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Josephus Fynch's page

6 posts. Alias of Isaac Duplechain (RPG Superstar 2011 Top 32).


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I've got to bow out. Best of luck. Should be an entertaining game.


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Current Applicants (12):

Player ginganinja
Character Amara Ishu, Kitsune Sorcerer 7
Cohort Esha Meshva, Aasimar Bard 5
Relationship Professional
Organization Temple of Calistria/Information Broker

Player Phylotus
Character The Nameless Librarian, Gillman Oracle 7
Cohort Fist of Absalom, Tiefling Rogue 5
Relationship Professional
Organization Curio Shoppe

Player TheNine
Character Herger Orickson, Human Fighter 5/Rogue 2
Cohort Aspexia Asploric, Human Rogue 5
Relationship Romantic
Organization Gladiator Arena/Gambling Hall

Player ph Unbalanced
Character Turanerra Kalidoksis, Human Bard 7
Cohort ????, ????
Relationship ????
Organization ????

Player DM Barcas
Character Josephus Fynch, Human Ranger 7
Cohort Benjen Grachs, Human Alchemist 5
Relationship Professional
Organization Bounty Hunting/Private Investigation

Player Anerin Rhodri
Character Davina Goldenale, Aasimar Warpriest 7
Cohort Eudocia Mugmaiden, Human Cleric 5
Relationship Romantic
Organization Temple of Cayden Cailean/Bar

Player Dragonflyer1243
Character Cysos Flametender, Halfling Arcanist 7
Cohort Merric, Human Ranger 5
Relationship Professional
Organization Zoo

Player ElonionAncalima
Character Brielle Wethers, Human Swashbuckler 7
Cohort Branson Wethers, Human Rogue 5
Relationship Family
Organization Dueling Academy

Player Thron
CharacterDolgrin Girndmar, Dwarf Cleric 7
Cohort Lithandra Lilandria, Elf Wizard 5
Relationship Professional
Organization Smith/Temple of Torag

Player niconorsk
Character Arythia Lodesani, Human Bard 7
Cohort Dario Metzal, Human Swashbuckler 5
Relationship Romantic
Organization Escort/Bodyguard Service

Player SCKnightHero1
Character Sirith, Undine Bard 7
Cohort ????, Tiefling Sorcerer 5
Relationship Romantic
Organization Temple of Calistria/Brothel

Player Harakani
Character Simon Longreach, Human Wizard 7
Cohort Ashleigh, ?? Wizard 5
Relationship Professional
Organization Wizard Academy

I believe I got everyone listed. Hopefully I didn't miss anyone.


DM Barcas here with my submission.

Josephus Fynch (human ranger 7) is a retired member of the city guard who is now a bounty hunter and private investigator. He is aided by Benjen Grachs (human alchemist 5), a physician from the city's upper class. Benjen's sister was murdered, and he and Fynch worked together to solve the case. Now they run the investigation business/underground clinic in the shady part of town.

Character:

Josephus Fynch
Middle-aged Human (Mwangi) ranger (guide, urban ranger) 7
CG Medium humanoid (human)
Init +6; Senses Perception +19
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Defense
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AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 46 (7d10)
Fort +6, Ref +10, Will +6
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Offense
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Speed 30 ft., push through
Ranged +1 frost composite longbow +12/+7 (1d8+2/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Ranged (Deadly Aim) +1 frost composite longbow +10/+5(1d8+6/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Ranged (Rapid Shot) +1 frost composite longbow +8/+8/+3 (1d8+6/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Melee masterwork short sword +9/+4 (1d6+1/19-20, x2)
Special Attacks combat style (archery), ranger's focus
Ranger Spells Prepared (CL 4th; concentration +6)
2nd—wind wall
1st—glide, gravity bow
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Statistics
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Str 12, Dex 18, Con 10, Int 13, Wis 14, Cha 14
Base Atk +7; CMB +8; CMD 22
Feats Deadly Aim, Improved Precise Shot, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Leadership
Traits Suspicious, I Know a Guy
Skills Diplomacy +9, Disable Device +18, Escape Artist +10, Knowledge (local) +13, Perception +19 (+22 vs. traps), Sense Motive +13, Stealth +15, Survival +16
Languages Common, Polyglot, Varisian
SQ favored community (Absalom +2), terrain bond, track +3, trapfinding +3, wild empathy +9
Combat Gear quick runner's shirt, caltrops, tracking powder; Other Gear +1 mithral breastplate, +1 frost composite longbow (+1 Str), boots of gusto, cape of free will +1/+2, eyes of the eagle, gloves of reconnaissance, belt pouch, belt pouch, belt pouch, belt pouch, blue book, glass cutter, grappling arrow, masterwork thieves' tools, masterwork tool, mwk (survival), masterwork manacles x2, periscope, vial, wire, wrist sheath, spring loaded, 473 gp
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Special Abilities
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Favored Community (Absalom) (Ex) +2 to rolls when in Favored Community (Absalom), cannot be tracked. Not slowed by difficult terrain within a favored community, and may move through citizen's spaces as allies. Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within Absalom.
Ranger's Focus +4 (3/day) (Ex) +4 to hit and damage focused target.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Quick Runner's Shirt (1/day) As swift action, take an extra move action to move on your turn.
Gloves of Reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Boots of Gusto (3/day) Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim; if 6, roll another 1d6.

