Vincente



Physical Statistics:
Height: 7'2"
Size Category: Large Human
Weight: 325lbs
Age: 28
Race: Human (+ Lesser Stone Giant/Soulbound Template)
Class: Barbarian 2/ Fighter 10/ Hulking Hurler 3/ Occult Slayer 5
ECL: 22 (Level 20 + Lesser Stone Giant Template + Soulbond Template)

Personality:
Vincente is very much an alpha male, taking charge of most situations and using his not inconsiderable intelligence to turn most conversations in the direction he prefers. Despite being a noble, and over all a goodly person; he is quite attracted to dangerous situations. This includes in combat, which shows with his recklessness; or even in his preferred partners during scenes. He is thrilled by being intimate with dangerous foes, and will usually subjugate his dominant tendencies for the right partner. Most of the time though, he is large and in charge; as his height marks him well above the usual creatures he encounters. And he definitely is carrying the ability to back up his bravado.




Storyline:
Vincente began his adventurous lifestyle when he was 15 years old, setting out from his families noble estate with the hopes for the future high in his educated mind. Despite being born freakishly large for a human, Vincente was by no means a muscle-bound moron; despite looking every bit the part. His status at birth afforded him the finest in educations in both the practical sense, and militaristic. He showed an early aptitude for using implausibly huge weapons with a single hand, though he does occasionally perform a two handed swing on particularily large opponents; and so before he left his homestead he was presented with Utgarde , his soon to be famous heirloom weapon. The weapon, heavily enchanted at birth to bind to his fighting style, grew with him as he ascended in power; taking on new characteristics and allowing his feats to become known throughout the entirety of Cormyr, his home. He bested his first lich at the age of 17, though it nearly cost him his life; he did gain a few very important insights to the world at large during the mission. The first being, never assumed the task at hand will be laughably easy due to only having to face a single opponent. The second was more poignant, never put on a magical cloak unless your sure its not cursed. And thirdly, he really.. Really hates magic users.

After traveling the world for a few years, Vincente started channeling his acquired gold to his hometown once his father passed away; hiring the best in Captains to strengthen his new Kingdoms' borders and employing the finest architects to transform his modest homestead into a veritable paradise for the world weary. The city sported towering stone walls, guard towers placed every twenty feet; even a score of defense mechanisms incase it should ever come under siege. His people prospered while he adventured, and by the time he returned home he could scarcely recognize the land as his home; so much had it grown. What once was a small city supporting four thousand citizens and an army of 1,500 soldiers; now a small metropolis in its own right. His neighbors had increased to over 15,000 souls held safe within his towns' fortified walls as an army of 6,000 protected the countryside from marauding bandits and goblin tribes. Having ascended to the height of power in the lands of Cormyr, he became a respected noble on the nations' democratic council and a direct advisor to the King himself when it came to War. Often spearheading the charge personally, he is a charismatic leader and natural born champion for all things good. Unless, your a mage.. in which case; he treats you with thinly veiled hostility.

And far more recently, another Kingdom has declared him as the King. Straangard




Notable Feats:
Mageslayer- Confers an assortment of bonuses based on your BAB, IF your fighting a spell caster. Vicente has access to the fullest of this feat; listed below.
+0: You gain Spell Resistance of 5 + Character Level.
+1: Damage you inflict is considered "ongoing damage" for the purposes of concentration checks made before the beginning of your next round. All your attacks in a round are considered the same source of continuing damage.
+6: Creatures cannot cast defensively within your threat range.
+11: Your attacks ignore Deflection bonuses to AC.
+16: When a creature uses a [Teleportation] effect within medium range of yourself, you may choose to be transported as well. This is not an action.
REALLY Throw Anything- Allows Vincente to throw literally any object up to two size categories larger than himself (Up to Gargantuan sized creatures, or any object up to 150 Tons and no larger than 25' tall)
Improvised Weapon Proficiency- This allows Vincente to weild an improvised weapon (A chair leg, a stein, a statue of a person; or indeed the person) with a lessened penalty to his attack rolls.
Monkey Grip- Allows Vincente to weild a weapon normally designed for use with two hands in a single hand, with no penalty. The weapon then counts as being weilded in a single hand, allowing him to only use half of his strength when using it with one hand.

Of course, this is not all.. But it does give you an idea as to what and why he can do the things he can.

