Primal Companion Hunter

Jonas Longtusk's page

11 posts. Alias of mbauers.


Full Name

Jonas Longtusk

Race

Male Half-Orc Investigator (Mastermind) 6

Classes/Levels

stats:
HP: (42/42) AC 18 (FF 16, Touch 12) CMD 19 FS +5, RS +8, WS +6 (+4 vs poison), Initiative: +2 Perception: +9 (Darkvision)

About Jonas Longtusk

Army:

Tactics: Dirty Fighters (from Boon), Standard, Withdraw
Leader: Jonas Longtusk (most mistakenly assume Chief Kilgore is the leader)
Str mod: +3 (increases with mutagen, spells)
Profession (Soldier): 6 ranks
Leadership: 9 (increases with mutagen, spells)
Boons: Bonus Tactic (Dirty Fighters), Hit and Run

Dirty Fighters—for one phase OM increases by 6
Hit and Run—The commander drills the army in quick attacks followed by a fast retreat. After attacks are resolved in the Ranged phase or the first Melee phase, the army may use the withdraw tactic with a +2 bonus on its opposed Morale checks. a commander must have Leadership 5 or higher to select this boon. At Leadership 10 or higher, this bonus increases to +4.

Tracking:

A Quiet Word: 3/3
Inspiration: 8/8

Crunch:

Jonas Longtusk
Male Half-Orc Investigator (Mastermind) 6
CN Medium Humanoid (Human, Orc)
Init +2 (+2 Dex); Senses Darkvision, Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (8 + 4 + 5 + 4 + 5 + 4 + 12 Con)
Fort +5 (2 base, +2 Con, +1 resistance)
Ref +8 (5 base, + 2 Dex, +1 resistance)
Will +6 (5 base, +0 Wis, +1 resistance)
Defensive Abilities Poison Resistance +4, Mastermind Defense
OFFENSE
Melee Longspear +1 +9 (+4 BAB, +3 str, +1 feat, +1 enhancement) (1d8+4/x2)(brace, reach)
Melee Cold Iron Dagger +7 (+4 BAB, +3 str) (1d4+3/19-20/x2)
Ranged Chakram +6 (+4 BAB, +2 dex) (1d8+3/x2)(30 ft range)
Offensive Abilities Studied Combat (+3), Studied Strike +2d6
Spd 30 ft
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 20 (+5) (starting 15 +2 racial +1 Level 4 adjustment +2 headband)
Wis 10 (0)
Cha 8 (-1)
Base Atk +4 (+4 Investigator)
CMB +7 (+4 BAB, +3 Str)
CMD 19 (10 +4 BAB, +2 Dex, +3 Str)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 with two-handed weapons)
Weapon Focus (Longspear) [Level 3], +1 to attack
Extra Investigator Talent (Underworld Inspiration) [Level 5]

Traits
Bruising Intellect: Intimidate is always a class skill for Jonas, and he may use his Intelligence modifier when making Intimidate checks instead of his Charisma modifier.
Meticulous: Jonas takes a -2 penalty on skill checks for which he is untrained.
Pragmatic Activator: Jonas may use his Int modifier instead of Cha when making UMD checks.
Student of Philosophy: Jonas can use his Intelligence modifier in place of his Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.

Skills
Bluff* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, +2 additional to feign ignorance, -6 when feinting in combat)
Craft (Alchemy) +17 (3 ranks, +3 class, +5 Int, +6 competence) (-6 if skill is not used to craft items)
Diplomacy* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, -6 when gathering info)
Disable Device* +12 (5 ranks, +3 class, +2 Dex, +2 circumstance)
Disguise* +8 (6 ranks, +3 class, -1 Cha)(+10 additional using Hat of Disguise)
Intimidate* +14 (6 ranks, +3 class, +5 Int)
Knowledge (Arcana)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Dungeoneering)* +9 (1 rank, +3 class, +5 Int)
Knowledge (History)* +9 (1 rank, +3 class, +5 Int)
Knowledge (Local)* +14 (6 ranks, +3 class, +5 Int)(from the headband)
Knowledge (Nature)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Planes)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Religion)* +9 (1 rank, +3 class, +5 Int)
Perception +9 (6 ranks, +3 class, +0 Wis) (+10 additional with Elixir of Vision)
Sense Motive +10 (5 ranks, +3 class, +0 Wis, +2 racial)(+2 additional vs humanoids, +2 additional to intercept secret messages)
Spellcraft +10 (2 ranks, +3 Class, +5 Int)
Stealth +8 (3 ranks, +3 class, +2 Dex)(+10 additional with Elixir of Hiding)
Use Magic Device +14 (6 ranks, +3 class, +5 Int)
Profession (Soldier) +9 (6 ranks, +3 class, +0 Wis)
Knowledge (Geography)* +11 (3 ranks, +3 class, +5 Int)
Sleight of Hand* +8 (3 ranks, +3 class, +2 Dex)
Total Points: 84 ([6 Investigator + 2 Background + 5 Int] x6 levels + 6 Favored Class)
*= can add inspiration die without spending a usage of inspiration
-2 on all untrained skills
AC penalty is 0
Languages Common, Orc, Abyssal, Draconic, Giant, Goblin (2 base, +4 Int)