Backstory:

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History
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Josephus Atten was a teenager when his father was killed in the line of duty as a member of the city guard. His mother died in his youth, leaving his father to raise him alone. His father – a talented investigator and a bastion of integrity – was killed while chasing a violent murderer that had plagued the Petal District, but he managed to capture his own killer before the man’s poison claimed him as well. Josephus was heartbroken by the loss of his father, vowing to follow his footsteps in protecting the citizens of Absalom. He joined the city watch as soon as he was of age.

It took a few years for his rosy visions of the city watch to disappear. His father had kept him shielded from the graft and corruption that ran rampant for many of the watchmen. Josephus worked in the Token Guard, the Harbor Guard, even the Puddles. Many of his brethren turned a blind eye to crime when the price was right, but not Josephus. He fought the corrupt within the city guard as hard as he chased down criminals, earning plenty of enemies on both sides. Eventually – perhaps to get him removed from the day-to-day law enforcement in the districts – he was offered a position as a detective to investigate killings.

It was a far different man that took a commission as a detective than the idealistic youth who had first joined. Despite his cynicism, Josephus excelled as an investigator stationed out of Starwatch Keep. Unlike many of his profession, he didn’t simply resort to spells to speak to the dead, arguing that the dead were often as blind as the living to the details around them. He followed the evidence where it led, solving several killings that some had claimed were unsolvable. For a decade, he investigated murders in the city, solving three quarters and never resting on the remaining.

His final case was the one that broke his spirit and prompted his retirement. A killer was stalking wealthy young women of Absalom in the Petal District, slaying them and waiting for their families to pay for their resurrection – then killing them again, leaving messages in blood that their souls belonged to him now. Josephus spent a year on the case, following clues even as divinations failed. After seventeen murders (of twelve different women), he solved the case – at great cost. The murderer was a scion of the wealthy and influential House Dureanz, and every magistrate that he brought the evidence to refused to sign a warrant. Josephus called in every favor of his twenty-year career. He gathered every honest lawman that he knew and led them to the doorstep of House Dureanz. When the night was over, the captive Coran Dureanz had confessed, two of his men were dead, and Josephus’s career was finished. Unable to cover up Dureanz’s misdeeds, the magistrates quietly held trial and sentenced him to a life sentence – but Josephus was told in no uncertain terms that it was time for him to retire.

Retirement did not suit Josephus, so he cashed in his pension to start a new business as a bounty hunter and private investigator. He recruited Benjen Grachs, the younger brother of one of Coran Dureanz’s victims and a trained physician, to assist him. Josephus managed to convince a few of the honest lawmen to join his organization in the hopes that they could do some real good without having to worry about politics, and poached a few promising young guards as well. With a decent network of unsavory informants gathering the pulse of the city, Josephus has a real opportunity to protect the citizens of Absalom, a chance to work on some old cases - and a chance to investigate the nagging hunch that Coran wasn't working alone.

Organization:

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Organization
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Fynch Investigations Josephus converted his father's house into an office from which to run his investigations, only to see it turn more into an underground infirmary run by Benjen. When they receive a knock at the door, it might be someone looking for a discreet doctor or a discreet investigator - or both. The townhome is situated in Eastgate near the boundaries of the Coins and the Docks, in a neighborhood that has grown quite rough around the edges. His years of investigations has given him a sizable network of informants, some of whom are willing to break into a mark's property to secure evidence for him. A half-dozen honest former officers have joined him in his quest to rid the city of crime from outside the system, and several barristers and clerks assist him in any way that they can.
-- Rooms: Alchemy Lab (+10 gp, Goods, or Magic), Bedroom (+3 gp or Influence), Infirmary (+14 gp or Influence), Office; Earnings +21
-- Teams: Bureacrats (+4 gp or Influence), Robbers (+4 gp, Goods, or Influence), Apprentice (+4 gp, Influence, or Magic), Soldiers (Leadership, +5 gp, Influence, or Labor), Scofflaws (+2 gp or Influence); Earnings +19

