Aredil Sultur

George Fitzroy's page

115 posts. Alias of Harakani.


Classes/Levels

HP 18/18 Ins 4/4 Arc 2/6|AC 11(15) FF 10(14) T11|F+2 R+4 W+3|Per +12(14)(16) Init+1|

About George Fitzroy

George Fitzroy
NG Medium Humanoid (Human)
Wizard (Exploiter) 3
Init +1; Senses ; Perception +12(14)
----- Defense -----
AC 11, touch 11, flat-footed 10 (+1 Dex, +0 Armour)
hp 18 (3d6+3 con +1 fav);
Fort +2 (+1 base +1 con), Ref +2 (+1 base +1 con), Will +3 (+3 base +0 wis)
----- Offense -----
Speed 30 ft
Melee Walking Stick +1 (1d6)
Melee Switchblade +1 (1d4)
Ranged Pistol +2 (touch) (1d6, x4)
Space 5 ft.; Reach 5 ft.
Special Attacks
Memorised Spells (CL 3; concentration +7)
At will—Prestidigitation, Detect Magic, Detect Poison, Blank Prestidigitation, Detect Magic, Detect Poison, Light
1st —zz, zz, zz Mage Armour, Heightened Awareness, Blank
2nd —zz, zz
----- Statistics -----
Str 10, Dex 12, Con 13, Int 18, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Skill Focus (Perception), Scribe Scroll, Amateur Investigator, Exotic Weapon Proficiency (Firearms)

skills explanation:

Points = (4 int + 2 class +1 skilled)x3 +2 favoured = 23 (1 more)
Background = 6
Appraise +8 (+3 class +4 int +1 rank)
Bluff +1 (+1 rank) [+4 int if scholar of philosophy applies]
Craft (Alchemy) +8 (+3 class +4 int +1 background)
Heal +9 (+3 class +2 wis +3 ranks +1 trait)
Knowledge (arcana) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (dungeoneering) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (engineering) +8 (+3 class +4 int +1 background) [AI applies]
Knowledge (geography) +8 (+3 class +4 int +1 background) [AI applies]
Knowledge (history) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (local) +10 (+3 class +4 int +3 rank) [AI applies]
Knowledge (nature) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (nobility) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (planes) +8 (+3 class +4 int +1 rank) [AI applies]
Knowledge (religion) +8 (+3 class +4 int +1 rank) [AI applies]
Linguistics +8 (+3 class +4 int +1 background) [AI applies]
Perception +12 (+3 class +2 wis +3 ranks +1 trait +3 feat) [optional alertness if familiar]
Sense Motive +5 (+2 wis +3 ranks) [optional alertness if familiar]
Spellcraft +8 (+3 class +4 int +1 rank) [AI applies]
Survival +3 (+2 wis +1 rank)

Skills Appraise +8, Bluff +1 Craft (Alchemy) +8 Heal +9 Knowledge (all) +8, Knowledge (local) +10, linguistics +8, perception +12(14), sense motive +5 (+7), Spellcraft +8, Survival +3
Traits Battlefield Surgeon (heal is a class skill, can heal deadly wounds twice each day), Valashmi veteran (+1 per, per is a class skill, +1 survival in jungles), Student of Philosophy. Drawback: overprotective
Languages English, Draconic, Hindi, Latin, Greek
----- Special Abilities -----
Skilled (Ex) zzDescription
Arcane Reservoir (Su) Max 6 Refill 4
Exploit: Familiar (Ex)
Amateur Investigator (Ex)You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill
Focused Study (Ex) zzDescription
Spells
0th - all
1st - 10 (Heightened Awareness, Ears of the City, Mage Armour, Unseen Servant, Crafter’s Fortune, Alarm, comprehend languages, Identify, disguise self)
2nd - 2 (Protection from Arrows, Carion Compass)
----- Initial Equipment -----
Spellbook 0gp
Silver headed Club 90gp
Healer’s Kit 50gp
Heritage Book 50gp
Surgeon’s Tools 20gp
Journal 10gp
Spell component pouch 5gp
Switchblade Knife 5gp
Blue book 5gp
Whistles - signal and silent 1.7gp
Inkpen 0.1gp
Ink x5 40gp
Teapot 0.1gp
Hypnotist’s Pocket Watch (picture of Sarah) 250gp
Magnifying Glass 100gp
Hooded Lantern 7gp
Grooming Kit 1gp
Flint and Steel 1gp
Scrivener’s Kit 2gp
Compass 10gp
Bedroom 300gp
Book Repository (Local) 460gp
Book Repository (Arcana) 460gp
Lavatory 120gp
12.1gp
Appearance
Fashionably clean shaven face
Formal: a dark tail coat and trousers with a dark waistcoat, a white bow tie, and a shirt with a winged collar
On the hunt: The Norfolk jacket and tweed or woolen breeches

