Valeros

Matiscio Tartaluna's page

679 posts. Alias of Solicitor.


Full Name

Matiscio Tartaluna

Race

| HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14

Classes/Levels

| Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Gender

Male NG Human (Chelish) Brawler 7

Size

Medium

Age

24

Alignment

NG

Deity

Irori

Location

Cheliax

Languages

Common

Occupation

Journalist by day, brawler by night

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Matiscio Tartaluna

About Matiscio Tartaluna
Statistics
Name: Matiscio Tartaluna
Sex: Male Race: Human Class: Brawler 7 Age: 24
N male Medium humanoid (human)
Init +2; Senses Perception +14

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DEFENSE
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AC 22; touch 16; flat-footed 18 (+5 armor, +2 Dex, +1 Shield, +2 Dodge, +2 Deflection)(+1 Dodge to AC after making a 5ft step)
hp 67
Fort +7; Reflex +7; Will +7

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OFFENSE
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Speed 30 ft (light armor, light load, 30ft base)
Melee Unarmed +12/+7 (1D8+4 / x2) B
Melee Katar +10/+5 (1D4+3 / x4) P
Melee Madu +10/+5 (1D4+3 / x2) P
Situational: (PA) -2 attack +4 damage
Situational: (flurry) +1 extra attack, -2 to hit
Situational: (5ft step) +1 damage & +1 dodge bonus to AC

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STATISTICS
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Str 17; Dex 14; Con 14; Int 10; Wis 14; Cha 10
BAB +7/2; CMB +10; CMD 24 (26 vs grapple, 25 vs trip, +1 CMD after 5ft step)

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TRAITS
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Historian of the Rebellion (+2 Organization check, +1 stealth and becomes class skill) and Seeker (+1 perception, class skill)

Reason To Protest: Meeting a contact from the Silver Ravens (+2 perception / sense motive during the protest).

Indomitable Faith: gain a +1 trait bonus on Will saves.

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FEATS
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1st: Power Attack
3rd: Iron Will
5th: Dodge
7th: Lunge
Human: Combat Expertise
Brawler 1: Improved Unarmed Attack
Brawler 2: Weapon Focus (Unarmed)
Brawler 5: Outslug Style
Campaign: Alertness (+2 Perception & Sense Motive)

SKILLS (+28 brawler, +7 human, +14 Background) Asterix denotes class skill (-4 ACP)
(AP Bonus Skill: 1 to Climb)
(7) Acrobatics* +12 (+8)
(7) Perception* +15
(7) Sense Motive* +14
(7) Stealth*+18 (+14)
(7) Knowledge Local* +10
(1) Profession (Journalist) +6
(4) Lore (Kintargo) +7
(1) Knowledge History +1
(1) Climb* +3
(2) Profession (Guru) +7
(1) Swim* +3
(4) Appraise +6

LANGUAGES
Common

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ABILITIES
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Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a shift action to gain the benefit of a combat feat she doesn’t possess, or a move action to acquire two feats. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler.
Brawler’s Flurry (Ex): can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Maneuver Training 2 (Grapple +2, Trip +1) +2/1 bonus on combat maneuver checks when grappling and a +1 bonus to her CMD when defending against grapples.
AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
Brawler’s Strike (Ex): At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Close Weapon Mastery (Ex): At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

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GEAR
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Carrying Capacity: Light– 76 lbs; Medium- 77-153 lbs; Heavy- 154-230 lbs; Current- 71.5 lbs
Weapons – Katar (2 lbs), Silver Dagger (1 lbs)
Armor – Steel Madu (6 lbs), Chainshirt (25 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – Brawler’s Kit (backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), waterskin – 36.5 lbs), Scrivener’s Kit (Soft leather case containining: vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler – 1 lb), Alchemist's Fire (x1), Sunrod (x1), Smokestick (x2)

PP: 0
GP: 275
SP: 0
CP: 0

Madu rules: If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). Counts as a spiked light shield.

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LEVEL UP
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Level 1: +1 HP FCB | Skills: Perception, Stealth, Knowledge Local, Acrobatics, Sense Motive, Profession Journalist, Lore (Kintargo)

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APPEARANCE
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Blessed with strong shoulders and an aptitude for physical activities, Matiscio stands about six feet tall. While muscular, the man isn’t bulky. Discolorations and scars highlight his journey towards self-discovery: the repeated impacts of practice swords and canes, the sharp metal edges of shield and blade and the many missteps he made as a child.

