The Scribbler

Drake Cicero's page

23 posts. Alias of Threeshades.


Full Name

Antonius Drake Cicero

Race

Human (Taldani)

Classes/Levels

Inquisitor 1; HP 9/9; AC 15/T 12/FF 13; Fort +3; Ref +2; Will +6; CMB +2; CMD 14; Per +7; Init +2; Spd 30 ft

Gender

male

Size

6'3"

Age

29

Special Abilities

Judgment 1/day, Stern Gaze

Alignment

Lawful Good

Deity

Iomedae

Location

Ustalav

Languages

Common, Varisian, Celestial

Occupation

Monster hunter

Strength 14
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 16
Charisma 10

About Drake Cicero

STATS
Status: Healthy
HP: 9
AC: 15, 12 touch, 13 flat-footed
Saves: Fort +3 Reflex +2 Will +5
BAB +0
CMB +2 CMD 14

Initiative: +2 (Dex +2)
Conditions:
Spells in Effect:
Currently wearing: Studded Leather Armor, explorer's outfit
Items in Hand:
Repeating Light Crossbow +2 (1d8; 19-20/x2), range 80 ft.

STATS:
Ability score (bonus) [points]
STR 14 (+2) [5]
DEX 14 (+2) [5]
CON 13 (+1) [3]
INT 12 (+1) [2]
WIS 16 (+3) [5] (Human bonus)
CHA 10 (+0) [0]

FEATS & TRAITS:
TRAITS:
World Traveler You gain a +1 trait bonus on Knowledge (local) checks, and it is always a class skill for you.
Schooled Inquisitor You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
Werewolf Hunter: You spent a great deal of your life hunting lycanthropes. You may have lost a loved one to a werewolf attack, or you survived an attack by one yourself, and you have sworn to prevent this from happening to anyone else. To that end, you procured a silvered weapon. You came to Falcon’s Hollow to pick up this weapon from a local smith just as the town seems to be coming down with some sort of plague. Choose one weapon (not a double weapon) with which you are proficient; you start play with an alchemically silvered version of this weapon.

DRAWBACK
Haunting Regret:
You take a –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks.

FEATS:
Step Up (bonus) Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Point-blank shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

CLASS ABILITIES:
Persistence Inquisition: Step Up bonus Feat
Relentless Footing (Ex; 2/6/day used): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
Judgment (Su; 0/1/day used): Drake can pronounce judgment upon his foes as a swift action. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Drake must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. When Drake uses this ability, he must select one type of judgment to make. As a swift action, he can change this judgment to another type.
-Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
-Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
-Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses.
-Piercing This Judgment grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
-Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses.
-Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses.
-Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses.
-Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
-Smiting This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.
Monster Lore (Ex): Drake adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Drake receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his inquisitor level (minimum +1).

SKILLS:
Craft (Weapons) +5 (1 rank + 1 Int + 3 class skill)
Intimidate +1 (+0 Cha +1 stern gaze)
Knowledge (dungeoneering) +5/+10 (1 rank + 1 Int + 3 class skill (+ 3 Wis to identify abilities and weaknesses of creatures))
Knowledge (local) +6/+9 (1 rank + 1 Int + 3 class skill +1 trait (+ 3 Wis to identify abilities and weaknesses of creatures))
Knowledge (planes) +5/+10 (1 rank + 1 Int + 3 class skill (+ 3 Wis +2 trait to identify abilities and weaknesses of creatures))
Knowledge (religion) +5/+10 (1 rank + 1 Int + 3 class skill (+ 3 Wis +2 trait to identify abilities and weaknesses of creatures))
Perception +7 (+1 rank +3 Wis +3 class skill)
Sense Motive +8 (+1 rank +3 Wis +3 class skill +1 stern gaze)
Stealth +5 (+1 rank +2 Dex +3 class skill -1 armor)
Survival +7 (+1 rank +3 Wis +3 class skill)