Cohort:
Benjen Grachs
Human alchemist (chirurgeon) 5
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 33 (5d8+5)
Fort +4, Ref +6, Will +3; +2 bonus vs. poison
Resist poison resistance +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk dagger +4 (1d4/19-20)
Ranged bomb +6 (3d6+4 Fire)
Ranged smoke bomb +6
Ranged tanglefoot bomb +6
Ranged glassfoot bomb +6
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Chirurgeon) Extracts Prepared (CL 5th; concentration +9)
2nd—acute senses (DC 16), invisibility, invisibility
1st—cure light wounds, cure light wounds, disguise self, expeditious retreat, shield
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Statistics
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Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Brew Potion, Extra Discovery, Extra Discovery, Extra Discovery, Iron Will, Skill Focus (Heal), Throw Anything
Traits bruising intellect, meticulous concoction
Skills Acrobatics -4 (-8 to jump), Appraise +12, Craft (alchemy) +14 (+19 to create alchemical items), Heal +13 (+14 circumstance to treat wounds or deadly wounds), Intimidate +12, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +8, Spellcraft +12, Use Magic Device +8
Languages Common, Dwarven, Elven, Halfling, Minkaian
SQ alchemy (alchemy crafting +5), anaesthetic, discoveries (glassfoot bomb, infusion, precise bombs [4 squares], smoke bomb, tanglefoot bomb), infused curative, mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear mutagen, potion of cure light wounds (4), potion of invisibility, potion of remove fear, wand of cure light wounds, acid (2), antiplague, antitoxin (2), flash powder (2), healer's kit, liquid ice, smoke pellet (3), tanglefoot bag (2); Other Gear mwk chain shirt, mwk dagger, alchemist's lab, sunrod, surgeon's tools, 644 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Meticulous Concoction (1/day) Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash are entangled.

Cohort Backstory:

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History
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Benjen Grachs was born into a life of luxury, only to greatly disappoint his parents by choosing a vocation of helping people. His father was a Banker of Abadar, rising to a position of great wealth and power. Benjen, the youngest of three children, never seemed interested in the acquisition of wealth. He gravitated to science in his education and felt a draw to helping others. The family grew wealthier as time went on, gaining a manor in the Petal District and servants to tend to their needs. Benjen's older brother followed their father into the clergy of Abadar, while his sister Arina was happy to be a socialite. Benjen studied the body and how to help those who couldn't afford a month's wage on a curative potion when injury struck.

Benjen was completing his time at the university when catastrophe struck. Arina was found dead in the manor, brutally slain by an unknown killer. Not a day passed before their father spent the money to have her restored to life - only for the same person to sneak through their increased guards to kill her again three nights later. She was resurrected a second time, but she was heavily traumatized by the experience. When the man came a third time, it was Benjen who found her body. He noticed a strange telltale slash on the body and told that to Josephus Fynch, the investigator from the city guard looking into the repeated killing. Fynch found that the clue was the last piece of a puzzle pointing towards Coran Dureanz, a rival of his at school whose courtship Arina had politely ignored.

Once Fynch captured Coran, Benjen's father had Arina resurrected a third time. He was scrambling to find a marriage match for the traumatized young woman in order to recoup his costs, but she rejected the family and the life she had been living. She left the manor and became an artist, achieving some renown in certain parts of the city, refusing to speak to anyone in the family except for Benjen.

A few months after the ordeal, which had nearly torn his family apart, he learned that Fynch had been dismissed from the city guard. When he sought the canny detective out to relay his family's thanks and regrets, he quickly found himself in a partnership with the grizzled veteran lawman. Fynch told him that he was starting a business of bounty hunting and occasional vigilantism. Seeing an opportunity to do more for people than sneak into the poor parts of the city hoping to find someone to give his alchemical curative extracts to, he requested to work Fynch. He agreed to use his medical knowledge and alchemy to assist in any way that he could.

He takes the daily walk from the Petal District to Eastgate, where Fynch's townhome was converted to a clinic. His father knows that he is off doing something charitable, but says little about it. Benjen finds himself fascinated by Fynch, despite his cynicism, and looks up to the retired guardsman. He believes that his sunnier demeanor will brighten up the old man, but he is happy to simply make a difference for once.