Cyrrus & Lucius's page

No posts. Organized Play character for Redgar.


Race

| HP 34/34| AC 18 T 13 FF 15 | CMB +4, CMD 17 | F: +3, R: +9, W: +5 | Init: +3 | Perc: +9, SM: +5(p)

Classes/Levels

| Speed 30ft | Panache: 5/5 | Inspiration: 6/6| Extracts: 1st 4/4 2nd 2/2 | Active conditions: None.

Gender

CG Sylph Inv.4/Swash1

About Cyrrus & Lucius

PFS # 61159 - 9
Experience 13
Faction Scarab Sages
Wealth 10849.5 GP, 18 PP 24 Fame
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Name Cyrrus (and Lucius)
Classes: Bonded Investigator 3 / Inspired Noble Swashbuckler 1
CG Medium Outsider (Native)
Init +3; Senses Perc +9, SM +5(p),
Vision Darkvision 60’
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Defense
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AC 18 (w/Mage Armor), touch 13, flat-footed 15 (w/Mage Armor); +1 to all vs. traps.
HP 34
Fort +3, Ref +9 (+1 vs. Traps), Will +5
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Offense
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Speed 30 ft.
Melee Rapier +10 (18-20) / 1d6+3
Ranged Light Crossbow +7 (19-20) / 1d8;
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 12 (+1)

Base Atk +4; CMB +4; CMD 17

Feats
(sw1): Weapon Finesse (Rapier)
(sw1): Weapon Focus (Rapier)
(1): Fencing Grace
(3): Boon Companion
(5): Improved Familiar (Lucius the Pseudodragon!)

Traits
Inspired 1/day reroll skill or ability check
Resilient +1 Fortitude

Languages Common (Talden), Osiriani, Ancient Osiriani, Dwarven, Elven, Gnoll, Aquan, Auran, Ignan, Terran; Sylvan,

SQ
Darkvision 60’
Electricity Resist 5
Storm in the Blood (fast healing 2 for 1 rd anytime I take electricity dmg (whether or not this electricity dmg gets through electricity resistance), max 2 hp/lvl/day.

Skills
Acrobatics +8(p), Appraise +7, Bluff +5(p), Craft: Alchemy +11 (+4 Alch. Item, +2 w/tools), Dipl. +5(p), Disable Device +11, Know: (Arcana, Religion): +8(+i), Know: (Dungeon, Eng, Geo, Local, Nob): +10(+i), Know: (Planes): +12(+i), Know: (History): +12(+i), Linguistics +11(+i), Perception +8, Sense Motive +5(p), Sleight of Hand +6, Spellcraft +8(i), Stealth +10, UMD +7.
Special Skill Notes: Social Panache and Derring Do / Inspiration: +d6, exploding 6’s.
Trap Sense: +1 Rflx and +1 AC vs. Traps.
Whispering Wind: +4 racial to Stealth (included).

Combat Gear
MW Chainmail (+4 AC, -1 ACP, Max Dex +5)
MW Buckler (+1 AC)

Other Gear

Gear!:

Potions and Oils and Wands
Potion Sponge: Touch of the Sea
Oil of Magic Weapon
Wand, CLW x48
Wand, Endure Elements x45
Wand, Heightened Awareness x48

Alchemical Items
Alchemist’s Fire x6
Alkali Flask, x6
Desiccating Lubricant x3 (1d4 non l, x2 vs. ooze or [water], -2 to some CMB/CMD, 1 min duration)
Liquid Ice x6
??**Holy Water

Holy Weapon Balm x5

Anti-Plague x3
Anti-Toxen x3
Meditation (Iced) Tea x6
Stillgut x3

Alchemical Grease x6
Bladeguard x3

??**Impact Foam
??**Smokestick
??Smog Pellet

Other Gear

Pathfinder’s Kit
backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures.

Dungeoneer’s Kit (Deluxe - Everburning Torch)
Two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs,

Scrivener’s Kit 2 gp + 3 gp worth of paper

Alchemy Lab

**??Smoked Goggles

Camel

Msc.
Traveller’s Anytool
Wayfinder
Familiar Carrier

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Special Abilities

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Extracts:
1 lvl: DC 15 / 3 + 1
2 lvl: DC 16 / 1 + 1
1: Shield [ ] [ ] / [ ] / [ ]
2: ? [ ] / [ ]

Formula Book, 1st-lvl:

Not Known:

Formula Book, 2nd-lvl:

[] Resist Energy

Not Known:

Formula Book, 3rd-lvl:

Formula Book, 4th-lvl:

Formula Book, 5th-lvl:

Boons

Lessons of History (SSage FJ):
[ ] You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).

Planar Sage (SSage FJ):
[ ] You are versed in the ancient cultures and the bound elementals that helped build their wonders. You are trained in Knowledge (History and Planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

Reseach Specialist:

Seeking the Sages (C12):
You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Mythic Pathfinder & Exceptional Deeds (C12):
You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. Grants Mythic abilities for Destiny of the Sands, Part III.

Righteous Redemption (C11):
[ ] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and a week of feed; a masterwork longsword; or, a masterwork lance. This gear is yours to do with as you please, but has an effective resale value of 0 gp.

Worthy Foe (C11):
[ ] [ ] [ ] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated.

