Mercenary Healer

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Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.


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Sczarni

Proud to have my copy on the shelf.

Sczarni

Argh! First thing to really excite me about a new book in years! Love the art and the story background is superb!

Sczarni

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I'm mollified by having to wait until November to get this in print only by the fact that it will be one of the best birthday presents to myself since it will be out then. Though I'd move mountains to have it sooner. Congrats yet again Victoria I can't congratulate you enough.

Sczarni

1 person marked this as a favorite.

Congratulations Victoria. Couldn't be happier or more proud for you!

Sczarni

Great module Pitch. Too sleepy to read the other 3 yet but I'll try and squeeze one in during my lunch break tomorrow. Good luck and congrats yet again on getting to the last round!

Sczarni

Cute teaser. Now show me the module!

Sczarni

Congrats to Mike, Mikko, and Robert as well! But I'm unashamed in backing my great friend who is sadly too many miles away more. But huzzah tis the modern era and staying in touch has never been easier! Now go win this shindig Victoria! I will make a vacation to have you gm your proposal irregardless as top 4 is big time no matter how you end up finishing.

Sczarni

Congratulations Victoria! Just a little further to the top of the hill. So awesome you're in the top 4!

Sczarni

Very nice encounter with good details to make the encounter more memorable. Hope you're one of those who advance. Congrats on advancing to the top 16!

Sczarni

I bought a copy of the book last week and finished it over the weekend. It was a jolly good rollicking tale. The nemesis was just a little bit over the top but was used well to keep things challenging for the protagonists.

It was a good change of pace to see the hero not get everything he wanted and for a very good reason revealed at the end. I especially grew to like Skiver even though he never failed to stay true to his own nature. Hopefully they show up in future novels.

Looking forward to more great reads from this novel line.

Sczarni

Looking forward to this comic. I have it added to my pull box at my FLCS.

Will you be basing any of the background plot off of Paizo's Adventure Paths? Also will the cast of iconic adventurers be set or will it be fluid
with say Valeros bowing out for a while and Harsk steps in to join the group for a while instead? The cast to draw from just the Core Rule book is pretty large and could be very confusing to newcomers to keep track of who knows who and how the different characters get along w/ one another.

Hope things keep me interested and this title stays on my subscriptions list for years to come.

Full Name

Daniel Solomon

Race

Human Investigator 7 | HP: 66/66 | AC: 20, T: 13, FF: 15 | Fort: +6, Ref: +8, Will: +10 {+1/+2/+7} |

Classes/Levels

Melee: +5, Ranged: +7 | CMB: +5, CMD: 18 | Init: +2, Perception: +15 <trap spotter> | Insp 8/9 | SP 12/13 | Speed: 30ft

Age

43

Special Abilities

Potential Energy 2/2

Alignment

LN

Languages

English, Arabic, French, Latin, Mandarin, Spanish, Abyssal, Aklo, Sylvan, Undercommon

Strength 10
Dexterity 15
Constitution 16
Intelligence 22
Wisdom 12
Charisma 8

About Doctor Solomon

Daniel Solomon, PhD
Male human Investigator (empiricist, psyforensic)
LN medium humanoid (human) Psychic (telepath)
Init +2; Senses Perception +15 <trap spotter>
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DEFENSE
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AC 20, touch 13, flatfooted 15 (+2 Dex, +3+1 armor, +1 deflection, +3 shield)
HP 66 (7d8 + 7x3 con +7 FC)
Fort +6, Ref +8, Will +10 {+1/+2/+7} [2 class, 3 Con; 5 class, 2 Dex; 5 class, 1 Wis, +2 feat, +1 trait {+1 trait vs charm/fear, +2 class vs illusion, +8 resistance vs mind-affecting}; +1 resistance]
mind blank

