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About Cassius P. HaighCassius P. Haigh, Cash for short and $ for shorter, because time is money and money is more money. Character Summary:
Cash has been called many things. Industrialist. Capitalist. Pugilist, shootist, the American-est! Engineer, inventor, robber baron, fraud, trickster, con man, and father. Made his fortune from having a fortune, but expanded it by buying mineral rights during the California Gold Rush, then divested his portfolio into oil, rails, and textiles. After years of doing all the wheeling and dealing himself, the man has finally found people he trusts to run the company for him. Having mostly retired from his living of, as his many critics are wont to put it, exploitation and theft, the wealthy American has moved to London, purchased a Scottish castle in a vain attempt at earning a Lordship and spent the last several years helping finance the crown's excursions into the Feywild. But boredom sets in, and after hearing tale after tale of the riches and exotic beauty of this strange wilderness, a man gets to wondering how he can best exploit these untapped natural wonders. And thanks to an obscene donation of wealth, Cash has hornswoggled his way into an extraplanar journey with the Wardens of the Wyrd, ostensibly as one of their own, though those that know him (or even know of him) know his true motivations lie in self interest. Fluff:
Born into luxury but fancying himself an independent, Cash left home during the California gold rush, and everywhere that prospectors started circling, he'd buy up the land and mineral rights, build a mine (paying his workers as little as they'd take, of course), take everything and leave, nothing but smoke and ashes in his wake.
That was just stepping stones to later excess and largess. Over the next twenty years, he'd expand rail lines across the States (running freight where he promised he'd run passengers), strike oil so many times it grew boring, buy a number of textile mills on the East Coast, then auction off shares of his businesses to retire in England. He quickly fell in love with the place. There, the nobility knew how to be rich rich, dammit, and he deserved a spot right there with them. He became a naturalized citizen and bought a manor in the heart of the city, a castle in the Scottish Highlands and began to help finance their ridiculous expeditions to the realm of fairies and elves and goblins. Anything to ingratiate him to the Crown. But try as he might, he could not get a title of his own. Even though he deserved it. More than a small part of him believed in the divine right of kings, and by his reckoning, that included him. He was good at making money, good at spending it, and was above everyone. He knew that's what Jesus would have wanted for him. Some things about England annoyed him. As much as he enjoyed mingling in high society, the nobility were real hoity-toity, very particular. He studied his manners as best he could, but could not rid himself of his American pride and exceptionalism. So he started tryna find his folk, the more rough-and-tumble, back alley type, the type who, back home, would threaten to shoot ya after a game of poker. One thing he quickly learned, the greatest game hereabouts was magic. People went nuts over the stuff! For his part it just creeped him the hell out, but these English, they'd turned it into an artform. There were even some men going around, injecting and drawing blood from peasants before turning the needle on themselves, trying to turn themselves into something greater, something past man. As far as he was concerned, it was an affront to God, but also? There was money to be made here. Secretly, he helped finance the creation of a sorcerer that his business partner- a magician named Lucienne Poole -swore would have regenerative properties, something that could be harvested and monetized. When finally, she created their masterpiece, it exploded on him, burning into his flesh and costing the man his left arm and right eye in the process. But she had kept her word, and he was able to harvest the materials, the gray goo, the liquid glass, the primordial ooze that remained. Now paranoid as a result of his injuries, he exposed the magician to the