Cruel Instructor

Bastiano Ravenpool's page

53 posts. Alias of Tusk the Half-Orc.


Full Name

Bastiano Ravenpool

Race

HP 17/17 | AC 17 | Fort +4; Ref +8; Will +5 |

Classes/Levels

Rapier +6 (1d6 P), Shortbow +6 (1d6 P) {DaS +1 atk} | Spell Atk +4, DC 14 | Active*: None

Gender

Male Kayal Curious Apprentice Investigator 1 | Perception +5, darkvision |

About Bastiano Ravenpool

Screenshots of how I modeled Bastiano on Hero Forge (in my head, he doesn’t look anything like his Paizo forums avatar): Bastiano Ravenpool 1, Bastiano Ravenpool 2

About Bastiano:

Background: Curious Apprentice
Works: The Curious Goblin
Lives: In a former storage room at the back of the shop
Key relationships:
- Chask Haladan (owner of The Curious Goblin, Bastiano’s employer)
- Alma Avertin (Sandpoint Savories) - Bastiano got to know Alma by frequenting the bakery, became friendly with Alma’s daughter Arika, whose recent departure for the life of an adventurer inspired Bastiano’s own decision.
- Hayliss Korvaski (Sandpoint Boutique), because Bastiano is fascinated by the interesting items she obtains from all over Avistan
- Vesnutt Parooh (The Way North) - he’s got maps!

Bastiano Ravenpool is (or was until recently, depending on how we're starting) an apprentice clerk at The Curious Goblin bookstore (S22 in the player’s guide gazetteer). His parents, merchants from Somal’s Tears in the Netherworld (f/k/a the Shadow Plane, pre-Remaster), brought him along on a trading voyage through Varisia several years ago and arranged the apprenticeship when he expressed an interest in staying for a while to learn more about the strange, brightly-lit world his ancestors had fled. He has been in Sandpoint for a couple of years and is starting to get restless. After spending a few years at The Curious Goblin, he has read most of the books the store has in stock and anything else he could get his hands on. He still lives in a room at the back of the shop, for now, but doesn’t plan to stay much longer.

Bastiano’s curiosity expresses itself off the page as well. He is an unrepentant opener of doors marked “No Admittance,” a picker of locks, an explorer of abandoned buildings and tunnels - anything that might hide something interesting inside. He isn’t looking for anything in particular, because everything is connected anyway.

Combat role: Recalling knowledge (especially on creatures and matters of occult significance), coming up with overly complicated strategies, and executing them (which almost always means stabbing someone in a vital organ). Also, sneaking around, snooping into other peoples’ business, picking locks meant to keep him out, going places where he doesn’t belong.

Bastiano Ravenpool
Male fetchling investigator (empiricism) 1 (Advanced Player's Guide 55, Lost Omens Ancestry Guide 82, Rage of Elements)
Uncommon, Medium, Fetchling, Humanoid
Heritage bright fetchling
Background curious apprentice
Perception +5; darkvision
Languages Aklo, Common, Necril, Shadowtongue, Shoanti, Varisian
Skills Acrobatics +6, Arcana +7, Athletics +3, Deception +4, Diplomacy +4, Occultism +7, Poetry Lore +7, Religion +3, Society +7, Stealth +6, Survival +3, Thievery +6
Str +0, Dex +3, Con +1, Int +4, Wis +0, Cha +1
Items leather armor, dagger, rapier, sap, shortbow (20 arrows), backpack, bedroll, chalk (10), climbing kit, crowbar, flint and steel, rations (1 week) (2), rope (foot) (50), soap, thieves' toolkit, torch (5), waterskin, writing set, purse (1 gp)
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AC 17; Fort +4; Ref +8; Will +5
HP 17
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Speed 25 feet
Melee [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Melee [1] rapier +6 (disarm, deadly d8, finesse), Damage 1d6 P
Melee [1] sap +3 (nonlethal, agile), Damage 1d6 B
Ranged [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] shortbow +6 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 P
Occult Shrouded Magic Spell DC 14, attack +4; Cantrips (1st) needle darts
Ancestry Feats Shrouded Magic[LOAG]
Class Feats Known Weaknesses[APG], That's Odd[APG]
Skill Feats Hefty Hauler
Other Abilities empiricism

Investigator features & feats:

Clue In ↻:

Clue In ↻: Traits Concentrate Investigator
Source Advanced Player's Guide pg. 56 2.0
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Devise a Strategem ◆:
Devise a Strategem ◆:
Traits Concentrate Fortune Investigator
Source Advanced Player's Guide pg. 56 2.0
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.

Expeditious Inspection ◇:

Expeditious Inspection ◇
Traits Investigator
Frequency once per 10 minutes
Effect You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.

On the Case:
On the Case: As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.

Pursue a Lead (Exploration Activity):

Pursue a Lead: Traits Concentrate Exploration Investigator
Source Advanced Player's Guide pg. 56
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Strategic Strike:
Strategic Strike:When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Known Weakness (Feat 1):
Known Weakness: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.