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OFFENSE
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Speed 30 ft.
Melee [-2/-0 dual attack, +3/+3 studied combat]
- [dice=+1 Sword Cane]1d20+5+1[/dice], [dice=Damage]1d6+1[/dice]
- [dice=+1 Flaming Rapier]1d20+5+1[/dice], [dice=Damage]1d6+1+1d6[/dice]
- [dice=Psychic Dagger]1d20+11+2[/dice], [dice=Damage]1d4+2+6[/dice] [25ft]
- [dice=Psychic +1 Flaming Rapier]1d20+11+1[/dice], [dice=Damage]1d6+1+1d6+6[/dice] [25ft]
- [dice=+1 Sword Cane + Studied Combat]1d20+5+3+1[/dice], [dice=Damage]1d6+3+1[/dice]
- [dice=+1 Flaming Rapier + Studied Combat]1d20+5+3+1[/dice], [dice=Damage]1d6+3+1+1d6[/dice]
- [dice=Psychic Dagger + Studied Combat]1d20+11+2+3[/dice], [dice=Damage]1d4+2+6+3[/dice] [25ft]
- [dice=Psychic +1 Flaming Rapier + Studied Combat]1d20+11+1+3[/dice], [dice=Damage]1d6+1+1d6+6+3[/dice] [25ft]
Ranged
- [dice=MW Light Pistol]1d20+7+1[/dice], [dice=Damage]2d4[/dice] 30ft
- [dice=MW Light Pistol + Studied Combat]1d20+7+1[/dice], [dice=Damage]2d4+3[/dice] [30ft]
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STATISTICS
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Str 10, Dex 15, Con 14+2, Int 20+2, Wis 12, Cha 8
Base Attack +5; CMB +5; CMD 18
Feats Iron Will, Extra Magic Talent; Force Shield, Enhancing Telekinesis, Sphere Focus (Mind), Extra Combat Talent
Traits Old Family, Potential Energy, Conscious Cultist
Drawbacks Condescending
Skills Acrobatics +10 (5), Appraise +10 (1), Bluff +10 (3), Climb +5 (2), Diplomacy +8/13/20 (6), Disable Device +16/18 (7), Disguise +4 (2), Drive +8 (3), Escape Artist +8 (3), Heal +8/10 (4), Intimidate -2/+3 (1), Knowledge:arcana +12 (3), Knowledge:computers +10 (1), Knowledge:dungeoneering +12 (3), Knowledge:engineering +10 (1), Knowledge:geography +12 (3), Knowledge:history +12 (3), Knowledge:local +12 (3), Knowledge:nature +12 (3), Knowledge:nobility +10 (1), Knowledge:planes +12 (3), Knowledge:religion +12 (3), Linguistics +12 (3), Perception +15 (6), Perform:violin +3 (1), Profession:biologist +10 (6), Sense Motive +20 (6), Sleight of Hand +10 (5), Spellcraft +12 (3), Stealth +10 (5), Use Magic Device +15 (6)
Languages English, Arabic, French, Latin, Mandarin, Spanish, Abyssal, Aklo, Sylvan, Undercommon
Gear +1 Flaming Rapier, +1 Attuned Masterwork Sword Cane, +1 Attuned Masterwork Hidden Vest, Daggers x4, Wooden Stake x40, Masterwork Light Pistol, Suppressor, 60 rounds, Gas Mask, Penlight, Battery Flood, Masterwork Lockpicks, First Aid Kit, Endless Bandolier, Hip Holster, Concealed Holster, Small Quick-Release Hand Case, Holy Water x2
Money $596
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SPECIAL ABILITIES
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Skilled: +1 skill rank/level
Informed Predictions (Su): vs creature subject to Read Mind within past 24 hours, +2 dodge to AC & +2 insight to saves vs that creature
SLAs (Sp): Read Mind for -1 SP cost; 1/day dream, mind blank, phantasmal killer, telepathic bond
Bonus Feat: Iron Will
Racial Skill Bonuses: +5 to Bluff, Diplomacy, and Sense Motive
Languages (Su): telepathy 100ft