Where once long Chelish curls roamed, now only short stubble remains. The man makes it a point to keep himself clean shaven. As a result he often tends to look a couple of years younger. The fact he tends to greet the world with a soft smile does nothing to diminish this. His sharp straight nose is another indicator of his Chelish roots and the lack of any and all pox marks could either be taken as him coming from wealth or being an exceptionally blessed child. One mark does remain tho: a hole in his right ear where he, during a rebellious phase in his adolescent years, wore an earring. Oh, how his mother hated that tiny mithral loop.

Matiscio boasts large big round eyes, a rather uncommon trait for a Chelish. They’re flanked underneath by high cheekbones, making his face a rather welcoming sight. It is that the man tends to be focused on what’s inside else he could actually be labeled as ‘charismatic’.

He usually wears functional linens or woolens, depending on the season. The material and style adhere to Chelish customs. It is in his choice of weaponry that things get a little weird. Matiscio, when expecting action or when training and sparring, wields a katar and madu, respectively a pointy punching dagger and light shield with protruding horns on both sides.

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BACKGROUND
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Born and raised in Kintargo under the loving guidance of a Chelish army officer and the daughter of a well-off Kintargan merchant. Matiscio’s childhood years were unscathed by hardships, but life has its way to ensure that once it does start to rain, it starts pouring. First his father was taken away from him, struck by a sudden and virulent disease. With the love and sunshine of her life taken away from her, Matiscio’s mother started to wilt away like a flower would. Whereas his father was ripped away from him in a matter of days, the Gods took their time weighing and judging his mother before they yanked her out of her mortal coil.

The young adult resorted to drowning out his miseries. To this day he isn’t sure whether it was sheer luck or simply fate that caused his drunken self to run into Master Jalpur at Aria Park.

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Story time: True self is without form.
Uneasy footsteps dragged forth a heap of misery and self-pity. The young man’s face made no secret of his inebriated state, eyes permanently squinted yet unable to focus on any one thing for more than a second. If that wasn’t enough to tip one off, the blazing cheeks would. Sargavan rum was so thick and heavy a liquid that it could drown anything and Matiscio had attempted to throw his entire mind into a jug of that sticky alcohol. He staggered from left to right over the uneven granite street stones. The man’s saving grace was the fact he had traversed this route oh so many times before yet he couldn’t help but let go a sigh of relief as he finally made it into Aria Park. Here the rough granite road made place for a gravel path. Matiscio loved the crunchy noise these paths made and couldn’t help but be entranced by it.

Eyes glued to his feet, the drunkard wasn’t even aware of the fact he had bumped right into an elderly man who was now holding him in place with one hand. Where had the gravel gone? These blades of green underneath, t’was grass! Wobbly eyes wobbled up to stare with incomprehension at the wizened old man. Harsh dark eyes pierced right through his drunken stupor and Matiscio felt like the man was asking him a question, over and over again. Finally he comprehended the words, thick and dripping with a rich foreign accent, “This vicious circle ends here. I hold your body, but you must bring forth your mind.

All Matiscio wanted to do was slip around and evade this confrontation with a truth he wasn’t yet ready to deal with. A clumsy attempt to sidestep the man’s iron grip failed, ending with Matiscio falling down onto a knee. It was only the man’s grip on him that kept the heap of misery from collapsing into the grass. A voice filled with care and warmth reached him once more and tears started rolling down the dipsomaniac’s cheeks as they decrypted the man’s accent. “Your soul is resisting the urges and desperations of your mind and flesh. Whatever ails you deserves to be recognized and then embraced.

The young man’s mind could not, would not, yield. Words fell out of his mouth as they tripped over his tongue. “Let me go. I am on my way to Temple Hill Gardens. I must tend to my mother’s grave!” Yet his flesh ached. A thirst was burning within him. It craved to be sated. And there was this one pub on the way to the graveyard that served the most delectable absinthe from Absalom. A face filled with sorrow shook from left to right and there it was again, that warm voice. “No. This ends here.

One more struggle, so short, so brief, and all went dark. The Vudrani man apologized to the gathered students and knelt down to collect the unconscious drunkard. “The session is over. Ponder this lesson and judge not, for life ends up tugging at the strings of our mind, body and soul sooner or later. Let it inspire you to better yourselves and when we next meet, tell me what it inspired you to do. May Irori help us find enlightenment.

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Master Jalpur helped the lost young man find his way from an endless ocean of alcohol back to port. Through inward reflection and the firm believe that peace comes from within Matiscio started to mend. The road to the graveyard at Temple Hill Gardens was now a journey of the self. But disaster would strike one more time.

