About Belo FlavatskyBelo Flavatsky:
Male Human (Varisian) Investigator (Spiritualist)/Oracle (Spirit Guide, Lore Mystery) Gestalt 1
LG Medium Humanoid (Human) Init +1; Senses Perception +10 ------------------------------ DEFENSE ------------------------------ AC 18, touch 14, flat-footed 17 (+3 armor, +4 Cha, +0 shield,+0 NA,+0 Magic) hp 9 {+1d8, +1Con} Fort +1, {+0 Base, +1 Con} Ref +6, {+2 Base, +4 Cha} Will +7,{+2 Base, +3 Wis, +2 Iron Will} CMD 10 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. (20 ft., due to medium load) CMB +0; Base Atk +0; Melee+0 {+0 Base, +0 Str} Ranged+1 {+0 Base, +1 Dex} --Melee +0 Dagger, 1d4+0, 19-20/x2 Range: 10 ft. ------------------------------
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Inspired By Greatness:
Whether you knew Professor
Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. Courageous:
Your childhood was brutal, yet you
persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects. ---------------- Human Racial Traits ---------------- +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. 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. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic) ------------- Feats ------------- Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws. Skill Focus: Perception:
Choose a skill (Perception). You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. ----------- Skills (9 points; 6 class, 2 INT, 1 Human) ----------- Acrobatics*(Dex)____+1 {+0 rank, +1 Dex} Appraise(Int)____+2{+0 rank, +2 Int} Bluff(Cha)____+4 {+0 rank, +4 Cha} Climb*(Str)____+0 {+0 rank, +0 Str} Craft (Int)____+2 {+0 rank, +2 Int} Diplomacy(Cha)____+8 {+1 rank, +3 Class, +4 Cha} Disable Device(Dex)____+1 {+0 rank, +1 Dex} Disguise (Cha)____+4 {+0 rank,+4 Cha} Escape Artist*(Dex)____+1{+0 rank, +1 Dex} Heal(Wis)____+9 {+1 rank, +3 Class, +3 Wis, +2 Healer's Kit} Intimidate(Cha)____+4 {+0 rank, +4 Cha} Knowledge (Arcana)(Int)____+6 {+1 rank, +3 Class, +2 Int} Knowledge (Dungeoneering)(Int)____+2 {+0 rank, +2 Int} Knowledge (Engineering)(Int)____+2 {+0 rank,+ 2 Int} Knowledge (Geography)(Int)____+2 {+0 rank, +2 Int} Knowledge (History)(Int)____+2 {+0 rank, +2 Int} Knowledge (Local)(Int)____+2 {+0 rank, +2 Int} Knowledge (Nature)(Int)____+2 {+0 rank, +2 Int) Knowledge (Nobility)(Int)____+2 {+0 rank, +2 Int} Knowledge (Planes) (Int)____+6 {+1 rank, +3 Class, +2 Int} Knowledge (Religion) (Int)____+6 {+1 rank,+3 Class, +2 Int} Linguistics(Int)____+2 {+0 rank, +2 Int} Perception(Wis)____+10 {+1 rank, +3 Class, +3 Wis, +3 Skill Focus} Perform (oratory)(Cha)____+8 {+1 rank,+3 Class, +4 Cha} Profession(Wis)____+3 {+0 Rank, +3 Wis} Sense Motive(Wis)____+7 {+1 rank,+3 Class, +3 Wis} Sleight of Hand*(Dex)____+1 {+0 rank, +1 Dex} Spellcraft(Int)____+2 {+0 rank, +2 Int} Stealth* (Dex)____+1 {+0 rank, +1 Dex} Use Magic Device(Cha)____+8 {+1 rank,+3 Class, +4 Cha} Languages Common, Varisian, Ulfen, Celestial ------------------------------
Commune with Spirits (Sp)::
Instead of relying on
alchemical research to find clues, a spiritualist relies on communion with the world beyond death. At 1st level, a spiritualist gains the ability to use comprehend languages, detect secret doors, and identify but each has a casting time of a minute, as the spiritualist needs to consult with the spirits of the dead that dwell in his area or that are somehow attached to him in some way. The spiritualist can use this ability a number of times per day equal to his investigator level + his Wisdom modifier. As he goes up in level, the spiritualist gains the ability to use other spells with the casting time as above. At 5th level, he can use augury. At 7th level, he can use speak with dead and locate object. At 9th level, he can use legend lore. Each of these requires one use of this ability. This ability replaces alchemy. A spiritualist cannot take the alchemist discovery talent or any investigator talent that affects alchemy. Inspiration (Ex)::
An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation
and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add id6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding::
An investigator adds 1/2 his level to
Perception skill checks made to locate traps and to Disable Device checks (minimum i). An investigator can use Disable Device to disarm magical traps. Mystery: Lore:
Deities: Abadar, Irori, Nethys. Class Skills: An oracle with the lore mystery adds Appraise and all Knowledge skills to her list of class skills. Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s (12th), vision (14th), moment of prescience (16th), time stop (18th) Oracle's Curse: Tongues:
In times of stress or unease, you speak in tongues.
