Grau Soldado

Divo Merula's page

68 posts. Alias of SqueezeMeNow.


Full Name

Divo Merula

Race

Human

Classes/Levels

Fighter (Dragonheir Scion) 1st

Gender

Human Male | HP: 13/13 | AC: 18 (T: 12, FF: 14) | Perc: +0 | Init: +2 | Fort +4, Ref +2, Will +0 | CMB: +4, CMD: 16 | Spd: 30ft

Size

| SKILLS | Diplomacy 9 | Intimidate 8 | Know: Nobility 5 | Know: Engineering 4 | Swim 7 | UMD 6 |

Age

32

Alignment

NG

Languages

Common

Occupation

Porter

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Divo Merula

Attacks:

Warhammer +4to hit | 1d8 + 3 | 20 x 3 Critical | Bludgeoning | Melee
Sling: +3 to hit | 1d4 + 3 | 20 x 2 Critical | Bludgeoning | 50'

CMB =

Defense:

HP: 13/13 (10 Class, 2 mod, 1 FC)
Fort: 4 ( 2 base, 2 stat) Ref: 2 ( 0 base, 2 stat) Will: 0 ( 0 base, 0 stat)
AC: 18 (10 base, 2 Dex, 4 armor, 2 shield, 0 misc)
Flatfooted: 14
Touch: 12
CMD: 16 ( 10 base, 1 BAB, 3 Str, 2 Dex)

Special Notes:

Racial Features:

A typical human with one exception.

Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.

Class Features:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Draconic Bloodline (Su): Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of dragonheir scion’s abilities deal damage and grant resistances based on her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dragonheir scion can change her former bloodline to make them conform.

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.

Traits:

Lesser Noble: You come from an aristocratic family, though your family has long since lost any power or prestige it once had.

Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

Keeper of the Ancestral Scrolls: You take pride in recording the genealogy of your family, tracing your heritage on large scrolls dating back hundreds, if not thousands of years.

Benefit You gain a +1 trait bonus on Knowledge (history), and Knowledge (nobility) checks, and one of these skills (your choice) is always a class skill for you.

Love Lost: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is
finding him.

Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.

Lovesick (Drawback): Your love for another occupies your every thought, and you become despondent when you are away from that person.

Effect(s) The person is chosen by your GM. At the start of each day, if you are away from this person you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.

Feats:

Bludgeoner (Combat): You can knock foes out cold with just about any blunt instrument.

Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.

Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Enforcer (Combat): You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Arcane Strike (Combat): You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Skills:

( Base 4, Mod 0, Background 2) 1 level = 7 SP

* = Class Skill
ACP =

Diplomacy (CHR)*: 9 (1 ranks, 2 mod, 1 trait, 2 racial)
Intimidate (CHR)*: 8 (1 ranks, 2 mod, 2 trait)
Knowledge [Nobility] (INT)*: 5 (1 ranks, 0 mod, 1 trait)
Knowledge [Engineering] (INT)*: 4 (1 ranks, 0 mod)
Swim (STR)*: 7 (1 ranks, 3 mod)
Use Magic Device (CHR)*: 6 (1 ranks, 2 mod)

Special Notes:

Equipment:

Warhammer- 0 GP, 5 lbs.
Shield, Heavy Wooden*- 7 GP, 10 lbs.
Lameller (Leather)*- 60 GP, 25 lbs.
Outfit, Noble’s- 75 GP, 10 lbs.
Signet Ring- 100 GP
Outfit, Explorers(?)*- 10 GP, 8 lbs.
Sling- 0 GP, 0 lbs.
Bullets, Sling (20)- 2 SP, 10 lbs.
Kit, Grooming- 1 GP, 2 lbs.
Kit, Shaving- 15 GP, 1/2 lbs.
Waterskin- 1 GP, 4 lbs.
Backpack, Common- 2 GP, 2 lbs.
Pouch (Waist) x2*- 1 GP, 1 lbs.

* = Worn Equipment
? = Provided outfit 10 GP or less, weight not factored when worn.
(!) = Swapped out the ten torches for firewood/cooking utensils to go with the pot.

7 PP, 51 GP, 25 SP, 30 CP

Current Weight = 77.5 lbs.

[Light = 76 lbs. or less.] [Medium = 77–153 lbs.] [Heavy = 154–230 lbs. lbs.]

Weight Notes:


Background:

In a filthy tavern near the docks a dark-haired man hunched at the bar and looked down bleakly at an empty cup. He was Chell. Not some mixed heritage like so much of the city, and that marked him as a bit out of place. Though his defeated posture helped him fit in remarkably.

A lot of people who had a grudge against Gaedren Lamm are probably fresh in the villain's memory. Assuming he pays any of his victims a lasting thought. Divo though? Divo hasn't been a problem in recent memory. The man has had a long fall. A long road to get to his current mindset.

Pulling the bottle across the bar and pouring a fresh cup, Divo rubbed under his chin and considered his circumstances. The hair on his neck needed shaved. He was fine wearing a short beard these days, but an unshaven neck would make him look unwashed. A piece of his pride that didn't go away.

He poured himself a drink and turned to his recent considerations. His first concern when Alana had been murdered was pushing the investigation forward. His time in the guard made it apparent it was being mishandled. He had dug deeper into why that was, and it had cost him. Delayed him finding out who her killer was. He abruptly downed the drink at the memory.

Her family had enemies. Unlike his own family, house Capri had been a significant noble house. With equally powerful enemies who used the investigation to learn of their secrets. Of their dealings. In the end they had fallen when their own crimes came out, and they had dragged Divo's house down with them.

Four years. Trying to save his family's holdings and honor. Failing. Losing his elder sister as she ended her own life rather than keep up the struggle. Losing himself in bottle after bottle and barely trusted to transport merchant's goods. That was a long time from Alana's death.

But he hadn't just grown unkept. Surly. He had seen more in those years than the fading of his noble clothing. He had found out who was responsible. Quietly. Now, he contemplated just what advantage that gave him.

He pushed his glass away and moved his hand to the handle of his warhammer. He had gotten dull in the last few years. But a dull weapon hurt more. With a thin smile he slid some coins across the bar and stood. He had work this day.

Description:

Divo is a tall man, more apparent when he instinctually corrects his posture. His was dark haired and purely Chell, something that refused to stay unnoticed. Be it his proper noble mannerisms refusing to remain buried, or his faded and second hand clothing it was easy to guess he had been some manner of noble in his past.

He was also handsome. With his short hair kept neat and a well trimmed light beard. One that looked all the better on his strong jawline. His dark eyes and set brow made him often look thoughtful, or more often stern. Though there was something soft in his features. Just enough kindness to make him not always seem fierce.

His stature was that of a noble man as well. Well muscled and of firm constitution, though not hulking or slow. He moved with confidence and practiced ease, and not just from some puffed up sense of importance. From experience and training.

Progression and Party Role:

Plan for him to serve as party face when dealing with nobles and the city guard. In combat he will be a frontline presence that leaves enemies shaken. Eventually, he might be able to get the ability to also leave them sickened. Thus, making enemies less effective and more vulnerable to spells. Overall a reserved workhorse that can help the party do what they need to.