Hasbim Ibn Sayyid

Ceceka's page

245 posts. Alias of Solicitor.


Full Name

Ceceka

Race

NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

About Ceceka

Ceceka
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Male Human (Gebbite)(Food Trader) Fighter 11
Neutral Evil Medium Human (Gebbite)(Urgathoa)
Senses; Perception +22 (Wis 4 + Prof 18 (M))
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Defense
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AC 34 (Dex 0 + Armor Prof 16 + Armor 6 + Rune 2 (E))
HP 206 (120 Fighter, 48 CON, 12 TOUGHNESS, 18 Barb, 8 Ancestry)
Fort +22 (M), Ref +16 (E), Will +20 (E)
Bonuses: +3 Reflex vs damaging effects
Resistances: 4 vs Slashing (2+Rune from armor spec)
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Offense
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Melee
Fauchard +25 to hit, 2D8+8 slashing, Deadly D8, Sweep, Reach, Trip, Ghost Touch
Warhammer +21 to hit, 1D8+7 blunt, Shove
Boarding Pike +21 to hit, 2D10+8 piercing, Reach, Shove

Ranged
Dagger +16 to hit, 1D4+7 piercing, Agile / Finesse / Thrown 10 ft. / Versatile S
Javelin +16 to hit, 1D6+7 piercing, Thrown 30 ft.

Combat Options
(1) Rage (level+con as temp hp, +2 to damage, -1 AC, lasts 1 minute), Exacting Strike (press, no MAP if miss), Brutish Shove (press, shove if hit), Disruptive Stance
(2) Power Attack
(R) Rage (when taking damage) | Attack of Opportunity
(x) Polearm Crit Spec (The target is moved 5 feet in a direction of your choice. This is forced movement.)

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Statistics
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Str 20, Dex 10, Con 18, Int 16 Wis 18, Cha 10

Speed 25 ft. (30 ft minus 5 from the full plate armor)(35ft when raging)

Skills
+23 Athletics (M)
+14 Acrobatics (T)
+18 Medicine (T)
+18 Nature (T)
+22 Religion (M)
+19 Society (E)
+17 Mercantile Lore (T)
+17 Craft (T)
+18 Survival (T)
+17 Occultism (T)

Languages: Common, Necril

Skill Feats
-Streetwise: Can use your Society instead of Diplomacy to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
-Student of the Canon (Urgathoa):
-Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
-Combat Climber: Can climb with one hand, not flat-footed when climbing.
-Quick-Climber: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
-Rapid Mantel: When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
-Exhort the Faithful: When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target's attitude toward you doesn't worsen.
-Break Curse: Remove a curse through prayer and worship.

General Feats & Abilities
-Shield Block
-Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
-Fast Recovery:You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
-Fleet: +5ft movement speed
-Feather Step: You can Step into difficult terrain.

Ancestry Feats & Abilities
-Natural Ambition: Gain a 1st level class feat.
-Haughty Obstinacy: If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week.
-General Training: Gain Feather Step as a General Feat

Fighter Feats
-(1) Power Attack: Two actions. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
-(1) Exacting Strike: One action, press. Make a strike, if you miss, your MAP does not increase.
-(2) Brutish Shove: One action, press. Make a strike, if you hit, it is flat-footed until the end of your turn and you may shove it. Crits apply. You may move with it, not triggering reactions.
-(4) Powerful Shove: You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. Additionally, when a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.
-(6) Furious Focus: Using Power Attack counts as one attack for MAP
-(8) Blind Fight: Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
-(B) Disorienting Opening: When you hit a creature as part of an Attack of Opportunity, that creature becomes flat-footed until the start of your next turn.
-(10) Disrupting Stance: One Action: you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it's a critical hit).
-(12) Flinging Shove: Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.

Archetype
-Archetype Feat 2: Barbarian Dedication (Trained in Survival)(Rage)(Fury Instinct)
-Archetype Feat 4: Barbarian Resiliency (+3 HP per Barb feat - +6)
-Archetype Feat 6: Shake It Off (1 action (rage, concentrate): reduce frightened by 1, attempt a fort save to recover from sickened as if retching, but recover by 1 on a fail, 2 on a success, 3 on a crit)
-Archetype Feat 8: Wounded Rage (Reaction: when you take damage you can enter a rage)
-Archetype Feat 10: Fast Movement (While you are raging, you gain a +10-foot status bonus to your Speed.)
-Archetype Feat 12: Raging Athlete (While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.)

