Olaus

Alexiad's page

49 posts. Alias of Cognita.


Gender

Male Human Incanter/Conscript 1 l Init +1 l Perception +7 l AC 15 [T 15 FF 15] l F +3 R +3 W +5* l CMB +5 I CMD 16 I Spell points 5/day I

About Alexiad

Character Image

Background:

10-minute Background - five(ish) concepts

1. His first memories are of the streets of Korvosa, where they ended up as orphans at an early age (around 5 or so, but there was nobody to keep count). He doesn't remember much of his parents, like what happened or who they were. He has a vague feeling that the date of 19 Pharast is significant - possibly their birthday?

2. He and his twin sister have always been tough, adaptable, resourceful - just better than those around them (justified in-game by 25 point buy gestalt build). Within 6 months of landing on the street, they were in charge of the local street urchins. Within a couple years they'd organised a crew that could filch something from the central market and sell it in a tavern the other side of Korvosa an hour later. The only person who would stand up to one of them was the other one (they've always play-fought, and sometimes not-so-play fought) - until Gaedren Lamm appeared in their lives.

3. Lamm was a well-connected drug dealer; he made and sold shiver (mostly), but any narcotic was his province. He stayed out of trouble by bribery and corruption, and not getting caught. He got Alexiad and his sister's attention by finding their hideout and then threatening to kill everyone who refused to work for him (kids can fool around, but it's a grownup's world). The pickpocketing and low level burglary still went on, of course, but the Little Lamms (as they quickly became known) were now primarily a drug distribution network.

4. The day he found the secret spiral lady: it was dangling from a gutter, twisting in the breeze, a mother of pearl spiral on a silver thread. Just waiting for Alexiad to find it. He knew it was associated with a goddess, but he didn't know which one, then; he knows much better, now. What he did know was that the secret spiral lady wanted him to have it. He doesn't know how he knew that. It was his secret, to be kept hidden from everyone - but most especially from Lamm.

5. The day it all went wrong. They'd always been the same, him and his sister, all these years now: same sort of height, same sort of build - but now things were changing. He was growing taller, bulking up, even his voice changing; she was growing...in different directions, different ways. They weren't the only ones who noticed. Lamm discreetly provided girls to certain councillors and magistrates as part of his network of bribery and corruption. He decided that Alexiad's sister was to join their number. There was nothing he could do about it.

6. To ensure her cooperation, Lamm held Alexiad hostage. Once he'd convinced her that her brother's safety depended on her obedience, Lamm had no use for a prisoner. He prospered as a crime-lord by seeing opportunity where others did not: in this case, an opportunity to get the Korvosan Guard off his trail. Alexiad would be the (safely dead) scapegoat for a number of murders, courtesy of a suitably terrified witness (an honest fisherman).

7. Those that Pharasma has chosen tend to cling to life, and Alexiad didn't die as Lamm intended (it probably didn't hurt that he'd spent his entire captivity in prayer to the secret spiral lady, asking for her help). His body was found near the point of death by priests who recognised the mark of his service. Reluctant, but knowing that if he went back to the streets Lamm would surely kill him, Alexiad joined the church as a novice. In the course of training, he lost much of his gutter coarseness, although nobody will ever mistake him for nobility. Pharasma marked him with her favour, granting him powers over life and death, and his calling as a priest was confirmed.

8. When at last he was ordained and permitted to leave the Cathedral, Alexiad had changed. Realising that he now had a power to call on, he sought out Lamm's base of operations. Word spread among the underclass of a death-priest seeking vengeance, but few were able or willing to help. One evening, he returned to his lodgings to find a masked (and not unattractive) stranger waiting for him. Introducing herself as a friend, and one who owed his sister a life-debt, she was able to lead Alexiad to Lamm's hideout. Drug laboratories are highly flammable, so Alexiad burned it to the ground by way of providing a distraction. Stalking through the flaming ruin in his robes of the death-priest, nobody dared challenge him as they fled. Finding his sister, he took her out of that place and the two of them left Korvosa behind them.

Appearance & Personality:

With his youthful appearance and mop of fair hair, Alexiad doesn't look like most people's idea of a death-priest; until they meet his gaze and see that his eyes have clearly stared directly at the face of Death herself.

Alexiad ("Al" to his few friends, and "Lexi" to his sister - though he'd rather she didn't) is generally of a cheerful disposition, with an optimistic outlook that again might be incongrous in a priest of Pharasma. His long, surgeon's fingers are generally wrapped around a staff: a symbol of his office, but also - in his hands - a fearsome weapon indeed. You can take the urchin out of the slums but you can never entirely remove the slums from the urchin, and when needed Alexiad is shockingly good at violence. The robes of his calling cover thickly-muscled arms and shoulders, although his preference these days is for calm.

His priestly training has taught him patience, and an even temper - his speech is generally mild and he tries hard not to swear. If he does, it's usually because something has undermined his self-control, in which case those responsible should be afraid.

Mostly though, he takes his responsibilities seriously, seeing in Pharasma's service a chance to do some good. The tattooed spiral on the inside of his left wrist is inked over his old gang tattoo: the outward, visible sign of an inward and invisible change.

