Camper

Damien Tarrant's page

114 posts. Alias of ElegantlyWasted.


Full Name

Damien Tarrant

Race

HP 22 | AC 17 Touch 13 FF 14 | Fort +1 Ref +7 Will +2 | Init +9 Perception +5 | Rapier +5 (1d6+3/18-20x2)

Classes/Levels

Prepared Extracts:
Heightened Awareness, Shield

Gender

Male Human Inspired Blade Swashbuckler 1/Empiricist Investigator 1

Size

Medium

Age

28

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Jol

Languages

Common, Celestial, Elven, Goblin, Orc, Tianese

Occupation

Detective

Strength 8
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 10
Charisma 9

About Damien Tarrant

Background:

Damien Tarrant is a Sandpoint native. His parents, devotees of Desna, lost their lives in the fire that claimed Sandpoint's old church. Damien was left alone with his little brother, Leodegrace. Damien was a teenager at the time, and could easily have fallen into despair and gone down a dark path, if not for Sandru Vhiski.

Sandru knew better than most how Damien was feeling, having lost his parents at an early age himself. Sandru, a well-known and well-liked man in Sandpoint, took Damien under his wing. The caravan owner taught Damien how to fight, and, more importantly, how to think. Damien's fierce intelligence was obvious to Sandru, who encouraged Damien's development. Sandru even paid for specialized tutors, honing Damien's mind into a precise instrument of analysis. Sandru also ensured that Leo would have steady work if he ever wished it.

Damien was a little sad when Leo decided to spend more time in the Church, but eventually, he came to appreciate that he and his brother were different people. Damien worked a certain way, as did Leo, and they both had to find what made them happy. Damien made sure that no matter what, the two had plenty of time together. Though Leo's skill at arms now far outstrips Damien's own, Damien can't help but sometimes be overprotective. Leo is the only family he has left, and Damien would grapple with death itself before allowing his little brother to come to harm.

In hindsight, their time apart was probably good for them. Damien, a free spirited and insatiably curious young man, would have chafed in any church, even one as permissive as Desna's. Leo, however, seemed to flourish. The structure and discipline gave Leo a clear path and focus.

Once Sandru found specialized tutors, a constant companion in Damien's lessons was Yvette. The two developed a friendly rivalry, as they were some of the only people that could keep up with each other intellectually. Yvette understood Damien and Leo's isolation, as she was a half-elf and had few friends. When Yvette's parents learned of her new friend, they welcomed both Damien and Leo into their lives, and Damien thinks of them almost as second parents. Yvette was like a sister, and Damien has nothing but positive feelings for her, but now that they're older, he has...complicated feelings about Yvette that he has yet to sort out. No matter what happens, Damien is grateful to have an intellectual sparring partner and a friend who understands.

Much of Damien's training revolved around learning languages. His tutors taught him that to be able to process large amounts of information quickly, he should cultivate a wide variety of "headspaces" to think in, allowing him to mentally multitask. Damien proved an apt pupil, mastering over a dozen languages, allowing him to logically process multiple lines of information at astounding speeds.

Damien's parents had been alchemists, and before their death they had begun his tutelage in their craft. Damien continued to practice that, but made time for other pursuits. He couldn't help but think if someone had just been more observant, that perhaps the tragedy at the church could have been avoided. It was this mindset, and his parent's legacy as alchemists, that led him to believe the Church fire was not all it seemed.

Damien began digging into the incident, leaving no stone unturned. He discovered that Sheriff Hemlock had actually been investigating his parents. Apparently, the Sheriff had received an anonymous letter putting the blame for the fire on volatile reagents kept by the Tarrant's at their workshop in the Church. Hemlock had investigated and found no evidence, so that line of inquiry was dropped. Damien, however, continued to search. The trail was quite cold by the time he happened onto it, but over the next several years, it became something of a pet project. Nualia Tobyn had actually been on a very short list of potential perpetrators when Ameiko Kaijutsu and a band of adventurers defeated her below Thistletop. Knowing that he'd been right, the thrill of discovery, spurred Damien on to the path of the investigator.

Statistics:

Inspired Blade Swashbuckler 1/Empiricist Investigator 1
CG Humanoid (Human)
Init +9 Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 22 (1d10+1d8+4 Con)
Saves Fort +3, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee Rapier +5 (1d6+3/18-20x2)

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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse, Weapon Focus (Rapier), Fencing Grace, Improved Initiative, Power Attack
Traits Student of Philosophy, Reactionary
Skills Acrobatics 8 (2), Appraise 8 (1), Bluff 4 (1), Craft (Alchemy) 8 (1), Diplomacy 9 (2), Disable Device 9 (2), Knowledge Arcana 8 (1), Knowledge History 9 (2), Knowledge Local 8 (1), Knowledge Nature 8 (1), Knowledge Planes 8 (1), Knowledge Religion 8 (1), Linguistics 9 (2), Perception 5 (2), Spellcraft 9 (2), Stealth 8 (2), Use Magic Device 5 (2)
Gear- Chain shirt, rapier, alchemist's kit

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Special Abilities

Inspired Blade Swashbuckler

Inspired Panache (Ex)

Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex)

At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse

Weapon and Armor Proficiency

Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Deeds

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Empiricist Investigator
Weapon and Armor Proficiency

Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

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 1d6 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 1). An investigator can use Disable Device to disarm magical traps.

Appearance:
Damien looks very similar to his brother. He's the same height, though he has a much slighter build. Damien has dark hair but a fair complexion. He usually sports a goatee, but will often be so lost in thought that he will forget to shave for days. He has a solid chin, and his nose is ever so slightly crooked. Damien broke it in a fall when he was a child. His eyes are sharp and perceptive.
Height: 5'10"
Weight: 160 lbs
Hair: Auburn
Eyes: Brown

Personality:
despite the horrors of war that he has witnessed firsthand, Damien remains upbeat and positive. He is no longer naive, but does believe that there is good in most people. Damien is fiercely loyal to his allies but is still capable of making sacrifices for the greater good.

Damien can come off as brusque, though he doesn't mean to. He is so perceptive and thinks so quickly, though, that it can be difficult to relate, and he can occasionally put people off. When he remembers to "filter", though, Damien is as charming as they come.

Alchemist Formulae:

1st- Cure Light Wounds, Heightened Awareness, Long Arm, Monkey Fish, Shield, True Strike

Extracts Per Day
1st- 2