Loris Raknian

Jervaise Toppington's page

243 posts. Alias of Luke_Parry.


Full Name

Jervaise Toppington

Race

Half-Elf

Classes/Levels

Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Gender

Male

Size

Medium

Age

64

Alignment

Neutral Good

Languages

Common, Elven, Sylvan

Strength 22
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 8
Charisma 14

About Jervaise Toppington

Initiative: +7 [+1 Dex + 4 Improved Initiative + 2 Trait]
Senses: Low-Light Vision; Perception +15
Speed: 40 ft (30 ft in Armor)

AC: 21 (10 + 10 (Full Plate +1) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 20 (10 + 10 (Full Plate +1))

Hit Points: 62/62 (49 + 8 (Con) + 5 (FC))

Fort: +6 Ref: +6 Will: +4

*Immune to Magic Sleep Effects; +2 racial bonus on all saving throws against Enchantment spells and effects.

*+2 trait bonus on all saving throws against charm and compulsion effects.

*+4 morale bonus to saving throws against charm and compulsion effects and attempts to possess his body or mind.

Combat:
Base Atk: +7/+2; CMB: +13; CMD: 24

Melee
+1 Merciful Cold Iron Greatsword: +15/+7 to Hit; Dmg 2d6+19+1d6 (non-lethal)*; crit 19-20/x2; Type S

*(+9 Strength, +9 Power Attack (no -ve to first hit due to Furious Focus), +1 Magic)
*On a successful hit for non-lethal damage, make a demoralization attempt versus the target as a free action.

MW Alchemical Silver Greatsword: +15/+7 to Hit; Dmg 2d6+17; crit 19-20/x2; Type S

MW Cold Iron Lucerne Hammer: +14/+6 to Hit; Dmg 1d12+18; crit 20/x2; Type P/B; Brace; Reach

Ranged
Sling: +8 to Hit; Dmg 1d4+6; crit 20/x2; Range 50'; Type B

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Skills:
Skill Points per level:
Fighter: 2 (Class) + 1 (Intelligence)
Rogue: 8 (Class) + 1 (Intelligence)
Steel Eagle: 4 (Class) + 1 (Intelligence)
Chevalier: 4 (Class) + 1 (Intelligence)
Acrobatics +4 (+1 Dex + 5 ranks + 3 class skill - 5 ACP) *+5 on Jump checks
Appraise +1
Bluff +9 (+2 Cha + 4 ranks + 3 class skill)
Climb +9 (+6 Str + 5 ranks + 3 class skill - 5 ACP)
Craft +1
Diplomacy +10 (+2 Cha + 5 ranks + 3 class skill)
Disguise +2
Escape Artist -4 (+1 Dexterity - 5 ACP)
Handle Animal +6 (+2 Cha + 1 rank + 3 class skill)
Heal -1
Intimidate +19 (+2 Cha + 8 ranks + 3 class skill + 6 Intimidating Prowess)
Knowledge(Local) +6 (+1 Int + 2 ranks + 3 class skill)
Knowledge(History) +6 (+1 Int + 2 ranks + 3 class skill)
Perception +15 (-1 Wis + 8 ranks + 3 class skill + 2 Keen Senses + 3 Skill Focus)
Ride +0 (+1 Dex + 1 rank + 3 class skill - 5 ACP)
Sense Motive +7 (-1 Wis + 5 ranks + 3 class skill)
Stealth +3 (+1 Dex + 4 ranks + 3 class skill - 5 ACP)
Survival +5 (-1 Wis + 3 ranks + 3 class skill) *+2 on checks to get along in the wild and navigate in the wilderness
Swim +5 (+6 Str + 1 rank + 3 class skill - 5 ACP)

feats:
1st: Power Attack
1st (Half-Elf Bonus Feat): Skill Focus (Perception)
1st (Fighter Bonus Feat): Furious Focus
3rd (Rogue Bonus Feat):Weapon Focus: Greatsword
3rd:Enforcer
5th:Iron Will
5th (Rogue Bonus Feat): Intimidating Prowess
7th:Improved Initiative

Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Vision and Light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:
Sneak Attack: +2d6

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Evasion

Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.

Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Heart of Freedom (Ex): A Steel Falcon gains a +4 morale bonus to saving throws against charm and compulsion effects and attempts to possess his body or mind.

Enemy of Slavers (Ex): A Steel Falcon gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against slavers and slave-owners. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. This is treated as a favored enemy bonus.

Sailor and Survivalist (Ex): A Steel Falcon adds his level to Profession (sailor) checks and Survival checks to get along in the wild and navigate in the wilderness.

Heroic Speech (Su): At 2nd level, a Steel Falcon can inspire his allies with tales of greatness, heroism, and the ideals of Andoran. This functions like the inspire courage aspect of bardic performance, treating the Steel Falcon’s class level as his bard level for determining the effect; if the Steel Falcon is a bard, his class levels stack with his bard levels to determine the effect of this ability and the effect of his inspire courage bard ability. The Steel Falcon can use this ability a number of rounds per day equal to his class level plus his Charisma modifier (2 + 2 rounds per day).

Luck of the Eagle (Ex): At 2nd level, once per day the Steel Falcon can reroll any one d20 roll, but he must take the new roll, even if it is lower.

Superior Aid (Ex): At 2nd level, when performing the aid another action, the Steel Falcon grants a +4 bonus on the ally’s attack or to the ally’s Armor Class instead of the normal +2.