Primary Motivator - Service
Secondary Motivator - Beneficence
Emotional Disposition - Calm
Moodiness - Phlegmatic
Outlook - Optimistic (Idealistic)
Integrity - Conscientious (Responsible)
Impulsiveness - Controlled (Thoughtful)
Boldness - Intrepid (Valorous)
Agreeableness - Agreeable (Altruistic)
Interactivity - Reserved (Cryptic)
Conformity - Conventional (Mostly)

Male Human Incanter/Conscript 1

NG Medium Humanoid (human)

Init +1; Perception + 7

Favored Class: +1 hit point

Languages: Common

____________________
DEFENSE
____________________

AC 15, touch 15, flat-footed 15 (+1 Dex, +1 Dodge, +3 Armour)

HP 12 (1d10 +1 Con +1 Favoured Class;)

Fort +3, Ref +3, Will +5*

____________________
OFFENSE
____________________

Speed 30 ft.

Melee Quarterstaff +5 (d6+9) OR Quarterstaff +3/+3 (d6+9/d6+9)

Ranged Dagger +2 (d4+4)

Space 5 ft., Reach 5 ft.

____________________
SPECIAL ABILITIES
____________________

Bonus Feat - At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).

Casting - An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool - An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Combat Training - A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

Bonus Feat - At 1st, 2nd, and every 2 levels thereafter, a conscript gains a bonus feat. This may be spent on any combat or teamwork feat the conscript qualifies for, including the Extra Combat Talent feat.

Bonus Talent - At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any talent the conscript qualifies for from a sphere he possesses.

____________________
STATISTICS
____________________

Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 10

Base Atk +1; CMB +5; CMD 16

Traits:

Unhappy Childhood: You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since. You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.

Holy Symbol Tattoo: Your holy symbol tattoo functions in all ways as a holy symbol. When you use your holy symbol tattoo to keep a vampire at bay, the DC for the vampire to overcome its revulsion is 28 (rather than the normal 25).

Tight Bonds: You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner.

Spirit Guide: As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.

Overprotective (drawback): In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats:

Level 1 feat: Power Attack

Bonus Human feat: Weapon Focus (quarterstaff)

Bonus Level 1 Conscript feat: Dodge

Bonus Level 1 Incanter feat: Cantrips

Skills: (5 points/level: 4 class, 1 human; +2 Background)

Acrobatics +1 (1 Dex)
Bluff 0
*Climb +4 (4 Str)
Diplomacy 0
Disable Device +1 (1 Dex)
Disguise 0
Escape Artist +1 (1 Dex)
*Fly +1 (1 Dex)
*Heal +7 (1 skill point, Class Skill, 3 Wis)
Intimidate 0
*Knowledge (arcana) 0
*Knowledge (dungeoneering) 0
*Knowledge (local) +4 (1 skill point, Class Skill, 0 Int)
*Knowledge (nature) 0
*Knowledge (planes) 0
*Knowledge (religion) +6 (1 skill point, Class Skill, 0 Int, 2 trait)
*Perception +7 (1 skill point, Class Skill, 3 Wis)
Ride +1 (1 Dex)
*Sense Motive +7 (1 skill point, Class Skill, 3 Wis)
*Spellcraft 0
Stealth +1 (1 Dex)
*Survival +3 (3 Wis)
*Swim +4 (4 Str)
Use Magic Device 0

Background Skills

Appraise 0
Handle Animal 0
Knowledge (engineering) 0
Knowledge (geography) 0
Knowledge (history) 0
Knowledge (nobility) +4 (1 point, Class Skill)
Linguistics 0
Profession - surgeon +7 (1 skill point, Class Skill, 3 Wis)
Sleight of Hand +1 (1 Dex)

____________________
SPHERES OF MIGHT
____________________

Martial Tradition - Staff Master
*Finesse Fighting (You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature.)
*Spear Dancer (You may treat any spear or polearm you wield as though it had the finesse weapon special feature, and may wield it as a one-handed weapon.)
*Staff Mastery (You can wield a quarterstaff as a one-handed weapon or as a reach weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed weapon, two-handed weapon double weapon, or two-handed reach weapon. When you wield it as a one-handed weapon, your other hand is free. You cannot use a staff as a double weapon if you are wielding it as a reach weapon or a one-handed weapon. In your hands, a quarterstaff is treated as a trip weapon. If you possess the Spear Dancer talent as well, a quarterstaves is treated as a finesse weapon in your hand, and you may wield a quarterstaff as a one-handed reach weapon. Additionally, spears and polearms gain the trip weapon special feature in your hands.)
*Unarmored Training (When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.)

Level 1 Talent: Dual Wielding
*Dual Attack (Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.)

Bonus Level 1 Talent: Mercurial Flow (You deal your full Strength modifier to damage on attacks made with your off-hand attack instead of half. You may treat off-hand attacks as though they were made with your main hand for the purpose of Power Attack or similar abilities.)

____________________
SPHERECASTING
____________________

Caster level: 1; Casting Ability Modifier: Wis +3; MSB: 1; MSD: 11; Concentration: +6; Spell points: 5 (Caster level 1, Casting Ability Modifier (Int) 3, Drawbacks 1)

Drawbacks (+1 Spell Point per odd level)

*Somatic Casting (II)
*Focus Casting (holy symbol)

Talents: 4 (2 Caster, 2 Incanter, )

LIFE (Invigorate; Cure; Restore)

PROTECTION (Ward: Barrier; Aegis: Deflection)
*Armoured Magic

FATE (Word: Hallow; Consecration: Serendipity)

____________________
GEAR
____________________

Weapons

3 Daggers
Staff

Equipment

Explorer's Outfit
Cleric's Vestment

Backpack
*Bedroll
*Blanket
*Grooming kit
*Rope
*Soap
*Waterskin
*Mess kit
*Scrivener's kit
*Parchment

Belt pouch
*Healer's kit
*Surgeon's tools