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About Gregor TrevianGregor Trevian
Harrow Card: The Hidden Truth --------------------
AC 17, touch 13, flat-footed 14
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Speed 30 ft.
Ranged +4 Pistol (1d8; x4; 20 ft Range)
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Str 12, Dex 16, Con 12, Int 15, Wis 12, Cha 12
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Precise Shot:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Skill Focus - Perception: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Amateur Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Deed - Quick Clear: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat. --------------------
Drug Addict: (Campaign) Someone you know has become addicted to a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of the drug as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. Personal Addiction: You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws. Black Powder Fortune: (Combat) You have little to fear when there’s a gun in your hand. Benefit: As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects. --------------------
Acrobatics + (1 Rank, +3 Dex, +3 Class Skill, -1 ACP)
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Masterwork Rapier
Battered Pistol
Masterwork Chainshirt
Investigator Kit
Money: 20 gp 9 sp 10 cp --------------------
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Dexterity Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skill Focuses: Perception (1st), (8th), (16th) Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled. --------------------
Weapon and Armor Proficiency: Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator’s weapon and armor proficiencies. Pistol 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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. Inspiration Pool: 4 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. Packing Heat: At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore use. Investigator Talents: The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent. --------------------
1st Level (DC 13): Cure Light Wounds, Keen Senses, Longshot, Polypurpose Panacea, Shield, Comprehend Languages, True Strike, Heightened Awareness, Jump, Monkey Fish, Expeditious Retreat, Disguise Self --------------------
1st Level: (2) Keen Senses, Longshot --------------------
Description: Hair: Dark Brown
Personality: Gregor is quiet and contemplative until he gets to know someone, at least in terms of any personal interaction. With those he doesn't know well, he is practical and clinical in his interactions, preferring fact to rhetoric. Gregor has a driving ambition to right the wrongs that Gaedren Lamm and his ilk have perpetrated on the unfortunate youth of Korvosa - whether that abuse suffered is effective slavery, physical abuse, or the fate that befell Gregor, addiction. Overall, he is dedicated to the concept of truth, seeking to uncover injustices wherever they may be found. Not necessarily acting as judge, jury, and executioner - but seeks to bring issues to light so that they might be dealt with by those who can. Background: Gregor's life began in hardship and tragedy as he was orphaned at a young age in the bustling city of Korvosa. With no family or support, he was forced to fend for himself on the unforgiving streets, where survival often meant becoming something more than just a helpless child. Life on the streets exposed Gregor to the gritty underbelly of Korvosa, where crime and corruption were rampant. It was in these dark alleys and shadowed corners that he met what could be described very small gang not even a formal gang, but more of a group like-minded street rat pickpocket/charlatan types. One of these other children was a larger human boy called Buster, another a mousey type named Ravi, finally there was a girl, about the age of Gregor named, Kianna. The four kids would watch each other's backs and eventually grow into running small grifts to gain enough money to buy food. Life wasn't luxurious by any stretch, but the four were happy and free...at least until they had gained the attention of one Gaedren Lamm. Lamm saw them as a rival or impediment to his children thieves and proposed an alliance but really his end goal was to get all of Gregor's "family" addicted to shimmer so he could steal their turf or just eliminate Gregor's gang altogether. Initially, Gregor and his friends resisted the allure of shimmer, recognizing the destructive path it would lead them down. But as the weight of the daily struggles of survival wore the kids down, and they succumbed to the temptation. The drug provided temporary respite from the pain and desperation, but it soon became a chain, trapping the four in a cycle of addiction. As Gregor spiraled deeper into the clutches of his addiction, his life became a series of blurry days and hazy nights. He would spend his waking hours chasing the next hit, committing crimes to fuel his habit, and distancing himself further from any semblance of a normal life. The fates of Buster, Ravi, and Kianna became a mystery to Gregor as the four drifted apart, spiraling into their own private hells of addiction. However, deep within his soul, a flicker of determination remained. Gregor refused to be consumed by his circumstances, haunted by the memories of his lost family and the person he could have become. One fateful night, while in the throes of withdrawal and despair, he found a glimmer of hope in the form of a man Gregor had sought to rob, an old alchemist named Calvin. In Gregor's darkest hour, when the grip of addiction threatened to consume him entirely, he stumbled upon an unexpected ally. Calvin, a kindly old alchemist, recognized the pain and struggle etched upon Gregor's face and reached out with compassion and understanding. Calvin