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About Corso GacziCORSO GACZI
DEFENSE
OFFENSE
Action points rules:
ACTION POINTS Action Points (APs) are a mechanic for helping to save your butt or to let you do a little something extra. You get APs each time you level up, equal to your new level plus your Charisma modifier (minimum of 1, even if you have a CHA penalty). Any leftover APs from your previous level are lost. Most NPCs do not get action points. Normally, spending an AP is a free action you can do once per round on your turn; however, the ones marked with a * are immediate actions you can do as often as desired. What you can do and AP cost is as follows: BOOST YOUR ROLLS *Add a bonus to any d20 roll (1 AP): Add 1d6 to any d20 roll, after the roll is made but before you know if success is determined. At 8th level you can roll two dice and choose the better result; at 15 th level three dice; at epic levels four dice.
TAKE EXTRA ACTIONS -Take an extra move action (2 AP)
COMBAT BOOSTS: -Duck and cover (variable): Add a dodge bonus to AC of +2 per AP spent. Lasts 1 round.
MAGICAL APPLICATIONS: -Enhance spell power (variable): Increase caster level and save DC of a spell you cast by 1 per AP spent.
SAVING YOUR HIDE: *Ignore condition (2 AP): Ignore a temporary 'condition' (e.g., blinded, confused, dazed, paralyzed, panicked, nauseated, dying) for one round. You can ignore multiple conditions by spending AP for each one you ignore. The duration of the effect continues to elapse while you ignore it. Note that damage (including ability damage, negative levels, etc.) is not a condition and cannot be ignored.
HEROIC EFFORT; You can "overspend" when you run out of APs - if you only have 1 AP left, you can still get an extra standard action or declare a natural 20 or whatever. This doesn't cause a deficit for your next level; it just represents your last gasp of heroic awesomeness. This cannot be done with 0 AP. OTHER Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 14; (25 pt buy, +2 Dex) BAB +1 ; CMB +3; CMD 17 Feats H-Weapon Finesse, 1-Improved Initiative, 3-Two-Weapon Fighting Talents 2-Minor Magic (Acid Splash 3/day) Traits Noble Born: Surtova: Your family is well known for their political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Skills ((Rogue 8, Human +1, Intelligence +2, Favored Class +1) x 3) Armor Check Penalty: 0 (Expert Acrobat) Acrobatics (Dex) +10 = 3+4+3 Appraise (Int) +6 = 2+2+3 Bluff (Cha) +7 = 2+2+3 Climb (Str) +6 = 1+2+3 Craft (Int) Diplomacy (Cha) +8 = 3+2+3 Disable Device (Dex) +8 = 1+4+3+2 MW tools Disguise (Cha) Escape Artist (Dex) +10 = 3+4+3 Intimidate (Cha) +2 Knowledge (dungeoneering) (Int) +6 = 1+2+3 Knowledge (local) (Int) +8 = 3+2+3 Linguistics (Int) +6 = 1+2+3 Perception (Wis) +6 = 3+3 Perform (Oratory) (Cha) +6 = 1+2+3 Profession (Wis) Sense Motive (Wis) +6 = 3+3 Sleight of Hand (Dex) +9 = 2+4+3 Stealth (Dex) +10 = 3+4+3 Ring of Animal Blinding Swim (Str) +6 = 1+2+3 Use Magic Device (Cha) +8 = 3+2+3 Languages Intelligence (Giant, Elvish), Linguistics (Sylvan) SQ Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. Equipment:
Worn or carried gear Shortbow (30 GP, 2 lbs) 20 Arrows (1 GP, 3 lbs) 2x MWK Shortswords (620 GP, 4 lbs) Dagger (hidden along the forearm) (2 GP, 1 lbs) Chain Shirt (100 GP, 25 lbs) Signal whistle (8 SP, -) Caltrops (1 GP, 2 lbs) Caltrops (1 GP, 2 lbs) Traveler’s Outfit (1 GP, 5 lbs) Ring of Animal Blinding Potion of Cure Moderate Wounds Gear Cash = 12 GP and 7 SP debt of 450 gp to the group
Horse: Paradox Carried Weight 57,5 lbs (L = 58 lbs or less; M = 59-116 lbs; H = 117-175 lbs)
Description:
Corso is a tall man in his early twenties. Lean, muscular and fair, he carries himself in an unassuming and discreet way while, somewhere in his grey-black eyes, or perhaps in his stance, one can recognize a flash of defiance and pride. His skin is tan and shows the subtle signs of one who has traveled a lot. He keeps his skull free of hair, yet wears a black beard in the style of the young nobles of Taldor. A dark cape protects him from the weather and conceals his studded leather armor and dueling sword. His accent is a composite of the one found in the surrounding countries, with even a hint of elvish, but certain brevoyan roots.
Plotlines:
Stag Lord needs to be taken out, along with any residual bandits. Fey are causing trouble, but only small mischief at this point. Keep an eye out for Bokken’s berries. (Sounds a little like a kid’s cereal…) Find Svetlana’s wedding ring. Hunt Tuskgutter. We need to make contact with the kobolds, hopefully peaceful. Find the herbs for Bokken. We need to deal with the mites. Deal with the will-o-wisp and spider. Follow up with Oleg on mercenary and Jhod the holy man issue. Tyg-Titter-Tut and Perlivash (good fey, we have a good relation with them): "There isss a ssspirit to the eassst, very evil. You mussst avoid it. Another along the river isss tormented by the Ssstag Lord but only ssseeks aid. Do not offend him." Dramatis Personae:
Servayn Krolz, the summoner Corso Gaczi, the rogue Ox, the cavalier Garick Nowicki, the ranger Janku Tolliver, the cleric Lukasz, the sorceror Kalsgrim Lodovka, the paladin Ioseph Sellemius, Lord Mayor
Background:
Corso Gaczi was born Darijk Surtova, son of Crizj Surtova, distant cousin of the king and member of the court; a minor but aggressive noble made sure that all his son got a very strict and strenuous training in the subtle and deadly arts of the Brevoy court. He showed promise, and his father spent a great deal of money to send him, at 12 years old, to the greatest teachers of the world. In Razmiran, under the tutelage of the high priest Karzham, he studied the arts of oratory and logic, spending hours shouting in front of the crashing waves on the shores of the formidable Lake Encarthan. In Kyonin, the elven master Daolia taught him the arts of remaining unseen and of the silent and swift kill. There he also witnessed the power of the ideal, the rebirth of a once proud nation. In Taldor, at the foot of the Fog Peaks, he studied under Del Federico the subtleties of royal politics and court intrigues, and how nations grow and break. He even spent some time in Isam, capital of Galt, where Flana Fondel took him as her lover, showing him, the ways of manipulating the heart, the basis of overthrowing a government and to harness the power of the mob. Finally, he studied in Almas, the Aldoran capital, where his world was shattered by the liberal teachings of the gnomish philosopher Codoroso. His youth, and the relative peace of being a student with means, was cut short when he received a letter from his older brother announcing that his father died and that he had taken over the leadership of the family. According to him, the family could not afford to pay for his astronomical education fees and had to stop sending him money, starting now. Filled with a nascent understanding of men’s hearts, of politics and intrigue, he decided to come back to Brevoy, but a new man, with a new name: Corso Gaczi; intent on bringing a lasting change to the superficial culture of Brevoy’s nobility.
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