Equipment
Soldier’s Uniform, 1 gp, 5 lbs.
+1 Mithral Kikko Armor, 5250 gp, 12.5 lbs.
+1 Longspear, 2,305 gp, 9 lbs.
Javelin x2, 2 gp, 4 lbs.
Hat of Disguise, 1800 gp
Cloak of Resistance +1, 1000 gp, 1 lb.
Headband of Vast Intelligence +2, 4000 gp, 1 lb.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
MW Thieve’s Tools, 100 gp, 2 lbs
Smelling Salts, 25 gp, 0 lbs.
Potion of Heroism (CL5), 750 gp, 1 lb.
Elixir of Hiding, 250 gp
Elixir of Vision, 250 gp
Scroll of Faerie Fire x2, 50 gp
Alchemy Crafting Kit, 25 gp, 5 lbs.
Formula Book, 15 gp, 3 lbs.
Antiplague, 50 gp
Belt pouch, 1 gp, 0.5 lbs.
(35 gp spent to add another spell to formula book)
24 gp in belt pouch
Weight Carried: 55 lbs. (76 lbs or less is light, 77-153 is medium, 154-230 is heavy)

Extracts Known:
1st—Comprehend Languages, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Monkey Fish, Shield, True Strike

2nd—Alchemical Allocation, Barkskin, Focused Scrutiny

Extracts Prepared:
1st (6x/day)—Enlarge Person, Heightened Awareness, Monkey Fish, Shield, ____, _____

2nd (4x/day)—Alchemical Allocation, Alchemical Allocation, Barkskin, ____

SPECIAL ABILITIES
Darkvision Jonas can see in the dark up to 60 ft away
Orc Blood Counts as both an orc and a human
Overlooked Mastermind +2 racial bonus on Bluff, Diplomacy, and Sense Motive (+4 against humanoids). +2 additional racial bonus (stacking with above) on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages (replaces Intimidating, Orc Ferocity, and Weapon Familiarity).
Proficiencies Jonas is proficient in all simple weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane, and light armor (but not shields).
Alchemy (Su) Jonas gains a competence bonus equal to his class level on Craft (Alchemy) to craft alchemical items. He can identify potions as if by Detect Magic by using Craft (Alchemy). He can create extracts from his Formula Book.
Inspiration (Ex)(8) Jonas 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, Diplomacy and Intimidate (changed from Mastermind archetype) and Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (from Underworld Inspiration) 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.
A Quiet Word (Ex) (3x/day) At 1st level, once per day Jonas can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (Jonas’ choice when preparing the ally) within the next 24-hour period at Jonas’ behest. This skill check uses his skill ranks instead of the ally's. The affected ally still uses its own ability bonus for the check. Furthermore, when Jonas uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.
At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally's Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.
Poison Lore (Ex) At 2nd level, Jonas cannot accidentally poison himself when applying poison to a weapon. If he spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. Jonas has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance +4 (Ex) At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Mastermind Defense (Ex) Jonas can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If he has the combat inspiration talent, he can expend one use of inspiration instead of two. This ability replaces swift alchemy.
Keen Recollection (Ex) Jonas can attempt all Knowledge checks untrained.
Studied Combat (Ex)(+3) Jonas can use a swift action (quick study talent) to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
Jonas can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the swift action to use this ability.
Studied Strike (Ex) (2d6) At 4th level, Jonas can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If Jonas’ attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
Jonas must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use studied strike against a creature with concealment.
Investigator Talents Jonas gains investigator talents at 3rd level and every 2 levels thereafter.
Alchemist Discovery (Ex) (Mutagen) Jonas can drink his mutagen to gain a +2 natural armor bonus and +4 alchemical bonus to a physical ability score (with a -2 penalty to the associated mental score) for 60 minutes. It takes one hour to brew.
Quick Study (Ex) Jonas can use studied combat as a swift action instead of a move action.
Underworld Inspiration (Ex) Jonas can use his inspiration on Bluff, Disable Device, Disguise,Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Advancement
Level 7: Orc Leadership (Yojimbo bodyguard?), Weapon Familiarity?
Level 9: Cornugon Smash