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelation: Sidestep Secret (Su)::
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity. ------------------------------ Spells:
------------------------------ 0th (at will) Detect magic, Guidance, Read magic, Stabilize 1st (4/day)Cure light wounds (1d8+1), Detect undead Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Equipment Shaman's Kit backpack, a bedroll, a belt pouch, candles (10), an iron pot, a mess kit, rope, soap, trail rations (5 days) and a waterskin, healer's kit, parchment (10 pcs.), case (map or scroll), ink (1 oz. Vial), and inkpen. Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb. Current Load Carried 49 lb. Money 25 GP 0 SP 0 CP
Background:
Belo Flavatsky was born in the small town of Cesca, in the country of Varno, in the nation of Ustalav on Neth the 6th at midnight under a clear sky and under a half moon, which would dictate how his life would be between two worlds. Daniel Flavatsky felt blessed to find out a high-ranking Pharisman cleric would be his wife, Bianca's, midwife. During the final hours of labor, it was remarked that the winds outside grew to such intensity, it ripped some hanging wooden signs down from several local stores. The birth was a success, and both parents where happy to have a healthy son. Before the Pharisman cleric left the home, she blessed the child after making sure it was healthy as it was custom. Then she took a good, long (very long) look at the child and told the new parents in an ominous tone, “This child will go to do great things. I hope your both ready for what is to come”, and promptly left, leaving the new parents perplexed.
In the ensuing years, Daniel and Bianca Flavatsky would grow to understand what the Pharisman midwife meant. Belo would claim he talked to his paternal grandfather and learned all the childhood stories of his father, despite the fact that Belo's grandfather died two months before he was born. Belo's “imaginary friends” would often have similar names to those in town who recently died. Belo would have nightmares that “The Lords of Castle Azure” were trying to take him to 'the dark place”. Items would be moved on their own throughout the home, minutes after being set down. When confronting visiting clerics of Pharisma about what was happening, the clergy would tell Daniel and Bianca, “The boy has his foot in Pharisma's Boneyard. And that is where it will stay.” When Belo was of school age, his idiosyncrasies became more apparent to others outside the home. Talking to apparently empty corners of rooms, being easily startled by invisible things, speaking in Celestial whenever he was stressed, and other strange occurrences that always seem to happen around Belo, made him an outsider in his own town, a victim of merciless teasing and bulling by the local children. Soon, Belo's only friends where the ones that no one else could see. Despite this or because of this, Belo became an excellent student. He always studied hard and tested well. He was well liked by his teachers, which sadly heaping more derision from his classmates. Despite eventually having a younger brother, Mazonn, to play with. Belo's childhood was not happy. One day, a letter came to Belo from a mysterious scholar named Professor Petros Lorrimor. This professor had heard of Belo's “talents” and wished to start a correspondence with the young lad. Belo reluctantly agreed with prodding from his mother, but soon Belo began to look forward to Professor Lorrimor's letters. After several months, Professor Lorrimor came to the Flavatsky's home, to meet with Belo and his family. The professor would often ask Belo to complete some tasks to test the boy's gifts, such has guessing the pictures on cards, guessing what was in the professor's pockets, and guessing the names of the professor's deceased family members, which Belo would often do well. After a while, Professor Lorrimor would send a coach to have Belo visit him 2-3 times a year, which Belo began to look forward to, as he grew to adore the old scholar. On these visits, Belo would meet the Professor's daughter, Kendra. Belo grew quite fond of Kendra, but being so socially awkward, Belo couldn't gather up the courage to do anything about those feelings, other than friendship. Professor Lorrimor often encouraged Belo's love for knowledge, often lending Belo copious volumes of books and scrolls, further fueling the young man's academic life. It was Professor Lorrimor who used his influence to get Belo accepted to The Quarterfaux Archives in Calphas on a generous scholarship. Despite Belo's reputation from Cesca following him to Calphas, Belo excelled in academe. It was also Professor Lorrimor who encouraged Belo after graduation, to enter the academic lecture circuit to talk about his abilities, mediation, prayer, and his experiences. These lectures took him outside of Ustalav for the first time in his life, taking him all around the Lake Encarthan area, even granting him a rare audience with High Prophet Kelldor of Druma, helping him find a long-lost heirloom. Away from Ustalav, Belo grew out of his social awkwardness, and became confident in his own skin. Belo even had a belief love affair with a Nirmathi druidess. Belo sent all his lecturing money home to his parents, whom last he heard from, his brother Mazonn was accepted as an apprentice to a mysterious shadowy wizard. The death of Professor Lorrimor came as quite a blow to Belo. As much as Belo Flavatsky would like nothing more than to leave the superstitious people of Ustalav behind, he travels back to his home country to honor his oldest, dearest friend. Appearance and Personality:
Belo Flavatsky is a slim 5'7” with wavy blonde hair (Belo means “golden haired” in Varisian), and during his travels has acquired a long beard which he keeps neatly trimmed whenever possible. Belo has gotten his abilities under control for most social interaction, Belo defines himself as a spirit guide, medium, and spiritual investigator, doing his best to help spirits to rest and leave Golarion for Pharisma's judgment. He's had most successes, some failures in that respect. Belo seeks to have his gifts grow stronger, despite the hardships he's had because of them. Long ago, Belo gave up on the notion of stifling his abilities as other members of his family have; clearly this is what Pharisma wants, Belo thinks. Belo loves the lecturing circuit, and loves to talk to new people, but this mindset will likely change once he's back in Ustalav's borders.
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