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Joseph Curwen's page

29 posts. Alias of Crisischild.


Full Name

Joseph Curwen

Age

30

Alignment

LN

Deity

Aesocar

Languages

Abyssal, Aklo, Ancient Osiriani, Common, Elven, Hallit, Necril, Undercommon, Varisian

Strength 9
Dexterity 16
Constitution 16
Intelligence 21
Wisdom 16
Charisma 16

About Joseph Curwen

Doctor Joseph Curwen
Male human (Varisian) investigator (psychic detective) 3/swashbuckler (inspired blade) 1
LN Medium humanoid (human)
Init 3; Senses Perception +11
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 40 (4 HD; 3d8+1d10+12)
Sanity 53/53, threshhold 5, edge 26
Fort 4, Ref 8, Will 6; +1 vs. psychic spells and spell-like abilities, +2 trait bonus vs. fear and emotion effects
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4-1 P or S/19+) or
. . mwk rapier +8 (1d6+3 P/18+)
Investigator (Psychic Detective) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—detect thoughts (DC 16), heightened awareness, hermean potential, ill omen
. . 0 (at will)—detect magic (at will), detect psychic significance (at will)[OA], light (at will), mage hand (at will), read magic (at will), stabilize (at will)
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Statistics
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Str 8, Dex 16, Con 16, Int 21, Wis 16, Cha 16
Base Atk +3; CMB 2; CMD 15
Feats Fencing Grace, Healer’s Hands (+4), Skill Focus (Heal), Weapon Focus (rapier)
Traits clockwork surgeon, enduring stoicism, precise treatment, student of philosophy
Skills Acrobatics +4 (+0 to jump), Appraise +12, Artistry: Academic Writing +9, Bluff +9 (+11 to lie), Climb +0, Diplomacy +10 (+12 to persuade others), Disable Device +11, Disguise +7, Escape Artist +4, Fly -2, Heal +16, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +11, Perception +11, Profession: Alienist +7, Profession: Occult Detective +7, Ride -2, Sense Motive +11, Sleight of Hand +4, Spellcraft +10, Stealth -2, Survival +1, Swim +0, Use Magic Device +10
Languages Abyssal, Aklo, Ancient Osiriani, Common, Elven, Hallit, Necril, Undercommon, Varisian
Combat Gear healer's kit, oil (2); Other Gear mithral chain shirt, buckler, dagger, mwk rapier, cracked dark blue rhomboid ioun stone, cracked gold nodule ioun stone, ioun torch ioun stone, sleeves of many garments, traveler's any-tool, canteen, concealable thieves' tools, hooded lantern, ink (2), inkpen (2), journal (2), manacles, masterwork backpack, measuring cord (10 ft.) (2), mirror, paper (10), powder (2), scroll case, wax key blank, wrist sheath, spring loaded (2), 158 gp, 8 sp
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Special Abilities
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Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Healer’s Hands (+4, 4/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection
Meticulous -2 on all untrained skill checks
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Psychic Dabbler (1/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +1 (Su) Bonus on saves vs. psychic spells and spell-likes.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Joseph Curwen:

Doctor Curwen is a varisian man of somewhat indeterminate age. He has curious, wandering blue eyes, sharp cheekbones, a tidy brown goatee and moustache, and he cuts a tall, lean figure.

He dresses like a professional expecting mud: a dark woolen longcoat somewhat worn at the hem over a plain waistcoat, high-collard shirt, gloves, sturdy boots, and a tall felt hat that has a habit of obscuring his eyes. A pipe usually hangs from the side of his mouth, though he lights it less than people might expect. When thinking, he simply chews on the stem and stares. He carries a walking cane - actually a hidden blade disguised as a cane - with a silver handle, more for fashion than function, though it has it's uses as a measuring stick or similar.

He is no defenseless desk jockey. Despite his somewhat anemic appearance, he is quite ready to defend himself. The world of forbidden books and possessed antiques can be more dangerous than one assumes. A fine, masterfully crafted rapier hangs at his side and a gossamer shirt of mithral chain is hidden under his vest. He is fond of carrying multiple light sources, lest the shadows hide secrets.

His voice is calm, dry, and precise. His handwriting is exacting and immaculate. He carries all the standard tools for investigation: notebooks, pens, measuring tape, evidence envelopes, empty vitals, a field surgeons kit and more. He is not warm, but he is reliable. Controlled, logical, and courteous. He has an eidetic memory, a broad scope of knowledge, and is a polyglot.

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Doctor Joseph Curwen is a varisian forensic physician, alienist, and field agent of the Sleepless Detective Agency. Educated at the University of Lepidstadt in forensic medicine, Curwen first made his reputation not as an adventurer, but as a consulting investigator or expert witness in cases involving impossible testimony, ritualized murder, missing persons, and alleged hauntings. His colleagues consider him calm, exacting, and difficult to deceive. Curwen considers this a compliment. There is no room for emotions in science.

His interest in the occult began years earlier during an expedition to Osirion, when he was still a young student assisting an archaeologist in the examination of a sealed chamber beneath a ruined and long forgotten pyramid. A sudden magical darkness swallowed the excavation. Curwen heard something moving in the sand - not walking, not slithering, but crawling. The archaeologist screamed somewhere in the darkness and was forevermore silent. Curwen hid inside an open sarcophagus that was seated upon a raised dais and waited for hours - maybe a whole day - in the blackness, listening to the thing drag itself through the chamber, occasionally bumping terrifyingly into the base of the dais. When the laborers returned, they revealed that only moments had passed, for they had only left to retrieve fresh water and torches from the camp outside the entrance to the excavation. Joseph was alone under the pyramid. The archaeologist was gone, though the chamber had only one exit and the workers had been standing outside it the entire time. They must have seem him leaving, if ever he left... Though the experience was traumatic, it awoke something in Joseph, something in his mind. Since then, he has had an odd, some might say 'supernatural' ability to read people and objects, the effects of which only growing over time.

Curwen never accepted the common explanations. Fever, panic, gas, illusory hallucination from a forgotten trap - all insufficient. He returned to Ustalav with a working knowledge of the ancient Osiriani language, a distaste for darkness, and the conviction that the world contains truths which resist the laws of math and science. Since then, he has pursued the occult - not as a mystic, but as a detective. Everything has an explanation.

Now attached to the Thrushmoor office of the Sleepless Detective Agency, Curwen has been assigned to investigate Count Haserton Lowls IV and four of the Count’s recently returned associates. Officially, he is to observe the group, earn their confidence, and determine what they know of Lowls’s activities. Unofficially, Curwen suspects the associates are not merely conspirators. They may be victims, witnesses, or even evidence. He intends to discover which, and, if necessary, to protect the evidence from itself.

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Fears
The dark, enclosed spaces, unanswered questions, sarcophagi, missing time

Joseph has seen the missing archeologists distinctive, blocky handwriting several times since the incident. Once in the margin of a book in Lepidstadt, one only recently unearthed from a buried sepulchre only recently unsealed. Once on the back of a Sleepless Agency evidence tag. Once, perhaps, in his own notebook.