Gear Priorities
1,050 potion of Glibness
Inspired property on spear

Answers to GM Questions:

Jonas’ mother was a half-orc who was at first considered unremarkable but whose station in the tribe rose, over time, as a result of her unmatched storytelling skills. She had an outstanding memory and a way with words, and it was she who first instructed Jonas and set him on his path for acquiring knowledge of all kinds. When she died in a raid from a rival tribe, while shielding young Jonas from harm, Chief Galroch blamed his son and never quite got over it.

Kilgore, now Chief Kilgore, isn’t Jonas’ brother. Jonas was Chief Galroch's own flesh and blood, but he didn't even consider passing leadership of the tribe over to Jonas. Galroch was open to moving his tribe in new directions to change with the times, but when he looked at his son, he saw only weakness. Kilgore was strong and unerringly loyal to Chief Galroch, and the latter knew he could trust Kilgore to follow his vision for the Longtusks. When Ulroch (Jonas) defeated Kilgore, it showed that he was stronger than the others knew, and that he was willing to do what it takes to lead the tribe. Kilgore thought he could better serve the tribe alive and keeping Ulroch safe rather than dying for his pride. He swore a sacred oath to accept Ulroch as the rightful chief, and the Longtusks (especially those who revere honor and tradition, like Kilgore) do not break their vows lightly. If Jonas were to ever lead the tribe into dishonor or ruin, only then would Kilgore think of betraying his oath. Furthermore, Kilgore has seen in recent years that the tribe has achieved never-before-seen heights of prosperity with Jonas leading from the shadows. Side note: Jonas is chaotic, but I see the alignment of the tribe as a whole being LN.

Creation Myth: Centuries ago, the Father, after slaying a great venomous scorpion ten times the size of a man, knelt in a stream to bathe his wounds. His blood mixed with the grey, clay-like mud on the riverbank. He knew the beast’s venom would surely kill him, and he greatly feared death. Not because he was a coward or was afraid to face the challenges of the Great Beyond, but because he would leave behind no trace of his time in the world. So he sculpted a woman out of the grey-red clay, and his very desire to leave behind a legacy infused her with life. She awoke and stayed with him by the river, cleaning his wounds and fetching him water and food (uncooked meat from the drying corpse of the scorpion) and he, miraculously, recovered. Together they built a simple, unadorned hut out of the clay and lived there for many years, raising their children in the beliefs that would one day form the basis of the Longtusk tribe.

Society: Originally the Longtusks were more sedentary, living in small agrarian communities in their adobe houses. They valued storytelling and familial bonds above all else and only resorted to violence when absolutely necessary, such as defending themselves from predatory beasts. It wasn’t long before other orc tribes and, worse, militarized human societies burned the Longtusk communities to the ground and enslaved the captives. The survivors fled and, over time, evolved into a more nomadic society. They lived in tents made from dried out animal skins, honed their hunting skills, and began valuing physical prowess over other attributes. Their oral tradition remained, but the stories about deeds of mighty hunters and warriors began being valued over the more philosophical discussions of the past.

In recent times, Chief Galroch formed a potent military and was able to start colonizing areas more consistently. Chief Kilgore (under the orders and advice of Jonas Longtusk) has put down roots trying to revive the Longtusk customs of old. They are establishing more permanent settlements, returning to their agricultural background, but this time also forging weapons and expanding their military to vigorously defend any hostile encroachment of their territory. Simultaneously, Jonas is reaching out to other orc tribes and even human settlements, attempting to bury the old grudges and forge new alliances and trade relationships.

