 1)
    • At-Will ✦ Martial, Weapon
    • Standard Action; Melee or Ranged Weapon
    • Requirement: You must be wielding a crossbow, a light blade, or a sling.
    • Target: One creature.
    • Attack: Dexterity vs. AC
    • Hit: 1[W] + Dexterity modifier + Charisma modifier damage.

 

Encounter

 

  • Positioning Strike
    • Encounter ✦ Martial, Weapon
    • Standard Action; Melee Weapon
    • Requirement: You must be wielding a light blade.
    • Target: One creature.
    • Attack: Dexterity vs. Will
    • Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
      • Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.

 

  • Cloud of Darkness
    • Encounter
    • Minor Action; Close Burst 1
    • Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

 

  • Darkfire
    • Encounter
    • Minor Action; Ranged 10
    • Attack: Charisma +4 vs Reflex
    • Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

 

Daily

 

  • Pommel Smash
    • Daily✦ Martial, Weapon
    • Standard Action; Melee Weapon
    • Target: One Creature
    • Attack: Dexterity vs. AC
    • Requirement: You must be wielding a light blade.
    • Hit: 3[W] + Dexterity Modifier damage, and the target takes a -2 peanlty to attack rolls (save ends).
    • Miss: Half damage, and the target takes a -2 penalty until the end of its next turn.

 

Equipment

 

  • Money: 18GP
  • Weight: 67 lb.
    • Normal load: 100 lb.
    • Heavy load: -- lb. (both hands, but no speed penalty)
    • Max drag: -- lb.

 

Worn Items

 

  • Armor: Leather Armor
  • Weapon: Dagger (5)
  • Other Weapon(s): Shuriken (20)

 

Other Items

 

  • Adventurer's kit (33 lb.)
  • Grappling Hook
  • Belt Pouch (empty)
  • Silk Rope (50 ft.)
  • Thieves' Tools
  • Waterskin

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