Inspiration (Ex): 9/day [1/2lvl+Int mod] add 1d6 to result of roll before determining success/failure; costs 0 points for Knowledge, Linguistics, & Spellcraft checks; costs 2 points for attack rolls or saving throws.
Ceaseless Observation (Ex): use Int mod for Disable Device, Perception, Sense Motive, & Use Magic Device; use Int mod for Diplomacy to gather information.
Keen Recollection: can make any knowledge check untrained.
Consult the Spirits (Sp): 2/day [1/day/3lvls] spend hour meditating for benefits of autopsy ritual.
Talent: Rogue Talent: Trap Spotter (Ex): immediate Perception check when within 10ft of a trap.
Talent: Disciplined Mind: may use Studied Combat/Strike with Telekinetic weapons.
Talent: Quick Study (Ex): use Studied Combat as a Swift action (included).
Studied Combat (Ex): swift action, study single enemy in sight; +1/2 lvl insight to attack rolls, 1/2 lvl precision damage on attacks vs that enemy; lasts Int mod rounds; costs 1 inspiration point each time after first on same creature within 24 hours.
Studied Strike (Ex): 2d6 upon hit, can end studied combat early to deal 2d6 precision damage; otherwise functions like sneak attack.
Unfailing Logic (Ex): +2 to Will vs illusions; spend 1 inspiration point as immediate action to use Int mod instead of Wis mod for Will saves vs illusions for 1 round.

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MIGHT SPHERES & TALENTS
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(DC 18; BAB +5)
Dual Wielding
..dual attack (attack action with light/one-handed weapon, make off-hand attack for -2 to both; cannot be made with same weapon; 1/2 Str bonus to off-hand attack; additional -2 to each if off-hand weapon not light)

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POWER SPHERES & TALENTS
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Drawbacks Consciousness Linked, Rigorous Concentration
Boons Easy Focus
SP 13 (CL 5th; Concentration +13; DC 19)
Divination [CL 6] Hidden Magic
..divine (10 minutes or 1 SP & 1 action, concentration)
....divine enhancement (detect temporary bonuses & determine nature of source)
....divine charm (detect presence of charm/compulsion/possession/mind sphere effects; no check req'd to identify school/sphere)
....divine density (detect density/weight of nearby creatures & objects)
....divine force (detect incorporeal-subtype creatures & invisible force constructs; does not reveal direction or location; does reveal aura strength {HD and time since passed})
..sense (1 SP & 1 hour/CL)
....blindfolded oracle (blindsense 30ft while eyes closed; can open/close eyes 1/round as free action; +1 SP for blindsight)

Enhancement [CL 5] Personal Magics
(concentration or 1 SP & 1 min/CL)
..enhance equipment (+1 enhancement bonus to weapon, armor, or shield; +1/5 CL)
..lighten (1 SP; reduce [large] objects to 1/2 weight, 1 smaller to weightless, or 2 smaller levitate up/down 20ft/round)

Mind [CL 6, DC 20]
..charm (Close range, 3 tiers: 0 SP lesser, 1 SP greater, 2 SP powerful; lesser, 1/target/day; can only target humanoids)
....read mind [template] (lesser: detect emotional state, Will negates, no daily limit; greater: read surface thoughts, concentration, Will negates)
....suggestion (lesser: plant suggestion in target's mind, Will negates; very Simple requests only, limited to 1-2 sentences; perform until complete or for 1 hr/CL; greater: same as lesser, but up to Basic request, or Simple with +2 DC)
....amnesia (lesser: remove memories of last round, Will negates, new save if action repeated or target reminded; can be removed as confusion or enchantment; greater: remove memories of last CL mins, all or single aspect; can be removed as enchantment)
..subtlety (after target saves vs charm, must pass 2nd save to know it was targeted with a charm)

Telekinesis [CL 6]
..telekinesis (lift object up to Medium size; move up to 20ft + 5ft/CL)
..sustained force (1 SP to maintain lift; can give simple orders; can change orders with move action)
..hostile lift (1 SP to lift unwilling creature; Will negates; new Will save each round)
..bludgeon (use remaining movement to strike creature within lifted object/creature's square; attack with BAB + Int mod)
..catch (readied action to stop ranged attack from object within lift size limit; attacker Will negates)
..dancing weapon (lifted objects count as melee/ranged/thrown weapons I control; Apply combat feats; Add Int mod to bludgeon damage)
..mobile bludgeon (can continue to move bludgeon after attack or stop to full-attack)
..kinetic field (1 SP; create adjacent plane of energy that stops projectiles up to one step smaller than lift size; attacker Will negates; 20ft + 5ft/5 CL)
..powerful telekinesis (increase maximum lift size by 1 step, included)

-----Background-----

Doctor of Biology Daniel Solomon was born to an established family in eastern Massachusetts. He never attended traditional school, instead being privately tutored by the late Mr Alexander Kline. Kline was an old family friend and had lived at the Solomon estate for a generation. He'd accompanied Daniel's father, Isaac, on the expeditions of his youth, venturing to the furthest reaches of the uncivilized world to uncover mysteries, adventures, and at times, treasure. Isaac multiplied his family's financial legacy through the acquisition of these treasures as well as publishing a number of original works, both non-fiction and fiction, about his travels.