First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.

Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.

Bones: You gain the benefits above against undead creatures.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
Scoundrels: You gain the benefits above against humanoids with the human subtype.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Chalice Champion (C10):
You were part of the team that secured the Sargava Chalice for the Pathfinder Society’s use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of the chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.

Infused Extracts (C10):
you claimed a number of a dead alchemist’s infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.

[ ] cure light wounds (CL 1st)
[ ] cure moderate wounds (CL 4th; Subtier 4-5 only)
[ ] resist energy (CL 4th; Subtier 4-5 only)
[ ] shield (CL 1st)

Seeking the Sages (C9):
You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Air Affinity (C8):
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.

Strength of the Scorpion Coast [.:
[.] (C8)] Your studies at the Sandflow Source have taught you how to draw upon the powers of air and earth to strengthen yourself. You may check a box that precedes this boon to add a bonus equal to twice the number of Air Affinity boons you have earned with this PC on a combat maneuver check. Alternatively, you may check a box that to add a bonus equal to twice the number of Earth Affinity boons you have earned with this PC to your CMD until the beginning of your next turn as an immediate action.

Elemental Transformation [.:
[.] (C8)] After defeating the Oread researcher Qiarah, you took her research notes and deciphered the complex rituals she was using to transform her body. You may check a box next to this boon before attempting a saving throw against bleed, paralysis, poison, sleep effects, or stunning to gain a +2 bonus to the save.

Genie Heritage (C8):
Earned. (Ifrit, Oread, Sylph, and Undine sorcs/bloodragers get bonuses).

Remnant of the First World (C6):

Wayang Body Modification (C4):
During your time in the wayang city of Inahiyi, you underwent some form of wayang body alteration. Be it ritual piercings, tatoos, or even skin bleaching, you’ve committed to keeping the modifications you received. While the alteration is noticable, it bears real significance only when viewed by other wayangs. You gain a +2 on all Cha-based skill checks made to influence wayangs. (Bajoran Earring, with Nose-clamp).

Grace of Minatan Heros (C4):
You’ve earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle sheet to gain the effects of greater magic fang or greater magic weapon (CL= total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective CL.

Skill Boon (Blood Under Absalom) (C3):
As an immediate action, you may reroll a skill check before success is deterimed. You must accept the second roll, even if it is worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.

Fortune’s Return (C2):
Depite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You may activate an ability you did not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below:

[ ] The Suit of Keys (Dexterity): picking a lock.
[ ] The Suit of Shields (Constitution): Fort saves or Con checks against fatigue or exhaustion.
[ ] The Suit of Books (Intelligence): performing research.
[ ] The Suit of Crowns (Charisma): speaking to a person in a position of authority.

Draconic Sidekick (C2):
You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil ant any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction.

Hieroglyphic Knowledge (C1) [ :
] While exploring the ancient Tomb of Akhentepi during the annual royal lottery, you studied many archaic hieroglyphs that illustrate differences between the Ancient Osiriani and the modern Osiriani language spoken today. This experience has trained you to perceive linguisting nuances and ancient root words. Before attempting a Linguistings check, you may use this boon to gain a +4 insight bonus on the check. If the Linguistics check is related to the Ancient Osiriani or Osiriani languages, the bonus increases to +8. When you use this boon, cross it off your chronicle sheet.

Bot Me!:

Cyrrus (and Lucius) are excitable fellows, happiest when ferreting out ancient mysteries or cleverly concealed secrets. They are eager to share what relevant Knowledge they may have gathered, and they make an effort to restrain a sometimes overbearing enthusiasm for providing information or making helpful tactical suggestions to colleagues. They understand the importance of keeping the whole team alive and well, for discovering secrets is not as much fun when there is no-one to trade it with!

Cyrrus’ stalwart companion, Lucius, is a pseudodragon. Obsessed with glittering gems and smelly cheeses, Lucius is also a little bit of a scaredy-cat. Lucisu spends most of his time hidden in Cyrrus’ flowing robes… though he will occasionally poke his snout out to see a sparkling treasure or sniff a particularly pungent cheese.

If combat breaks out, Cyrrus will usually pop a Shield extract in the first round, then try to identify any unnatural threats the party might be facing.

In the second and subsequent rounds, if the threat appears to be limited, he will try softening up targets with his rapier and flanks. If there is a horde of enemies, he would instead protect any squishier casters. He might also go around hitting people with wands if they get hurt… especially if it means they continue to stay between him and any truly tough tentacled horrors that might be menacing the team.

[dice= Knowledge Checks]1d20+10+1d6[/dice]
+1 if Planes, -2 if Arcana or Religion

[dice= Spellcraft Checks]1d20+8+1d6[/dice]
He will make a point of commenting on other mages’ spells, both to let his team know and to critique opponents’ magical styles.

[dice= Rapier (MW)] 1d20+11[/dice] attack, [dice]1d6+3[/dice] piercing damage
Cyrrus is not a tank, but he will try to set up flanks with heavier-hitting allies and will whittle away foes HP with his rapier.

[dice= Light Crossbow] 1d20+8[/dice] attack, [dice]1d8[/dice] damage.

Cyrrus is also happy enough plinking away with a Crossbow!