Children/Family:
Life has long been hard for the Longtusk tribe, and that fact is reflected in their gender roles and child rearing. That is to say, a person’s worth is judged by their value to the tribe, not by their age or gender. Children learn early on how to contribute to chores, whether it’s planting crops, bringing in the harvest, or simply fetching water. Both women and men are called upon in times of war for defense of the tribe, and helping one another is second nature. If one family’s crop fails, it is seen as a burden of the tribe, not the individual, and other families provide food to compensate.

During their times wandering, it was a detriment to have to carry several personal possessions when breaking down camp and moving to a new location. For several generations, the Longtusks have not had many “things”, only the tools and weapons necessary for survival. They value stories above all and those with the skill to spin them, for those will last long after physical artifacts crumble to dust.

With the permanent settling in recent years, the Longtusks have finally begun collecting things “of their own”. Weapons and tools of necessity are still valued, but now they can return to their artistic pasts, and pottery (for both function, but also artistic expression) has returned as a prized pastime.

The Longtusks desire to grow and thrive, and they understand that requires peaceful interaction with other groups of people. Visitors are treated as honored guests and served from the Chief himself, given places of high honor at feasts and, if they desire, asked to speak first to tell their tales. But the Longtusks have been burned by outsiders in the past and show no mercy to any who forsake their generous hospitality or attack their lands unprovoked.

Ceremonies/Tradition:
The Longtusks are not a tribe who celebrates frivolously. They enjoy stories with humor, or fear, in them, particularly at night around the fire. But their tales often hold moral advice to remind the listeners of the values of the tribe.

They do, however, at harvest time take a couple days to feast, rest, have competitions of skill and knowledge, and give praise for the bounty that they have.

One tradition that exists, though hasn’t been invoked in decades is the Trial of the Father. Any tribe member who is displeased with the Chief’s leadership can invoke the trial. The Chief must find a scorpion, capture it alive, and allow it to sting him in front of the tribe. If he survives the venom, he is deemed worthy to rule, and the challenger is burned at the stake. If he dies, the trial was considered just.

Background: Ulroch’s ascension:

Ulroch was a frequent disappointment to his father, Galroch, the strong, bold chieftain of the Longtusk Tribe. Called “Runt” for most of his childhood, Ulroch accepted his position in the tribe, though he didn’t understand it. He was strong enough to hold his own in battle, but in his father’s eyes he was nothing but a weak half-human.

Since brute strength would not help him, Ulroch learned at a young age that, in his hands, guile and deception were his most powerful weapons. He pitted his rivals against each other, skillfully manipulating conflicts as his father grew older and weaker with age. When the time came for Galroch to name his successor, he summoned his favorite, Kilgore, to his tent. Ulroch lie in wait and sprung, catching the would-be suitor off guard and setting the point of the spear on his throat. Ulroch only spared the orc’s life when Kilgore swore on the souls of his ancestors, and by his blood oath to Chief Galroch, that he accepted defeat.

Ulroch helped the man up and told him that he is chief in name only—Ulroch is the true power behind the Longtusk tribe. Following his stealthy ascension, and his father’s death, Ulroch adopted a human name, Jonas, to further alienate himself from his orcish brethren. He was given a role in an advisory capacity to the new chief (a puzzling decision in the eyes of many of the tribe members), and he didn’t want his true value to the tribe to be seen by outsiders. Only “Chief” Kilgore and a select few know that Jonas is the actual leader of the Longtusks.

Longtusk tribe:

Honor, Loyalty, Tradition—these are the tenets by which the Longtusk Tribe has prospered for generations.

Fierce in battle and not above deceitful tactics, the Longtusk accept a genuine surrender, content to show their superiority to a worthy opponent.

In years long past the tribe had been isolationist, particularly towards humans and other non-orc races, believing their influence to “weaken the blood” and “poison the mind”. As he aged, Chief Galroch branched out his interactions to other orc tribes as well as human settlements, attempting to negotiate mutually beneficial trade. This is something that Jonas intends to expand upon.

Long nomadic, the Longtusk have recently begun putting down roots, attempting to establish agriculture and forging their own tools and weapons. They are proud of their history and hold in high regard those with the skill to pass on stories of the tribe’s past deeds.