Alain

Adoros Porphyria's page

188 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).


Race

Human (Chelish(Nobility))

Classes/Levels

Cavalier of the Cockatrice 4

Spoiler:
hp 40/40 // AC 18/T 12/FF 16 // F +7/R +3/W +1 // Init +3 // Perc +3

Gender

Male

Age

19

Alignment

LN

Strength 16
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Adoros Porphyria

ADOROS PORPHYRIA CR 4
Male Human (Chelaxian(Nobility)) Cavalier of the Cockatrice (luring cavalier, musketeer) 4
LN Medium Humanoid (human)
Init +3; Senses Perception +3
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
hp 40(4d10+12)
Fort +7, Ref +3, Will +1;
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OFFENSE
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Spd 30 ft. (20 ft. w/ armor)
Melee greatsword +7 (2d6+4, 19-20/x2)
. . . . . longsword +7 (1d8+3, 19-20/x2)
. . . . . morningstar +7 (1d8+3, x3)
Ranged musket +6 (1d12, x4, 40 ft., misfire 1–2 (5 ft.))
Special Attacks careful aim
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STATISTICS
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Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +7; CMD 18
Feats Gunsmithing, Precise Strike (teamwork), Point-Blank Shot, Quick Draw, Dazzling Display (Order bonus feat), Precise Shot, Rapid Reload (musket)
Traits Drug Addict (Personal Addiction), Tactician
Trained Skills Bluff +7, Craft(alchemy) +4, Diplomacy +9, Intimidate +9, Perception +3, Perform +6, Ride +2, Sense Motive +5
Untrained Skills Acrobatics -2, Climb -1, Disguise +2,
Languages Common
SQ far challenge, tactician
Combat Gear masterwork chainmail, longsword, greatsword, morningstar
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CLASS ABILITIES
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Weapon and Armor Proficiency A musketeer is proficient in light and medium armor and all shields (except tower shields) but does not gain proficiency in heavy armor. Musketeers are proficient with all simple and martial weapons, and with firearms. A cavalier's levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that specifically select a firearm, such as Weapon Specialization.
Far Challenge (Ex) Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier's ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier's level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.
This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.
Gifted Firearm (Ex) At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier's duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat.
Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.
At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate.
Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.
If the musketeer's gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. This ability replaces the standard cavalier's mount ability.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Chosen Order: Order of the Cockatrice.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Careful Aim (Ex) At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment. This ability replaces cavalier's charge.
Swift Powder (Ex) At 4th level, the musketeer gains Rapid Reload (musket) or Rapid Reload (pistol) as a bonus feat. At 14th level, each time the musketeer issues a challenge, he may reload a wielded firearm as a free action. This ability replaces expert trainer.
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RACIAL TRAITS
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+2 to Strength.
Medium Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed Humans have a base speed of 30 feet.
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class Cavalier (+4 hp).
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CHARACTER TRAITS
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Drug Addict - Personal Addiction Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you.

You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.

Tactician You know how to take advantage of enemies who are unprepared for your assault.

Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
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EQUIPMENT
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Worn

  • Explorer's outfit
  • Chainmail, masterwork
  • Morningstar
  • Longsword
  • Greatsword
  • Backpack
  • Belt pouch

Inside Backpack
  • Gunsmith's kit
  • Winter blanket

Inside Belt Pouch
  • Small steel mirror
  • Firearm Bullet x10
  • Funds (5 gold, 5 silver)

Total Weight: 64 lb.

Order:
Order of the Cockatrice
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.

Edicts The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.

Challenge Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.

Skills An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Order Abilities A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.

Braggart (Ex) At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Steal Glory (Ex) At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.

Moment of Triumph (Ex) At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

Background:
Adoros was born the fourth son of Valdoris Porphyria, heir of the Porphyria family. His mother was Lamora Thrune from a minor branch of that noble house. The Porphyria family had for many years attempted to obtain recognition from the crown of Cheliax, only gaining that vaulted status when the head of the family was able to gain the throne of Korvosa for seven pitiful years. Phorphyria's fall from grace when the family was ran out of Korvosa following the Arbati line reclaiming the throne has been a black spot upon their name for the last few decades.

Adoros was raised with the notion that the family should be receiving more recognition then they currently possess, a feeling drilled into him by his ambitious mother. Thus did the youngest son of Porphyria grow into an arrogant and power-hungry young man. When he was old enough to obtain his family's permission to make a name for himself in the world, Adoros immediately set out to learn from several of his uncles in the Hellknights how to command fear and respect from those beneath his rank. Training as a squire, Adoros was eventually able to learn enough to feel he was ready to reclaim his family's lost respect. He was given the gift of a newly minted firearm by one of his uncles, a spoil of battle taken from a Alkenstar smuggler operating in Westcrown, as a parting gift before he booked passage on the first vessel to Korvosa.

However, Desna would play a cruel joke as in the first two weeks within the city, Adoros was introduced to a most vile drug, Shiver. No stranger to the light narcotics that his peers enjoyed from time to time, the young Chelish man was no match for the strong dreams and alluring addiction the drug produced. His descent was a quick spiral into near poverty as he sold most of his jewels and luxury possessions to buy his next hit. Rock bottom came when he sold his prized musket to a man by the name of Lamm for more shiver. However, this hit of shiver was tainted by toxic additives that Lamm used to expand his supply that brought Adoros to the edge of death. In a short term coma, when Adoros was finally able to fight his way out of the induced drug dreams it was enough of a wake up call to break the substances hold over his mind and body.

Adoros spent a few days getting clean before his anger that the worm, Lamm, almost killed him and now possessed his gun was enough to make him stalk off looking for the man to wring his wrinkly neck.