courts, feigning innocence as an injured bystander, and collected on the substance, selling it off to the Crown and commissioning a prosthetic arm to be made out of what was left. This arm was his pride and joy, a gleaming mechanical contraption that could release into a whiplike appendage, and it finally earned him the attention he so deserved. He was getting invited to the right parties, getting to box and shoot and have fun like he did in America, but with fancy people. So this time, when he appealed for a Lordship again, this time he thought he would finally be heard. But again, a quick and summary rejection. Everything that had brought him joy so shortly before turned from gold to gray in his eye. But he knew what needed to be done. In America, he'd spent 20 years making a name for himself, but here? Here he all he was was a foreigner, trying to reclaim some imagined birthright. It was clear now, the only thing that stood in his way between what he wanted and him having it, was his retirement. He needed to make a name for himself again. And he'd do it, dammit! He sold off his remaining shares in his businesses stateside, severing himself from new cash flow, and poured all of it into the Wardens' journeys in the Feywild, buying himself a ticket on their frontlines. He would help them colonize, he'd strike oil once again, but Fey oil, and get richer than God. And once he'd made a name for himself here, no one could say no to him ever again. 23 Pt. Buy Crunch:
Cassius P. Haigh, Human Barbarian (Savage Technologist/Superstitious) 2, Brawler (Constructed Pugilist) 1
Init +2; Perception 4 ------------------------------------------ DEFENSE ------------------------------------------ AC 19, touch 12, flatfooted 17 HP 30 (2d12+1d10+3+2) Fort +7/9, Ref +5/9, Will -2/2 (+3/7 vs charm or compulsion) ------------------------------------------ OFFENSE ------------------------------------------ Speed 40 ft. Melee Liquid Glass Flex Arm B d6/20x2 (+7/+9, +4/+6) Gore P d8/20x2 (+6/8/1/3, +3/5/2/3) Ranged Revolver d8/20x4 (+6/8) BP ------------------------------------------ STATISTICS ------------------------------------------ Str 16, Dex 14, Con 12, Int 14, Wis 7, Cha 16 Base Attack +3; CMB +6/8; CMD 18/22 F: +7/9 R: +5/9 W: -2/2(+3/7 vs charm or compulsion) Feats: Additional Traits, 1st Teamwork, Combat Expertise, Extra Rage Power, Improved Trip Traits: Child of London, Signature Moves, Larger than Life, Irrepressible, Keeper of the Veil Drawback: Hedonistic Favored Class Bonus: Barbarian, 2 HP Alternate Racial Traits: Silver-Tongued (replaces Skilled, +2 to Bluff and Diplomacy, can shift attitudes by three steps rather than two) Skills: (6/Barbarian, 6/Brawler) Acrobatics: +7 (3 rank, 2 DEX, 3 class, -1 ACP) Bluff: +13 (3 rank, 3 CHA, 3 class, 2 racial, 1 trait, 1 competence) Diplomacy: +11 (3 rank, 3 CHA, 3 class, 2 racial) Intimidate: +11/15 (3 rank, 3 CHA, 3 class, 1 trait, 1 competence, +4 size bonus when gun is drawn) K. Arcana: +3 (1 rank, 2 INT) Perception: +3 (2 rank, -2 WIS, 3 class) Sense Motive +3 (2 rank, -2 WIS, 3 class) Survival: +2 (1 rank, -2 WIS, 3 class) Background Skills: Appraise: +7 (1 rank, 2 INT, 3 class, 1 trait) Craft (Weapons): +6 (1 rank, 2 INT, 3 class) K. Engineering: +3 (1 rank, 2 INT) K. Geography: +3 (1 rank, 2 INT) K. Nobility: +6 (1 rank, 2 INT, 1 trait, 2 circumstance) Profession (Mining): +2 (1 rank, -2 WIS, 3 class) Languages: English, Spanish, French Equipment: Masterwork revolver (700 gp) 30 metal cartridges (45 gp) 30 cold iron cartridges (90 gp) +1 chain shirt (1250) Pocketwatch (250 gp) Heritage Book (50 gp) Fashionable Accessories (20 gp) Jewelry (100 gp) 4 dose exotic perfume (400 gp) 2 dose silvertongue (150 gp) 5 dose serpent's tongue (250 gp) Courtesan's Kit (10 gp) Perfume kit (40 gp) Masterwork Backpack (50 gp) Book of Letters (50 gp) Pink and Green Cracked Ioun Stone (Intimidate, 200 gp) Hip Flask (1 gp) 1 bottle absinthe (30 gp) 3 fine cigars (15 gp) 120 gp 1 Valets (1 gp/day)
Noble's Outfit (Free)
Spoiler:
