Verik Vancaskerkin

Artemios ex-Lucarus's page

81 posts. Alias of Tarondor.


Full Name

Artemios ex-Lucarus

Race

Human

Classes/Levels

Gunslinger (Pistolero) 2 - HP 22/22,- AC 17/T: 14/FF:13 - Perception +8 - F: +6/ R: +8 / W: +3 - CMB: +3 - CMD: 18 Speed: 30, Init. +5

Consumables:
Grit 2/3, Black Powder Bravado 0/1, bullets 176

Gender

Male

Strength 12
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 16
Charisma 12

About Artemios ex-Lucarus

Statblock:
Artemios
Male human gunslinger (pistolero) 2 (Pathfinder RPG Ultimate Combat 9, 51)
NG Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +8
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 22 (2d10+6)
Fort +6, Ref +8, Will +3
Defensive Abilities nimble +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+1/19-20)
Ranged double-barreled pistol +7 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly), grit (3)
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Statistics
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Str 12, Dex 20, Con 16, Int 12, Wis 16, Cha 12
Base Atk +2; CMB +3; CMD 19
Feats Additional Traits, Gunsmithing[UC], Rapid Reload
Traits black powder bravado, highlander (hills or mountains), numerian archeaologist, world traveler
Skills Acrobatics +7 (+3 to jump), Craft (firearms) +8, Knowledge (engineering) +6, Knowledge (local) +6, Perception +8, Sense Motive +9, Stealth +8 (+10 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Androffan, Common, Varisian
SQ gunsmith, hero points
Other Gear studded leather, black powder (20), dagger, double-barreled pistol, firearm bullet (20), backpack, bandolier, bedroll, belt pouch, chalk (10), flint and steel, gunsmith's kit, hemp rope (50 ft.), masterwork tool, mess kit, pot, powder horn, torch (10), trail rations (5), waterskin, 8 gp, 5 sp
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Tracked Resources
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Black powder - 0/20
Black Powder Bravado (1/day) - 0/1
Dagger - 0/1
Firearm bullet - 0/20
Grit Pool (3/day) - 0/3
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Black Powder Bravado (1/day) When attacking as part of a deed, you can reroll but must take the 2nd result.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.

10 Minute Background:
Five background and concept elements important to Artemios .
1) Artemios is part of a century that drills incessantly with firearms. Every day for the last fifteen years he has built, maintained and fired his pistols until he knows every piece in the dark, without thinking.

2) Artemios has lived most of his life dedicated to the ideals of Hermea and the Unity Project. He works hard to live up to the standards set by his centurion, Bardanes, whom he regards much like a father. Despite the discipline and egalitarianism drilled into him by the Lucarus tribe, Artemios is essentially a man of action who dreams of performing heroic acts. Artemios is fundamentally chivalrous, quick to defend women and occasionally blind to the vices and motives of the women he meets.

3) Artemios was called upon to be part of an execution of three members of his own training cohort. These two men and a woman had failed to live up to Lucarus’s high standards and had been exiled to the Varisian shore, but had overpowered the crew of the boat sent to exile them and had returned to Hermea where they tried to live in the wild hills beyond the farms. Captured, they were sentenced to death and Artemios’s cohort had been tasked to carry out the sentence. Although he hadn’t cared much for either of the two men and thought of them as weak and lazy, he felt the exile of the woman, Irene, was unjust. She had been injured in training and had not healed at the expected rate. Being one of her executioners was difficult for Artemios and was the genesis of his growing unease about the Unity Project. Since the death of Irene and her companions, Artemios has twice more been called upon to execute recalcitrant prisoners and the memories give him nightmares.

4) Artemios is in love with Althea ex-Diocles, an amazingly talented musician and scientist ten years his senior who was briefly assigned as his mate before being reassigned a year later. Artemios and Althea became very close, sharing not only a passionate physical relationship but a love of literature, nature and animals. Both were devastated by the mandated breakup, but Althea seems to have learned to accept it and has moved on. Artemios still pines for his raven-haired soulmate, even after being assigned to two other mates and having impregnated both. The pain of this separation has also led Artemios to question the wisdom of the Unity Project, though almost never out loud.

5) Everyone has a hobby, even on Hermea. Artemios’s is the study of the many ancient technological items found scattered across the items. Artemios has learned to carefully cajole the archaic devices into working shape. In the course of this he found that it became necessary to learn the language of the ancients in order to unravel some of the devices and markings they left behind. [Explaining the “Numerian Archaelogist” trait.]

Two goals that are important to Artemios.
1) Artemios is dedicated to the defense of Hermea, including a desire to find some way to improve on what he sees as its flaws.

2) Artemios seeks some way...any way... to be with Althea again. If anything were to finally crack his dedication to Hermea, it would be a chance to reclaim his lover’s affections.

Two secrets about Artemios, one that he knows, and one that he not yet aware of.
1) Artemios has strange dreams from time to time. He hears voices he can’t quite understand. Whenever he tries hard to make out the words, he wakes up in a sweat.

2) Okay, this one’s maybe too far over the line, so I’ll give you two. Maybe neither are true.
2a) Artemios isn’t human at all. He’s an android (along with his whole cohort) discovered and given false memories (including the wholly fictitious Althea) to keep them emotionally grounded (would that make this Blade Runner or Westworld?). -or-
2b) Artemios is a clone of Bardanes, as are roughly half his cohort. Each warrior has the centurion’s super-fast reflexes etched into his genes.

Four people that are tied to Artemios, three are friends and one is an enemy.
1) Althea ex-Diocles, scientist, researcher, soulmate. Artemios would do anything for Althea, including risking all that he has within Hermea.

2) Bardanes ex-Lucarus, mentor, taskmaster, father. The fastest gunslinger in all Hermea. Though now older and maybe a bit wiser, Bardanes is still a better shot than any of his century. His favorite quote: ”Courage means being afraid, but saddling up anyway.”

3) Constantine ex-Epaphras, Hermean agent and world traveler. Two years ago, Artemios was assigned as a bodyguard and runner for the Hermean secret agent Constantine ex-Epaphras. Together with a cantankerous mule, the two traveled the Inner Sea from Magnimar to Absalom to Katapesh, disguised as a Taldan merchant and his bodyguard. The older man is an encyclopedia of knowledge about foreign lands, customs and languages and made sure that Artemios observed many of the wonders of the lands into which they traveled, gathering intelligence for the great Mengkare. Although he is now a semi-retired scholar and author, Constantine remains a good friend to the younger man.

4) Basil ex-Lucarus. A member of Artemios’s century and a gunslinger on a par with Artemios, Basil was Irene’s mate and blames Artemios for her death. Basil secretly hates Artemios and plots his downfall.

Four memories, mannerisms or quirks Artemios possesses.
1) Artemios always carries with him a blue silk scarf. Sometimes he wears it across his face, but it is usually neatly folded into his bandolier. The scarf once belonged to Althea, who used it to tie back her hair. From time to time Artemios will take the scarf out and run it through his fingers or hold it to his nose and imagine that he can still detect her scent on it.

2) Artemios is forever breaking down and cleaning his weapons and is unhappy if he cannot find a safe, dry place to do this ritual.

3) Artemios enjoys games of chance, particularly dice and cards. He will often try to get a game going whenever he is at rest.

4) Artemios has a dim memory (he’s not completely certain it wasn’t a dream) of waking up in a surgical operating theater surrounded by masked doctors. They were doing some sort of procedure on him. On his brain.

Picture of Artemios