SPELLS:
LEVEL 0
detect magic
detect poison
light
stabilize

LEVEL 1 (0/2/day used)
magic weapon
cure light wounds

GEAR:
Gold: 67
Silver: 9

WEAPONS
Cold Iron Longsword +2 (1d8+3; 19-20/x2) - 30 gp
Silver Longsword +2 (1d8+2; 19-20/x2) - 0
Repeating Light Crossbow +2 (1d8; 19-20/x2), range 80 ft. - 250 gp
Cold iron bolts (20) - 4 gp
Silver bolts (20) - 6 gp
Steel bolts (20) - 2 gp

ARMOR & CLOTHING
Studded Leather Armor AC +3, Max Dex +5, ACP -1, Arcane Spell Fail 15% - 25 gp

OTHER GEAR
Iron Holy Symbol of Iomedae - 5 gp
Backpack - 2 gp
Bedroll - 1 sp
Spell components pouch - 2 gp
8 trail rations - 4 gp
Waterskin - 1 gp
2x 50 ft. silk rope - 20 gp
Grappling hook - 1 gp

DESCRIPTION:
Physical Description
This grizzled man has dark, shoulder length hair framing his sunken face. Four long scars run from below his left eye, across his nose and mouth to his chin. His green eyes stare sharply from under a pair of low dark eyebrows, giving him a grim look. A short, messy goatee and mustache, both intersected into three parts by the scarred tissue of his face, surround his thin lips.
He wears a white, heavy longcoat and thick, black scarf from beneath witch an iron pendant of a sword surrounded by a shining halo is visible, hanging from the man's neck. Sturdy dark leather boots and studded leather armor contrast his white coat and clothes.
Slung over his shoulder he wears a light crossbow, while two sheathes with different swords, one with a dark grey, the other with a silver pommel hang from his belt along with four crossbow bolt quivers and a single pouch.

Personality
The first impression Drake usually makes is that of a brooding and overly serious man, but this is just his "business face"; in casual environments, once he opens up to people he shows his leisurely side; quite a cheerful person, with appreciation for a good joke and a fine ale.
However Drake has a deep seated hatred for creatures of evil, pure chaos, and of the night, be it evil outsiders or fey, aberrations, the undead or lycanthropes. Drake has made it his mission to destroy such creatures wherever he finds them. Though this doesn't mean that he is suicidal about it. He prefers stealth and tactics over brute force and knows when it is better to run and live to smite another day.
From his hatred stems a mistrust for creatures associated with or similar to these, like tieflings and shapeshifters that can turn into animal-like forms. That being said, it's not impossible that he gets positively surprised by one such creature, or at least that he simply tolerates them for their usefulness as long as they don't make any misteps.
Drake always tries to be one step ahead of his enemies and studies them carefully. He prefers to have a large breadth of skills to be able to adapt to any situation rather than to overly specialize in one thing.

BACKGROUND:
Antonius Drake Cicero was born to a family of Andoran traders who lived in Ustalav near the southern border. Most of his young live was plagued by tragedies around his home town. Vampires and Lycanthropes took their toll on the population. Eventually a werewolf's fangs found their way into his mother's shoulder. She hid it at first, not wanting to worry her husband and young son with the prospect of losing her. She meant to turn herself in to the authorities before she would finally turn, but an accident trying to fix damage to their store from a later werewolf rampage sent her into a coma. She awoke only on the next full-moon.
The now werewolf woman sprung from her bed and tore the throat from her husband who had been guarding her bed until then. Drake could escape to the street where a group of vigilant guards managed to bring down the lycanthrope.
As he grew up Drake joined a group of Iomedae worshipping monster hunters before coming of age, after his mother turned into a werewolf and nearly killed him and his father.
With a past of living in a village plagued by creatures of the night, he grew up to hate creatures of evil with such a passion that he swore to dedicate his life in Iomedae's service to hunt down such abominations, and suffer not a single one to walk the surface of golarion under his watch.
Wandering the northern continent in search of incidents he heard of the plight of the village of Falcon’s Hollow and went to investigate.