Weapon and Armor Proficiency: A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Constitution while raging, it increases her Dexterity instead. This ability alters rage. A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Dexterity, as well as a +2 morale bonus on Will saves. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Lesser Fiend Totem (Su): While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack). Brawler Spoiler: Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Constructed Limb (Ex): A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points (see Table 7-13). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes. The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie). Limb Modification: A constructed pugilist chooses one of the following limb modifications at 1st level and another at 6th, 10th, 12th, and 20th levels. These modifications do not require the constructed pugilist to rebuild her constructed limb. This replaces martial flexibility. Flex Limb: The limb is divided into jointed segments held in place with rigid rods. As a standard action, the constructed pugilist can release the rods and turn her limb into a whiplike appendage. In this mode, the prosthesis can be used to make trip attempts, and it grants a +2 bonus on disarm attempts made using it. The constructed pugilist doesn’t run the risk of dropping her limb if she fails. Returning the limb to its rigid form takes a standard action. As a standard action, a constructed pugilist with both flex limb and limb extender can activate or deactivate one of those limb modifications or both simultaneously; when the constructed pugilist has both flex limb and limb extender activated, she gains the benefits of reach with the flex limb abilities. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. ---- The Lobster presenting Jaiolong Vanissar, idle rich nephew to General Audrya Vanissar, ruler of Taldor's last colony, Amanandar. 15 pt buy Crunch:
Jaiolong Vanissar LN Human Fighter (Dragonheir Scion) 1, (Covetous Dragon Oracle 0, Dragon Disciple 0)
Init +2; Perception -1 ------------------------------------------ DEFENSE ------------------------------------------ AC 17, touch 11, flatfooted 16 (+1 Dex +6 Armor) HP 12 (1d10+2) Fort +4, Ref +1, Will -1 ------------------------------------------ OFFENSE ------------------------------------------ Speed 20 ft. Melee Sword Cane P d6/20x2 (+3/+2) Ranged - ------------------------------------------ STATISTICS ------------------------------------------ Str 15, Dex 12, Con 14, Int 12, Wis 8, Cha 14 Base Attack +1; CMB +3; CMD 14 F: +4 R: +1 W: -1 Feats: Noble Scion (War), Racial Heritage (Kobold), Arcane Strike (Modified) Traits: Child of Oppara, Rich Parents, Chosen Child Drawback: Insatiable Favored Class: Oracle (Human Bonus) Alternate Racial Traits: Silver-Tongued (replaces Skilled, +2 to Bluff and Diplomacy, can shift attitudes by three steps rather than two) Skills (3/Fighter, 5/Oracle, 3/DD): Diplomacy: +7 (1 rank, 2 CHA, 2 racial, 2 circumstance) K. Arcana: +5 (1 rank, 1 INT, 3 class) UMD: +6 (1 rank, 2 CHA, 3 class) Background Skills: K. Nobility: +11 (1 rank, 1 INT, 3 class, 1 trait, 2 feat, 2 circumstance, 1 competence) Linguistics: +2 (1 rank, 1 INT) Languages: Tian, Common, Draconic Equipment: Sword Cane (49.5 gp)
2 Valets (2.2 gp/day)
254.15 gp
20 pt buy Gestalt Crunch:
Jaiolong Vanissar
TN Human Dragonheir Scion Fighter 1 | Covetous Dragon Oracle 1 Init +2; Perception -1 ------------------------------------------ DEFENSE ------------------------------------------ AC 17, touch 11, flatfooted 16 (+1 Dex +6 Armor) HP 13 (1d10+2+1) Fort +4, Ref +1, Will +1 ------------------------------------------ OFFENSE ------------------------------------------ Speed 20 ft. Melee Sword Cane P d6/20x2 (+3/+2) Ranged - ------------------------------------------ STATISTICS ------------------------------------------ Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14 Base Attack Bonus +1; CMB +4; CMD 15 F: +4 R: +1 W: -1 Feats: Noble Scion (War), Racial Heritage (Kobold), Arcane Strike (special) Traits: Child of Oppara, Rich Parents, Chosen Child Drawback: Insatiable Favored Class: Oracle (Human Bonus) 1 Skills (6/Oracle, 8/Noble Scion):
Background Skills: (2/level)
Languages: Tian, Common, Draconic Equipment: Sword Cane (49.5 gp)
2 Valets (2.2 gp/day)
254.15 gp
Spoiler:
Eldritch Strikes (Su): At 1st level, a dragonheir scion gains Arcane Strike as a bonus feat. She does not need to meet its prerequisites. This ability replaces the bonus feat gained at 1st level.