Charles
NG Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +8
----- Defense -----
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 Size, +2 Natural Armour)
hp 9
Fort +3(1 base +2 dex), Ref +4 (+3 base +1 con), Will +4 (+3 base +1 wis)
----- Offense -----
Speed 40 ft.
Melee bite +4 (+2 size +2 dex) (1d3-1)
Space 2.5 ft.; Reach 0 ft.
----- Statistics -----
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 10 (14 vs. Trip)
Feats Skill Focus (Perception)

skills explanation:

Acrobatics +2 +6 when jumping (+0 class +2 dex +0 ranks) [+4 when jumping]
Appraise +1 (-2 int +1 rank)
Bluff -1 (+1 rank -2 cha)
Craft (Alchemy) +1 (-2 int +1 background)
Heal +3 (+1 wis +3 ranks)
Knowledge (all) -1 (-2 int +1 rank)
Knowledge (local) (-2 int +3 ranks)
Linguistics -1 (-2 int +1 background)
Perception +9 (+3 class +1 wis +3 ranks +3 feat)
Sense Motive +4 (+1 wis +3 rank)
Spellcraft +1 ( -2 int +1 rank)
Survival +6 (+1 wis +1 rank) [+4 tracking]

Skills As above Racial Modifiers +4 acrobatics when jumping, +4 survival when tracking by scent
SQ
----- Special Abilities -----
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells

concept:

I'm intrigued by the idea that Dr John Watson was based on a real person. Certainly the idea has been floated many times. The name is rather too similar to Doyle's colleague Dr James Watson.
I'd like to rather ignore the reality and claim John Watson was in fact based on someone Doyle knew - George Fitzroy.
Fitzroy was a prodigy, quickly achieving academic excellence in a number of fields as a lad, becoming obsessed with studies such as anthropology, mythology, chemistry, mathematics, alchemy and theology. Within these studies - and funded by his family - he spent large amounts of time and money, and actually managed to puzzle out the fundamentals of magic. From here he started to associate with the Golden Dawn.
Furious that his son was wasting his talents, his father instructed him to abandon such pursuits and commit himself to a true course.
Fitzroy took up medicine with vigor, quickly achieving his MD, and further pleased his father by becoming an army medic.
On his father's death, Fitzroy returned from India a different - broken - man. As he helped his mother through her mourning, a series of grisly murders - of which his father appeared to be one - occured in his parish. He convinced the local constabulary to allow him to assist.
His widespread knowledge, and forensic medical skills allowed them to make great headway, and the murderer was soon caught.
When another set of murders occurred, he was again called in. This time four children had been killed, with nary a clue. As the body count rose, desperate to stop the murderer, Fitzroy reached out to his old contacts, managed to obtain access to a page from a dark grimoire, and one night interrogated the latest victim about his killer. Knowing the description of the man, he discovered how to fit clues together in such a way as to point out the true killer.
His name was in the papers - briefly - for such an extreme ability to piece together disparate clues.

10 minute background:

Five things that define the character
Doctor (trained to heal and protect)
Still establishing himself
Obsessed with knowledge, and magic
Caught in his own reputation as a great detective
A gentleman. Comes from a well-to-do family, and is looking after his mother.
Goals
Get a REAL spellbook
Discover magic is corruptive (end of arc, please)
Secrets
Fitzroy is nowhere near the detective his reputation paints, as he uses magic to cheat.
One of Fitzroy’s friends from the Golden Dawn was his lover, and has borne his child - something even he does not know.
Ties
1. Arthur Doyle. An old school friend, the two spend quite a bit of time together.
2. Gwendolyn Fitzroy - George’s mother. Her husband’s murder has left her fragile mentally and physically. Anytime George starts to get a regular job she seems to take a turn for the worse.
3. Sarah Percy. Sarah was George’s lover in the Golden Dawn. George abandoned her to please his father, not knowing she was pregnant. Sarah was kicked from home, and turned to magic to survive, thriving in the Golden Dawn. Recently George has returned to the fold to find his ex-lover now a leading light in the only occult organisation he knows.
Three Memories
His first spell. Simply an incantation that created wytchlight, it was enough to prove to him that magic was real, and that humanity’s fundamental understanding of the way the cosmos worked was flawed.
PTSD of his memories of an attack in India. Watching a man die twenty feet away because they were pinned down.
The satisfaction he felt when he helped catch his father’s killer.