Aura of Courage (Su): At 1st level, a Chevalier is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Chevalier is conscious, not if she is unconscious or dead.

Recklessness (Ex): Sometimes hasty action proves more useful than even the best laid plans. A chevalier gains a morale bonus equal to his class level (+1) on attack and damage rolls on the round he enters a battle. A chevalier only gains this bonus against an opponent (or group of opponents) once per day. Thus, he cannot leave a battle and reengage moments later to gain the benefits of this ability more than once in the same battle.

Equipment:

Worn:
Explorer's Outfit
+1 Merciful Cold Iron Greatsword (10400)
+1 Full Plate (2650)
Belt of Giant Strength +2 (4000)
Boots of Striding and Springing (5500)
MW Cold Iron Lucerne Hammer (330)
MW Alchemical Silver Greatsword (530)
Sling (-)
Sling Bullets (20) = (0.2gp)
Weapon Cord = (0.1gp)
Waterskin (2) = (2gp)

MW Backpack = (50gp)
Waterproof Bag = (0.5gp)
Crowbar = (2gp)
100' Silk Rope = (20gp)
Grappling Hook = (1gp)
Hammer = (0.5gp)
Iron Spike (10) = (0.5gp)

Belt Pouch = (1gp)
Small Steel Mirror = (10gp)
Flint and Steel = (1gp)
Compass = (1gp)
Iron Vial (2) = (0.2gp)

Potion of CLW
Potion of Fly x2 (one in a spring loaded wrist sheath)
Potion of Youthful Appearance x5 (one in a spring loaded wrist sheath)

Coin = 6gp, 0sp, 6cp

Appearance:
Jervaise Toppington is a hulking, middle-aged half-elf with tanned, leathery skin and close-cropped gray hair. Although he has a face that is a web of scar-tissue, which would look more at home on a battle-field than in a ballroom, he dresses impeccably in well-tailored clothing, and has a weakness for fine jewelry that also serves a functional purpose, like his favorite gorget, which is encrusted with garnets.

Despite his rather intimidating (if a little incongruous) appearance, Jervaise knows how to turn on the charm with quiet ease, and has a knack for getting people to share their stories...

Background:
The product of a brief tryst between a visiting Elven drill instructor and one of the local lasses, Jervaise' early years were never easy; he was slower to mature than most of the local youths, who picked on him for his pointed ears, and somewhat effeminate features. However, over time, he grew into his massive frame, and when the recruiters came through the region, looking for fresh blood for the armies of the Republic, he was quickly snapped-up.

Jervaise spent the next few decades fighting for liberty, and the freedom to self-determination, becoming a career soldier in the armies of the Republic. He discovered that he had a particular knack for dealing with people, and an eye for detail that led him to train many of the Republic's best scouts. It was whilst doing this that he came in contact with Elyin Ursage, another half-elf instructor used by the Republic to train its new recruits (who in Jervaise's eye seemed to get greener every year). The two became fast friends, even if they came from slightly different worlds, and when their rotations came to an end, they managed to keep in touch on a semi-regular basis by sending letters via military channels.

Motivations/Goals:

Jervaise is a fervent Andoran patriot, who firmly believes in the sovereign right of the Republic to determine its own future, and protect its borders against its war-like, less enlightened neighbors.

To that end, he has made a career out of ferreting-out traitors to the republic, and returning them to the capital for trial. "I bring 'em back alive" is both his watch-word, and a source of great personal pride.

Although he is quite willing to, and more than capable of, using strong-arm tactics to achieve his goals, he prefers an approach with a tad more finesse, and specializes in old-fashioned information gathering - in his experience, breaking bones does produce results, but coaxing people to hand-over information of their own free will tends not to produce enemies...

...However, when someone deliberately and willfully gets in the way of his pursuit of justice, the gloves come off...

Primary Attack Macro:
+1 Merciful Cold Iron Greatsword: [dice]1d20+14+2[/dice], for [dice]2d6+16+1d6+1d6[/dice] non-lethal damage.

The target is also Sickened for 2 rounds.

Free Intimidate check (to demoralize): [dice]1d20+18[/dice] Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.

Explanation of how the attack works:
Scout's Charge (Rogue class feature) means you get sneak attack on the charge.
Brutal Beating (Rogue Class feature) means that by foregoing 1d6 sneak attack (which I have done), the target is Sickened for a number of rounds equal to half my rogue level (2).
Because I dealt non-lethal damage (by using a merciful weapon), the Enforcer feat allows me to make an Intimidate check (to demoralize) against the target as a free action.
If successful, they are Shaken for a number of rounds equal to the damage dealt, plus 1, because Frightening (Rogue class feature) increases the duration of Demoralize by one round.

I love synergies! :-)

Helm of Brutal Discouragement:

Aura faint necromancy; CL 3rd
Slot head; Price 8,000 gp; Weight 4 lbs.

Description
The visor of this metal helmet is wrought to imitate a fearsome demonic visage. When worn, it amplifies the wearers ability to weaken the resolve of his opponents.

Any opponent that the wearer has made shaken through the use of demoralize must make a DC 13 Will save in order to attack the wearer. If the save fails, the opponent immediately becomes frightened for the remaining duration of the demoralize.

Construction
Requirements Craft Wondrous Item, sanctuary, scare; Cost 4,000 gp