had witnessed the destructive power of addiction firsthand and had dedicated his life to helping those trapped in its clutches. With a gentle smile and a warm heart, he offered Gregor a lifeline—a chance at redemption and healing. Under Calvin's guidance, Gregor found solace in the alchemist's humble abode, a sanctuary tucked away from the chaos of Korvosa's streets. The old alchemist shared his knowledge of alchemy and herbalism, teaching Gregor the ways of natural remedies and the art of healing. With unwavering patience, Calvin crafted specialized concoctions to ease Gregor's withdrawal symptoms, gradually weaning him off the shimmer that had held him captive for so long. It was a grueling and painful process, both physically and emotionally, but Calvin stood by Gregor's side, offering words of encouragement and support. Beyond the physical detoxification, Calvin understood the importance of addressing the underlying causes of addiction. He spent hours listening to Gregor's stories of loss and struggle, offering a sympathetic ear and guiding him towards introspection and self-forgiveness. Together, they delved into the depths of Gregor's past, exploring the trauma and pain that had driven him to seek solace in shimmer. Through this emotional journey, Calvin helped Gregor find strength and resilience within himself, teaching him coping mechanisms and strategies to resist the temptations that lingered at every corner. As time passed, Gregor's connection with Calvin deepened into a bond of mutual respect and gratitude. The old alchemist became a father figure to him, offering wisdom, guidance, and unconditional love that Gregor had never experienced before. One night, a mysterious letter arrived, bearing news of Gaedren Lamm's location. It seemed that Gregor was not the only victim of the criminal's manipulations. A group of individuals, similarly affected by Gaedren's actions, had formed a loose alliance with the common goal of seeking justice and retribution. With newfound resolve, Gregor vowed to overcome his addiction and bring Gaedren to justice and reclaim his life from the clutches of darkness. With fresh resolve, Gregor would seek out this location where Gaedren Lamm would be found, only to be frustrated, yet comforted by the sight he found - Hanging suspended and pierced through the chest on spikes protruding from the wall of the old fishery at Westpier 17 are four bodies. A human man in red, shot in the chest and throat. A gnome with a shock of brown hair, chest slashed and throat slit. A half-orc with an eyepatch, nose broken, slashed in the chest and thigh. And a hideously maimed thing, barely recognizable as a once-human old man for all the flesh and bone missing from the corpse. That maimed thing, Gregor would recognize regardless of his condition, someone or something had brought justice to Gaedren Lamm before Gregor could. Curious who finally put an end to Lamm, Gregor would question a number of individuals in the area in hopes of finding those who obviously had a similar goal to him. NPC of Note - Calvin:
Calvin - Old Human Male Alchemist (Expert NPC class, not the PC class) a gentle soul with a wealth of knowledge and a heart filled with compassion. Despite his advanced age, he exuded a vitality and curiosity that inspired those around him. His long, white beard and wise, twinkling eyes seemed to hold centuries of wisdom and experience. Born into a family of alchemists, Calvin had dedicated his life to the study and practice of his craft. He had a deep understanding of the intricacies of alchemy and an unparalleled expertise in herbalism. His small, cluttered workshop was a testament to his ceaseless pursuit of knowledge, filled with books, vials, and peculiar ingredients. But Calvin's true gift lay not just in his mastery of alchemy, but in his ability to connect with others on a profound level. He possessed an innate empathy that allowed him to see the pain and struggle hidden beneath the surface. He recognized the wounds that lingered in the hearts of those he encountered and offered his support without judgment. It was this unique combination of alchemical expertise and empathetic nature that drew Gregor to Calvin's doorstep. Recognizing the despair etched upon Gregor's face, Calvin reached out to him with open arms, offering a sanctuary from the harsh realities of the world. In their time together, Calvin became not just a mentor and teacher to Gregor but also a father figure. He provided a nurturing environment where Gregor could heal and rebuild his shattered sense of self. With patience and kindness, he guided Gregor through the difficult process of overcoming addiction, understanding that true healing required addressing the roots of pain and trauma. Beyond his role as a healer and mentor, Calvin was a pillar of wisdom and guidance for the entire community. People from all walks of life sought his counsel, whether it was for physical ailments, emotional turmoil, or simply a desire to understand the mysteries of the world. Calvin had a penchant for storytelling, and his tales of forgotten lands, mythical creatures, and ancient alchemical secrets captivated his listeners. He believed in the power of stories to illuminate the human condition, to inspire hope, and to remind people of their own inherent resilience. In addition to his role as a healer and storyteller, Calvin also had a philanthropic side. He dedicated a portion of his time and resources to helping the less fortunate in Korvosa. His alchemical expertise allowed him to create remedies and potions that he distributed among the impoverished, offering relief from ailments and suffering that would otherwise go untreated. The impact of Calvin's presence in Korvosa extended far beyond his immediate circle. His kindness and generosity rippled through the city, touching the lives of countless individuals. He was a beacon of hope, a source of comfort, and a symbol of unwavering compassion in a city that often seemed devoid of such qualities. Calvin's legacy lives on in the hearts of those whose lives he touched. His teachings continue to guide generations of alchemists, and his spirit of empathy and understanding serves as a reminder that true healing begins with connection and love. The memory of his wise words and warm smile remains etched in the hearts of those who were fortunate enough to cross paths with him, ensuring that his legacy endures long after his physical presence in the world. NPC of Note - Kianna:
Kianna - Mid-twenties human female (Rogue?) Kianna's life was never easy. Born into a world of poverty and desperation, she grew up as a street urchin in the heart of a sprawling metropolis. Abandoned by her parents at a young age, she learned to fend for herself on the unforgiving streets. Survival became her sole purpose, and she adapted quickly to the dangerous and illicit ways of her environment. Like her three friends that had unfortunately gained the attention of Gaedren Lamm, Kianna found solace in a potent and highly addictive substance known as Shimmer. It was a synthetic drug that provided a temporary escape from the harsh realities of her existence. The allure of Shimmer was irresistible, offering a euphoric high that momentarily lifted her out of her grim circumstances. But with each use, the drug tightened its grip on her, gradually transforming her into a mere shell of her former self. Kianna's addiction to Shimmer consumed her life. She became estranged from friends and family, losing connections that were already tenuous at best. Her only companions were fellow addicts and criminals who prowled the same dark corners of the city. Days blurred into nights as she chased the next high, always searching for the elusive bliss that Shimmer provided. However, the turning point came when Kianna hit rock bottom. One night, in the depths of her addiction, she witnessed the devastating consequences of the drug firsthand. A close friend overdosed on Shimmer, and despite frantic efforts to save him, he slipped away, leaving behind a haunting reminder of the path Kianna was on. Determined to break free from the clutches of Shimmer, Kianna embarked on a painful journey of recovery. She sought help from support groups, rehabilitation centers, and mentors who understood the struggles she faced. With immense perseverance, she gradually rebuilt her life, reclaiming the pieces of her shattered identity. Though Kianna managed to overcome her addiction, the allure of the streets never left her. She had become intimately familiar with the underbelly of society, its dark undercurrents, and its secrets. Harnessing the skills she had honed during her time as a street urchin, she embraced a life of bending the rules, dancing on the edge of legality. Kianna's involvement in illegal activities was not born out of malice but rather out of necessity. She utilized her street-smart instincts to survive and support herself in a world that had consistently failed her. She became a skilled thief, adept at acquiring valuable items and information for the highest bidder. Her agile movements and ability to blend into the shadows made her a force to be reckoned with in the criminal underworld. While Kianna knew the risks associated with her chosen path, she operated with a strict code of ethics. She targeted those who profited off the misery of others, using her skills to redistribute wealth and strike a blow against the corrupt elite. She became a vigilante of sorts, fighting for justice in her own unconventional way. Now, as a former shimmer addict and seasoned street survivor, Kianna navigates the treacherous landscape of her city with a mix of caution and determination. She is a symbol of resilience, a testament to the human spirit's ability to rise from the depths of despair and find redemption in the most unlikely of places. NPC of Note - Hammond of the Korvosan Guard:
Hammond - Middle aged human male (Expert or Warrior) Hammond, a low-ranking constable of the Korvosan Guard, possesses a distinctive appearance and a modest personality. Physically, he stands at an average height with a stocky build that hints at his dedication to maintaining order within the city. His once-handsome face bears the marks of a few years of service, displaying a few subtle scars earned in the line of duty. Hammond's hair, graying at the temples, is kept meticulously trimmed, showcasing his commitment to discipline and professionalism. His eyes, a warm shade of hazel, possess a discerning gaze that reflects his attention to detail and ability to assess situations quickly. His uniform, though slightly worn from daily wear, is always clean and neatly pressed, reflecting his respect for the role he plays in upholding the law. Personality-wise, Hammond is a steadfast and reliable individual. He adheres strictly to the rules and regulations set forth by the Korvosan Guard, unwavering in his commitment to maintaining law and order. He takes his duty seriously, ensuring that the citizens of Korvosa feel safe and protected within their city. Although not prone to displaying overt charisma or charm, Hammond is well-liked among his colleagues and respected by his superiors for his strong work ethic and unwavering dedication to his job. Hammond's reserved nature can sometimes come across as stoic, but it conceals a genuine concern for the well-being of others. He possesses a quiet sense of empathy and is known to lend a sympathetic ear to those seeking solace or assistance. While not one to seek the spotlight, Hammond's reliability and dedication make him a valued member of the Korvosan Guard, even in his low-ranking position as a constable.
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