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Story time: Better than a thousand hollow words, is one word that brings peace.

It was a rainy day it was. Matiscio repeatedly slapped himself in the face whilst staring into a mirror, wishing to wake up just a little faster. Yesterday had been a good day, but today his body ached. He looked down to his right wrist and noticed that the cut had started to scab. Surely it would leave behind a discoloration of the skin, not quite a scar, but yet a physical reminder of his journey towards perfection. Matiscio grinned, knowing well that any such journeys only led man towards his flaws. A quick shave later and the man found himself traversing the same old streets, the rain washing away what shaving roam he had missed. Observant eyes tried to notice any and all changes in his surroundings and when he arrived at Aria Park, he went through the list. His neighbor had planted new flowers in her garden. The baker was now asking an extra copper for a large flat bread. The bells of the church of Asmodeus rang at yet another random moment.

Matiscio hadn’t made it through half of the list when he noticed something else was off. The gravel path leading to a small remote pavilion in Aria Park had been disturbed: someone had scraped through it with an armored boot or offered resistance .. to what? Being arrested? Kidnapped? The man hastened his approach, but every step only filled his mind with ever more worry. There was only one student to be found at the pavilion and she stared at Matiscio with one eye. Dismay shot through him. The girl, a lithe Korvosan native by the name of Jaya, had been repeatedly pummeled in the face and her left cheek and eye were a bloody mess! “They’ve taken him! Th-th-the city guard and hell knights!” Her voice was dripping with defeat and Matiscio wrapped her up in his arms, only then noticing the parchment hanging from a hellish nail at the entrance to the pavilion.

To all citizens, let it be known that I, Barzillai Thrune, won’t, shan’t and cannot accept any and all defiance to the rightful rule of Queen Abrogail, the first of her name, of House throne. The denizens of this pavilion, a house of training and reflection under the misguided eyes of Irori, have been found wanting in their submission to the Throne and its leader, a so-called Master, has shown a lack of loyalty and respect to both the history of Kintargo and its leadership. As such, the activities have been shut down and, until further notice, to remain inactive.

Any and all transgressions against the laws of our blessed city should be reported to the city watch. Vigilant citizens will be rewarded for doing so. May Asmodeus breathe heavily down upon us all!

Signed,
Barzillai Thrune

A spark now kindled within the man. It was a new feeling and sensation. First, the urge to give in to hatred and violence welled up within him. But the wreck of a once beautiful girl, now safely lodged in his arms, reminded him of the folly of that path. It wasn’t until later that day, when he found himself staring out of the window of his abode, that he realized what it was that he had felt. It was a sense of purpose. Next to him the poor girl had finally found sleep and Matiscio knew that the days ahead wouldn’t be easy.

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The disappearance of Master Jalpur, to this day still unresolved, first caused chaos and disorder, but Matiscio knew that as long as he kept on walking, life would show him the path forward. Whispers of civil disobedience ran through the streets and back-alleys. Repeatedly the name of the Silver Ravens was mentioned. Sometimes it felt more like a prayer, with people invoking their name as if it would somehow cause them to return and bring peace back to Kintargo. No prayer would do such a thing, but hard work and diligence might. And so Matiscio dug and burrowed for information, piecing together bit by bit of information on these Silver Ravens and the many folktales surrounding them. Many times did he wonder if what he was doing wasn’t simply folly. Perhaps, but the journey so far had been successful at helping Matiscio truly find himself.

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PERSONALITY
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Kind, warm and caring, but tainted by the inexperience of a young man. Adverse to violence, knowing well the ugly scars it imprints upon the flesh and mind. Opposed to those who would block the path for others to discover their true self: a law-abiding state should never suffocate its citizens nor deny them the right to self-discovery. Obsessive and addictive, prone to dedicating all his time and thoughts to whatever might occupy his mind at any given time. A more positive description would be to call him a workaholic.

Is afraid of deep waters of which he can’t see the bottom after a swimming incident during his childhood. Loves Vudrani tea, philosophical ramblings while (responsibly) enjoying a drink or two, physical exercise and a sense of companionship. Is wondering how Jaya is doing, having lost contact after the accident.

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OTHER NOTES
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Used fighting style: https://en.wikipedia.org/wiki/Silambam
Katar: https://upload.wikimedia.org/wikipedia/commons/f/f5/Ornamental_katar.jpg