Fearful Might (Ex): At 1st level, a dragonheir scion gains a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases to +2 at 6th level and by an additional 1 every 4 fighter levels thereafter to a maximum of +5 at 18th level. This ability replaces bravery. Oracle Spoiler:
Covetous Curse
You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Strength modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity. Spells Known: Spoiler: 0 Detect Magic Guidance Light Read Magic 1
Fluff:
Born with black scales across his neck and chest, Jaiolong Vanissar was stolen in the night and brought to Changdo, the Imperial City and capital of Po Li. He was not even a year old. The thief, his nursemaid, believed that Jaiolong possessed within him the soul of the Eternal Emperor of Lung Wa, that his scales were a sign of his divine right to rule. The oracles of Po Li smiled upon the baby, and agreed to raise him as their own.
The chosen child wanted for nothing. The immense wealth of the Oracular Council was freely thrust upon him, and he lived blissfully. At age 10, his parents found Jaiolong. They demanded to have their child back, for he had been taken from them unlawfully. Jiaolong was returned to his family, and the oracles bestowed them with great wealth as an apology for the treachery wrought against them. The boy remembered nothing of his home, and was unprepared for what awaited him. The Vanissars were the current ruling family of Amanandar, the last Taldan colony. In Changdo, he was raised in privilege and comfort, but at home in New Oppara, all the wealth and splendor of the world seemed at his disposal. His aunt, the General Audrya Vanissar and leader of Amanandar, demanded he receive the finest Western education before his military service. Everyone wanted the best for him, he represented their future, and the black scales he bore represented the power present in their family line. Dragons. They were blessed by dragons, or rather, he was blessed by dragons. That pulled a lot of weight in Tian Xia. To represent the best of his family, he needed to be educated, capable and confident, competent and skilled in a wide array of fields. Unfortunately, the only trait he seemed to have inherited from dragons was the urge to hoard, and he proved more interested in the benefits of nobility than the responsibilities and charge of leadership. As a military state, Amanandar mandated five years service from every citizen. Hoping to beat his privilege out of him, his aunt, the General, forcibly enlisted him in the military. At the end of it, it was clear that the family's futures did not lie with him. He was sent off to the West, to represent Amanandar's holdings and power in the Taldan capital of Oppara. If he wanted only to bathe in luxury, let him do it where it would draw a favorable eye. In the seven years since Jaiolong's arrival in Oppara, he has made his presence known. Lacking a Senate seat or any real political power in the mainland, the Vanissar family made due with purchasing him a large manor in Senate Hill, and filling his coffers twice over. Through his lavish lifestyle, the world may see the success and power of Amanandar.
Personality:
Foppish and aloof, Jaiolong is obsessed with wealth, gaiety, and fashion, sometimes spending twice what he could on something just to claim he paid more for it. He keeps a fleet of servants and lovers both, and is said to instruct his servants to weigh him down with gold when he has trouble sleeping. He is incredibly proud of his draconic heritage, and wears it openly. Unknown to him, however, his mother's bloodline is not mingled with dragons but instead kobolds, and he would be much better compared to them than to true dragons. His desire to hoard is primal, obsessive. He privately suffers from an immense sense of inadequacy, feeling rejected by his family and home, and while in combat he is a fierce and capable warrior, he is a coward every moment before battle is inevitable. Jaiolong is a vocal supporter of Princess Eutropia, believing firmly in a woman's right and ability to rule, and often citing his aunt as proof that Taldor is ready for a woman's leadership. He is unafraid of embarrassment or of insulting his peers and betters, viewing his position in society as untouchable, and as a result, scandal follows him, but he always bounces back. He has never settled down in romance, preferring small engagements over lengthy affairs, and despite the rivers of men that flow in and out of his bedroom, he views himself as unlucky in love, but a true romantic. He isn't. Truthfully, he is deeply afraid of intimacy and vulnerability both, unwilling to allow someone power to hurt him. Like many in the nobility, he has a problem with substances, imbibing regularly. His teeth and nails often bear the silver sheen of someone under the effects of the party drug Silvertongue, and he smokes imported cigars constantly, attempting, he says, to emulate the smoke a dragon might breathe. He is generally agreeable, laughing easily and hard, and makes friends and lovers in the blink of an eye.
While melee is the focus of the build, Jiaolong is a capable divine caster, and can heal and buff in between combat, making him well suited to fill or supplement either role. |