However, as both Mr Kline and Mrs Solomon knew, the supposedly fictitious works were in actuality scientific journals cataloging the mystical and magical world just beyond the sight of civilized society. It was for this reason, surely, that Mr and Mrs Solomon vanished in the 80s, leaving Mr Kline to raise Daniel on the now very empty Solomon estate. During this time, Mr Kline secretly explained the world of magic to Daniel and revealed that his father's bedtime stories had been far more than fanciful old tales.

By age 16 Mr Kline began taking Daniel on trips abroad, retracing many of his father's journeys as detailed in his books. Together they encountered witches, fey, ancient curses, and modern monsters. Daniel became obsessed with the dissection and study of the supernatural, and by 20 he was accepted into a master's program for biology in recognition of his unusual talent. He still traveled often, leaving the now-aging Mr Kline to manage the estate back home in Massachusetts.

During his travels, Daniel came to encounter a young thrill-seeker by the name of Elise. They crossed paths a dozen times, coincidentally at first, and invariably ended up talking and drinking the night away. Against Daniel's typical detached manner, he felt free to be open and engage with Elise. They were an intermittent affair, passionately connected for brief moments in their busy lifestyles. An unexpected pregnancy sparked talks of settling down together, but the child was lost at birth. Daniel never spoke to Elise again after that, instead retreating to the safety of his career and the unsolvable riddles of magic. Although he barely met her, Daniel never quite got over the loss of his daughter. To this day he keeps a charm with her name etched on the underside: Kathrine.

It was only 3 years ago that Mr Kline passed away. He was old; he departed peacefully in his sleep. Before passing, he entrusted his granddaughter Lindsey to Daniel as her godfather. Lindsey, now 8, lives at the Solomon estate under the care of the housekeeper. Daniel visits her often, but his career in Salem, Oregon keeps him as busy as do his continuing travels. He'd never say as much, but he loves Lindsey like the daughter he almost had.

Now, at 43, Daniel Solomon, known publicly as Doctor Solomon, has begun chronicling his own adventures; half to continue his father's legacy, and half to learn the truth of his parents' disappearance. In the back of his mind, he muses about the day when he might confront the forces behind the event. But he's more prepared than was his father; instead of just studying the supernatural, he has cultivated it in the powers of his own mind.

-----Personality-----

Doctor Solomon exhibits a clinical detachment to the majority of life. He manages all of his emotions by suppressing them with pragmatism and careful analysis. He identifies his self-worth with his mental acuity, and as such loves to dispense information, hates to be contradicted, and often becomes depressive when he doesn't have the right answer. But usually this simply manifests in being particularly sharp-tongued and disinterested.

In the past, Solomon has shown some humanity in his relationship with Elise. But he put away those memories long ago, and hasn't been interested in such trivialities since. In the present he's known to be especially tender and caring towards his goddaughter Lindsey, but this is by far the exception. He doesn't have much patience for the problems of others unless it's something he can directly solve; the majority of his passion is focused on teaching and learning.

-----Appearance-----

Doctor Solomon is something approaching tall, with a lean build and a narrow face. He keeps his hair short and generally dresses well, though he usually eschews a coat when he can. He wears bifocals as a matter of course, though his sight is not entirely impaired without them. He doesn't much care for hats except when travelling to less civilized places than Massachusetts and Oregon. When on an adventure, he can be found wearing thick leather boots and a conspicuous holster in any regions that allow it. He can often be seen with his journal, either reviewing old entries or making new ones.

edits:
..divided mind (can lift 1+CL objects simultaneously up to combined lift size; can use to make single or multiple Bludgeon attacks)

Divination: Expanded Divinations; Foreshadow, Ghost Sight, Prescience

Investigator 9th: Mental Superiority
Feat 11th: Precogniscent Smite
8 Paralysis, 9FT Powerful Charm, 10 Mass Charm, 11 Sense Magic, 12 Fast Divinations, 13FT Inception, 14 Enthrall