Description:
Adoros is of good stock which is clearly viewable in the fine bone structure of his face, his perfect nose, strong chin, and head of sun-kissed blond hair. Other than a slight paleness to his complexion and weight loss from his recent bout with drug addiction, his physique is still in fit condition. Adoros generally wears clothes of a fine cut even when trying to appear like someone of a lower class.

Height: 6'1"
Weight: 195lbs

Current Living Situation and Notable Allies:
Current Living Situation: Adoros is currently living in a small studio apartment near the Whitecaps in the Northgate district of North Point. He has only a few days left before rent is due again and not the funds to pay it since nearly everything of value he owns has been sold to feed his recently overcome drug addiction. His family isn't currently aware he is in Korvosa (as they would panic and have him shipped back home if they did) so he can't count on their significant bank account to bail him out.

Notable Allies
Mauro Reid: A middle-aged Varisian merchant employed by the Porphyria family to run a 'shell' trading company (Reid's Imports) in Korvosa as their local branch since the Porphyria name is censured there. He doesn't know Adoros is in the area but he is someone the cavalier could turn to if he needed assistance, though at the danger of the merchant notifying his family of his location.

Theron Maldonado: A young, popinjay Taldane national living in Korvosa that befriended Adoros soon after the Chelish man came to the city. He is chiefly responsible for diverting Adoros' original mission of reclaiming his family's good name into a spiraling descent of gambling, drinking, and drugs (including Shiver).

The Good, the Bad, and the Lamm:
The alleyway stunk as if an entire ship's cargo hold of fish had been laid out in the sun and allowed to rot for a few weeks. Adoros rubbed at his nose in disgust as he waited in the heaps of refuse. His blood-shot eyes nervously swept back and forth down the shaded path.

He was waiting for a man that an acquaintance of the sister of a friend had put him into contact with the previous night. His dealer had run dry and Adoro hadn't tasted a hit of Shiver for two days. The shakes were on him bad as another deep shudder wracked his body, refreshing the ache in his bones.

A nearby pile of trash moved suddenly as a young boy, no more than eight summers old, wormed his way out of the food castoffs and discarded, broken crates. The boy's grime smeared face looked up at Adoros with an almost predatory scrutiny before one small hand shot up in front of the man, "Got any change, mister?" Adoros scoffed at the urchin, making a shoo-ing motion at him, "Begone, whelp. I'm too b..b..busy to bother with you right now."

The boy sniffed, no doubt gathering the necessary phelgm to send Adoros' way, before closing his little fist and scampering away down the alley like some rodent. The Chelish man put one shaking hand on his brow, beads of sweat glistening on his hand as he wipes it away. He'd been sure that boy was some assassin come to murder him when first he started to emerge.

A moment after the boy disappeared from one end of the alley, a hunched figure came creeping through the shadows from the same direction the boy left. The figure stopped a few feet shy of Adoros as gleaming eyes examined the Chelish man from beneath a ratty wide-brimmed hat. Titling his head back, the figure showed himself as an older man who had seen better years, probably sometime around the falling of the Starstone. Adoros studied the man for a moment before speaking, "L..L...Lamm?"

The older man picked his teeth with a fishbone before rubbing his tongue over their rotten expanse, "Might be. Might be. I 'ear yer lookin' fer somethin' nice ter 'elp wiv yaaahr dreams. Thee got da shiny?" Adoros held out the remainder of his coins, only three of them gold, "H..h..how much would this buy me?"

Lamm eyeballed the paltry sum in the Chelish man's hand before giving him a good long study, the old man's eyes falling on the musket strapped to Adoros' back, "That ain't enuff ter catch a whiff ov me grandmuvver's backside let along 'ave a taste ov da good stuff. But I'm feelin' a mi' generous... Give us yaaahr fancy fire stick, only ter 'old as collateral mind you, until yew can pay da rest ov what is owed an' yew can enjoy a few nights ov bliss." The old man flashes his filthy teeth in a smile as he pulls out a small glass vial from his equally filthy clothing, sloshing its liquid contents around inside just out of Adoros' reach.

Adoros unslung his gun from across his back, clutching its stained wooden stock tightly, "This is worth an entire wagonload of S..s..shiver and you want me to trade it for only a single vial? Are you m..m..mad?" Lamm holds up his other hand in a calming motion to the agitated Chelish man, "Didn't ask yew ter sell i' ter me, did I? No, no, dis is a simple 'oldin' ov merchandise in good faif until paymen' can be rendered. She'll be returned ter yew in da same shape as ov now, I promise." The old man's voice was as oily as a sardine in a bottle of lantern oil as he keep the vial of Shiver dancing in his fingers in front of Adoros' face.

His mind at war with his body's deep cravings, Adoros looked from his gun to the vial to the gun to the vial, "Y..y..you promise nothing will happen to it? This g..g..gun was a present from my uncle. It has great s..s..sentimental value." Lamm holds out the vial in one hand while the other lies open palm upwards waiting for the gun, "Thee 'ave me word. A business man such as myself wouldn't 'ave much repeat customers if I didn't keep me word. Thee 'ave ter brin' da rest ov da gold an' she'll be yaaahr's again."

Adoros slowly pasted his prized musket into Lamm's open hand before grabbing the vial from the other. Another shudder passed through his body as he gripped the glass tightly in his hand. Lost in thought, Adoros barely caught that Lamm was already making his way out the other side of the alley. The Chelish man suddenly called out to Lamm before he was out of earshot, "W..w..where do I find you once I have the money?" Lamm raised the musket's tip overhead and made a circling motion with it as he continued to walk, "Just ask around. Thee'll find me eventually."

The old man let out a short laugh that was lost to Adoros' as the Chelish man was already walking down the other end of the alley on his way back to his small studio room. He had some Shiver again and it was going to be a wonderful night...