About Caspian Lotheed
Init +6 (+4 dex, +2 trait)
HP 35/35 ([10+1]+4x[5+1])
Fort +4 (3.8 base, +1 Con)
Lvl 1 (3+1/day): Reduce Person, Shield, ?
1: Crafter’s Fortune, Cure Light Wounds, Expeditious Retreat, Keen Senses, Long Arm, Reduce Person, Shield
2: Cat's Grace
Base Atk +4 (+1 Fighter, +3 Empiricist)
Total Points: 55 [(2 Fighter + 3 Int + 2 background)+4x(6 Investigator + 3 Int + 2 background + 1 FCB)]
Koriana’s Blade is a +2 defending longsword.
It’s strangely curved, betraying its origins, and has five gemstones in its pommel. Four are broken, but the white gem in the center is intact. Once per day, the wielder can trigger this gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.
When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn. This bonus is always +1, regardless of how much of the weapon’s bonus the wielder transfers to her AC.
Mithril Longsword (1010gp)
Sleeves of Many Garments (Free [trait])
Noble’s Outfit x2 (free/75gp)
Signet Ring (free)
Masterwork Thieves Tools (110gp)
Alchemist’s Lab (200gp)
Masterwork Buckler (160gp)
226 platinum 16 gold 55 silver 0 copper
Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Expanded Inspiration: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Studied Target: At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Unfailing Logic: An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.
Standing fairly tall and with the sharp, symmetrical features, deep chestnut hair and clear eyes of the Lotheed family Caspian, while handsome, would not stand out particularly at any party. He is capable of charm, but he is prone to analyse people – both subconsciously and more unhelpfully aloud. This has caused a fair few social faux pars, but when he minds his manners Caspian has genuine warmth and his wide smile can make a heart flutter.
Caspian has spent many years feeling that he was a disappointment, first to his father and then to his elder brother. When he moved to Oppara he deliberately threw off their values and has spent his time dabbling in his own interest - people and their habits.
None-the-less he is a Lotheed and shares many of the family traits, a sharp eye, excellent memory and considerable charm when he chooses to use it. Unfortunately this is paired with a considerable superiority complex and a determination to win at almost any cost. When Caspian wants something he lets very little stand in his way but unlike his brother he maintains a belief in intrinsic values, which means there are some lines he won't cross.
Likes: Good friends, experimenting with new things, fine clothes, winning.
When he was young Caspian looked up to both Martella and his older brother Bartelby who, even as a child, was everything that a Lotheed should aspire to be. Unfortunately, while Bartelby took to magic as had generations of their family before them, Caspian found arcane study almost mind-numbingly tedious. After generations of breeding he possessed magical ability but little inclination to go through the tedious processes required to master it, preferring instead to experiment with alchemy rather than suffer through the rigorous study his brother thrived on. His mother encouraged these interests, mostly to spite her husband who always held magical puissance and skill as the high point of his family legacy.
It was only after Martella was dispatched to the Sinora Academy, and Mercater took a renewed interest in his son’s education that Caspian finally found an outlet that was acceptable to himself and his father – dueling. While Bartelby out-performed him in every magical test, the dueling matches were much closer and Caspian gave as good as he got, his speed and determination making up for Bartelby’s greater height and reach.
His father’s death came at an opportune time for Caspian, who never felt close to his arrogant and condescending father. While Bartelby took advantage of his new position as count to ‘clean up the family’ as he put it – commanding Martella never to return to Lotheedar and sending his mother on an ‘extended holiday’ to ‘study the historical artefacts in Cheliax’, there was nothing he could do about his younger brother. Their relationship, never close, was decidedly cool but Caspian was not only a true-born Lotheed but Bartelby’s own heir. The brothers therefore reached a compromise. Caspian would go to Oppara, where he would be supported by the family purse, in exchange for keeping up the Lotheed name, performing various social functions, and staying out of his brother’s way.
This arrangement has suited Caspian well, and for the past few years he has played the role of ‘man about town’ to perfection, honing his skills at the cities innumerable social functions and making occasional appearances on the cities dueling circuit as well.