Class Features
This is a table showing you what his prestige classes allow him to do:

Hulking Hurler -
1st +1 +0 +2 +0 Catch weapon,
really throw anything
2nd +2 +0 +3 +0 Two-handed hurl trick
3rd +3 +1 +3 +1 Two-handed hurl trick

All the following are class features of the hulking hurler.
Weapon and Armor Profi ciency: Hulking hurlers gain
no profi ciency with any weapon or armor.
Catch Weapon (Ex): A hulking hurler gains the Snatch
Arrows feat even if he does not meet the prerequisites. He
may catch weapons of his size or smaller (and hurl them back
at the attacker immediately if he chooses).
Really Throw Anything (Ex): A hulking hurler gains the
Throw Anything feat (described in Chapter 3 of this book)
as a bonus feat. However, since a hulking hurler depends
on brute strength more than skill, he can throw anything
(not just weapons) he can lift as a light load. If the item is an
improvised weapon, he takes a –2 penalty on his attack roll
instead of the normal –4. Use the rules in Chapter 4 of this
book to determine the amount of damage the thrown weapon
does.
The range increment of a thrown weapon or improvised
weapon wielded by a hulking hurler is 10 feet + 5 feet per
size category the hulking hurler is beyond Medium (this is a
modifi cation of the Throw Anything feat) + 5 feet per 2 BAB. (Maximum Range: 70ft )
Two-Handed Hurl Trick (Ex): At 2nd level and again
at 3rd level, a hulking hurler chooses one of the following
tricks. In order to use any of these abilities, the hulking
hurler must grip the weapon or improvised weapon in two
hands and throw it as a full-round action.

Area Attack: The character makes an attack roll against a
square the target creature occupies (AC 10) rather than the
creature itself. Any creature in the square must succeed on
a Refl ex save (DC 10 + the hulking hurler’s ranged attack
bonus) or take full damage. This ability may only be used
with a Huge or larger weapon.
Knockdown Blow: If the hulking hurler’s attack hits and
does damage to any creature of Medium or smaller size, the
target is rendered prone.
Meteor Strike: As a full-round action, a hulking hurler deals
extra damage equal to twice his Strength bonus on a successful
hit with a thrown weapon.
Overburdened Heave: The hulking hurler can throw a
weapon up to two sizes larger than his size category, or
an item that weighs as much as his medium load (so a
Large hulking hurler with a Strength score of 25 could
heave a Gargantuan javelin or a rock weighing up to 533
pounds).
Ranged Power Attack: If the target is within 30 feet, the hulking
hurler can use Power Attack with his thrown weapon.

Occult Slayer
1st
+1 +0 +0 +2 Magical defense +1, weapon bond

2nd
+2 +0 +0 +3 Vicious strike, mind over magic 1/day

3rd
+3 +1 +1 +3 Auravision, magical defense +2

4th
+4 +1 +1 +4 Mind over magic 2/day, nondetection cloak

5th
+5 +1 +1 +4 Blank thoughts, magical defense +3

Magical Defense (Ex): An occult slayer’s constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and +3 at 5th level.
Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of their power. Upon making their selection, they immediately form a bond with the chosen weapon that imbues it with the force of their determination against magic. Thereafter, any successful attack they make with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until they acquire and bond with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else – no adventuring) to create a new weapon bond.
Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against them to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character’s occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.
Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.
Auravision (Su): At 3rd level, an occult slayer gainst the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.
Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear they wear or carry) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character’s occult slayer level), except that it affects only the occult slayer and their possessions.
Blank Thoughts (Ex): At 5th level, an occult slayer can induce within themselves a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). They can suppress or resume this ability as a free action.

Soulbound Template:
Vincente, despite his open disdain for magic; has found himself imbued by a Binder he'd come across with some incredible abilities; that somehow became permanent. Listed below

Eligor's Strength: [Eligor] +4 unnamed to strength score
Chromatic Strike: [Eligor] Add 1d6 energy damage to a single attack as a free action. May not add more than once to a given attack.
Eligor's Natural Resilience: [Eligor] +3 AC enhancement (+4 at lvl 16, +5 at lvl 20).