Class Features & Abilities
-Bravery: Will to Expert, successes on will saves vs fear become crit successes, additionally, when you become frightened, reduce the value by 1.
-Trained in advanced weapons.
-Expert in simple weapons, martial weapons, unarmed combat
-Expert in light, medium, heavy armor and unarmored defense.
-Expert in Fighter class DC.
-Fighter Weapon Mastery (Polearm): your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks with polearms, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
-Battlefield Surveyor: Mastery in Perception, +2 circumstance bonus to perception on initiative checks
-Weapon Specialization: +2 damage with expert prof weapons, +3 with master prof, +4 with legendary prof
-Juggernaut: Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
-Combat Flexibility: Gain a fighter feat of up to level 8 during your daily preparations. Current feat: disorienting opening.
-Armor Expertise: Expert in Armor. You gain the armor specialization effects of medium and heavy armor.

Background
-Various: CON and or INT plus one free boost. Export Guild +1 Rep
-Skills: Trained in Society and Mercantile Lore.
-Feat: Streetwise skill feat.

Human Features & Abilities
-Versatile Heritage: Gain a general feat.

Equipment & Bulk (77 gold 9 silver) (Bulk Limit: 9. Current Bulk: 8.9)
Fauchard +2 Potency +1 Striking Ghost Touch(2), Warhammer (1), Full Plate (4), Gauntlet (L), Dagger x3 (1), Javelin x5 (5 L) Adventurer’s Pack (1)(backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin), caltrops (2), Victory Plate

Victory Plate - https://2e.aonprd.com/Equipment.aspx?ID=752

Abilities n Effects:
Activate [reaction] envision Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate). This creature must have one of the traits listed in the second activation; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.

Activate [two-actions] envision, Interact Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):
Aberration or Fey mental
Celestial good
Construct poison
Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits
Fiend evil
Ooze precision, and the resistance is 10
Undead negative

BACKGROUND
He was born and grew up in a small merchant family in a Graydirge, and lived as happily as one can in Geb until he was about 13 years old. That’s when things changed. Ceceka lost his home when it was destroyed after a government takeover - in Geb, the living make place for the (un)dead, and he subsequently was abandoned by all. His father protested against the takeover and disappeared. His older brother fled town and most likely the country. Ceceka stayed: a shell-shocked teen, he did what he could to survive.

While pursued by opportunists and ill-intended deviants, he had to survive in a villainous world. But with dogged perseverance and a knack for fighting, he managed to face most of his obstacles and carved out a new starting point for his life, a platform from which to launch a career that would see him never be as weak again as he was, as his family was.

This has turned him into the man he is today: quiet, calculated, and ruthless.

PERSONALITY & APPEARANCE
Ceceka is cunning, pensive and emotionally distant: exactly what'd you expect from somebody with his tormented past in a nation like Geb. Not particularly verbose nor gifted with a silver tongue, he tends to speak either through action, or carefully considered plans.

When confronted by great odds, he happily leans into his humanity: his beating heart, his desire to survive, his will to live. Stuck between the tormented living and the undead torment, he does what he can to achieve both power and leisure.

He enjoys traveling and whenever his career allows for him to do so, he will. Other than travel, food gives him great comfort. Ceceka is a stress eater, and perhaps a tad too heavy for someone in his line of work. He doesn’t care, however, and (insincerely so) defends it by saying it is what Urgathoa wants.

Personally, he’s more interested in the teachings of Norgorber and Zon-Kuthon, and has spent considerable personal wealth to acquire holy books of both faiths. Self-flagellation helps him with burying the ghosts and screams from the past, and face an uncertain tomorrow with clarity.

Neither tall nor short, Ceceka is a somewhat stocky plump man. He rarely smiles and when he does, odds are he’s eating something good or relishing victory as he cuts down a foe.

Ceceka is always up for a physical undertaking, whether it is a hike, going fishing, or horseback riding: while he loves food, he’d rather be a lean, fit person. That, and these activities tend to take him away from Graydirge.