Items he carries:
10 Potion of Cure Critical Wounds
50ft Steelsilk rope
Ninvaros' Tiny Hut
1 weeks supply of Iron Rations
2 Everflowing Waterskins (One has wine instead of water)

Utgarde
His magical, and massive sword; Utgarde has been with him since the beginning. It has grown to match his preferred fighting style, taking on characteristics and even a personality of its own over time. Traits listed below:
Heavy - Allows the Weapon to deal damage as if it were a size category larger than it actually is. (Hits for Huge damage, 4d6 at base.)
Unbreakable - This weapon is immune to disintegrate, rust, shattering and sundering effects.
Keen - Increases its critical Threat range by +1 (Making it 18-20x2)
Bound - This weapon only answers too and can be wielded by Vincente, meaning anyone else who attempts to wield it (even if they meet all prerequisites to wield such a huge sword) will think it unbalanced and perhaps even broken. They are unable to tap into its abilities, by any means; including magical.

Kitzinii, The Tempests' Cloak
This cloak has also been heavily enchanted, and despite being a "cursed" item; he finds it quite useful. Its effects are as follows:
Hurricane Wind: At all times, his cloak and hair are caught in gale force winds that send his cloak and hair flapping in this magical wind. He technically can deactivate this ability; but usually doesn't. He thinks it makes him look more imposing.
Spell Absorption: His cloak will automatically absorb any spell cast towards him that is of a spell level lower than 5.
Spell Resistance: Confers a permanent +25 spell resistance to all spells leveled his way.
Detect Magic: Vincente's vision is constantly assailed with glowing "essences" surrounding magical objects, allowing him to seek them out even when hidden or made invisible. This effect can be deactivated and usually is unless he is actively hunting someone.



Mr. Bluesky_Alts

*Character is played with a narrative style, thank you for reading this far. Please note that unlisted sliders are indeed things I am not interested in. Me Gusta!
 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike The character is here for storylines, but he is incapable of performing any sort of vore action; unless your incredibly small.
Soft Vore Always/Love
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Hard Vore Always/Love
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Never/Dislike
Reforming Always/Love
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Never/Dislike He will always come back, but usually not right in front of you. Unless you request it, that is.
Endo Always/Love
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Never/Dislike He's pretty hard to digest, so expect some dialogue while he's in there.
Oral Vore Always/Love
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Never/Dislike This is the only type of vore he can perform, unless you somehow alter his body without tingling his "anti-mage" senses.
Unbirthing Always/Love
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Never/Dislike
Tail Vore Always/Love
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Never/Dislike By this I also include tentacles, and any other prehensile appendage you happen to have a mouth on.
Vampiric Vore Always/Love
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Soul Vore Always/Love
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Unconventional Vore Always/Love
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Stretchy Always/Love
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Realistic Always/Love
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Food Related Always/Love
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Rough Always/Love
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Gentle Always/Love
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Sex Always/Love
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Pain Always/Love
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Transformation Always/Love
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Blood Always/Love
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Bondage Always/Love
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Magic Always/Love
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Never/Dislike In case you just skipped the profile and went straight to here; Vincente HATES magic users. He will be happy to end their <i> "Cowardly hand waving" </i> ways.
Willing Always/Love
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Unwilling Always/Love
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Never/Dislike Being an overall good person; he will not force someone to do his bidding. Unless their a mage, or an evil person.. In which case, he will boss you around like theres no tommorow.
Micro/Macro Always/Love
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Never/Dislike Dragons tend to be a lot bigger than him.. He likes it that way.
Same Size Always/Love
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Male Partner Always/Love
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Female Partner Always/Love
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Herm Partner Always/Love
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Human Partner Always/Love
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Never/Dislike Mundane humans are a bit, bland. But hardly anyones mundane here, so this shouldn't be too much of an issue.
Demi Partner Always/Love
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Fur Partner Always/Love
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Scaly Partner Always/Love
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Never/Dislike My absolute favorite, includes dragons, nagas, snakes, lizards, sharks, orcas, and anything else with scales I happened to forget.
Feathered Partner Always/Love
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Never/Dislike
Animal / Non-morphic Always/Love
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Underage Character Always/Love
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Never/Dislike He tends to be very protective of children, so its doubtful he'd ever harm one. There are those sneaky characters who just pretend to be kids though..
Verbose Posts Always/Love
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Quick Posts Always/Love
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Evolving Character Always/Love
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Breaking 4th Wall Always/Love
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Staying In Character Always/Love
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Surprise Me Always/Love
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Multi-Session Always/Love
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Grab and Gulp Always/Love
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Group Roleplay Always/Love
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Whisper Always/Love
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Public Always/Love
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Private Always/Love
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