Wing Clipper

Legem "Lex" Sequitur's page

105 posts. Alias of CloakedInSmoke.


Full Name

Legem "Lex" Sequitur

Race

Elf

Classes/Levels

Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Gender

Male

Size

Medium (6'2", 115 lbs)

Age

134

Special Abilities

immune to magic sleep effects; +2 saves vs. enchantments, monster lore +3, stern gaze +1, Black Powder Inquisition

Alignment

CG

Deity

Besmara

Location

In the Boneyard Awaiting Judgement from Pharasma

Languages

Common, Elven, Aquan

Occupation

Inquisitor, Sailor

Strength 13
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 16
Charisma 10

About Legem "Lex" Sequitur

Legem "Lex" Sequitur died in the bilges of the Wormwood, his throat slitted by Fipps and Narwhal, who attacked him as they were working.

Introduction to Backstory:
"So, barkeep, ye want to hear my tale?" The barkeep of the Formidably Maid looked like he would like nothing less, but pushed him yet another the pint of grog and sighed, "If ye must."
"Been wandering the Shackles for years, don't remember how long. Hasn't been much point in my life since my Cor died," the red-haired elf, youthful looking as an elf ever is, suddenly looked his age for a fleeting moment.
The barkeep continued wiping glasses, serving grog, half listening to other down-trodden sailors spinning their yarns.
"Slavers got her, see. In the town of Lilywhite. Motaku Island, ye know? The cleanest town in the Shackles? The one where I thought she'd be safe? Chelish bastards took her while she was hanging up her wash to dry in broad daylight. They didn't know I'm an inquisitor. Tracking down evil-doers and ne'er-do-wells is my forte. But by the time I caught up with her trail, she was..." a tear or two dropped from the elf's eyes. The barkeep stifled a yawn under cover of the elf's closed eyes.
"Well, those slavers won't be doing any more harm. I only wish I could pay back those Chelish richies who keep the slave trade alive, sending their merchant ships all around the Shackles. All that loot, slave-made goods, just floating down the sea." The elf smiled. He drained the tankard in one gulp, and slamming a few silvers on the table, he rose. A rapier hung from a scabbard on his side, a trident slung behind his back outside of his black cloak with a net and a worn backpack jostling against it.
"Besmara's blessings on ye, barkeep. It's high time I stopped taking beggar's pay as a deck hand to drag myself around the Shackles. It's time I communed with Besmara again, to find a new charter. Maybe a pirate's life for me! I need the ocean to help me with my prayers. Can ye tell me how to get to the docks from here?"
The barkeep motioned vaguely with his hand "just a few hundred yards that way."
"Thank ye. Remember this day, when Lex Sequitur stopped in your inn a wandering drunk and left embarking on his destiny!"
At the docks, he had only sat down on the edge of the pier, taken in a few deep breaths of the salt air, and had just begun to really drink in the ocean-framed sunset when he felt a blow on the back of his head, and the waves rushing up to meet him...

Appearance & Background:
Lex is a 134 year old elf, young and still has many centuries left in him... provided a pirate's life doesn't send him to an early grave! He stands 6'2" at 115", so he's rather spindly, but surprisingly strong and not surprisingly very agile. His red hair falls down to a bit below his ears, unintentionally but fairly effectively hiding his pointed ears. He has the pale skin to match a red-head, and his eyes look old. He generally keeps a passive expression and speaks only when spoken to, except on two occasions: first, when he makes a friend, he is incredibly loyal and warm, if not passionate, and second, when he is angry. Then watch out! His days as an inquisitor protecting the Church of Besmara in Lilywhite make him a force to be reckoned with, and the death of his wife by Chelish slavers have made slavery a sore subject. Thankfully for the crew of the Wormwood, his belief that Besmara brought him there and the fact that even pressganged pirates get a share of the booty makes him less adverse to this form of kidnap and slavery. This isn't to say he will tolerate cruelty, but if the crew is good to him, he will be good to the crew.

Born on a ship, he's always lived on the sea. His father was a master gunner on an Andoran merchant vessel (one which wisely had armed itself against Shackle pirates and Chelish slavers) and his mother a seamstress who mended the sails and was a priestess of Besmara. They named him Legem Sequitur--"follows the law"--since at that point his father (LG) thought he would take after himself rather than his mother (CG). It soon became apparent that Legem took after his mother, and soon became known throughout the ship as more of a free spirit working for good, but independently and at odds with the rules on the ship. He soon became known as "Lex Sequitur"--"the law follows"--as the strict boatswain seemed to always be at his back. Although he learned to choose his battles against the rules, he remained at heart a good soul determined not to let the rules stop him. Lex worked on the ship until he was about 100 years old, at which point he apprenticed himself to the Black Lady's Guard, a group of Besmaran inquisitors serving on board the Banshee's Bliss. During this voyage, he met the love of his life, Cor, a kind half-elf rigger and Besmaran cleric on the ship who had been pressganged but eventually grew to like her crew. He completed training at age of 124, at which point Cor and Lex married and settled in Lilywhite, a pirate town run by good pirate lords and generally considered a safe place to live. Lex spent seasons as master gunner on the Flor-de-lis, a merchant vessel who were all too grateful to have an inquisitor of Besmara on board, and came home during shore leave while Cor ran the Church of Besmara in the town. Their marriage, already doomed to a short run on an elven time scale, was abruptly ended by the time he was 130 by the raid in the town by Chelish slavers. It took a year to track down the slavers, and when he did, he found the body of his wife, dead of heat exhaustion only days before, in a mass grave at the plantation. Enraged, he pierced the hearts of every slaver there with his rapier and freed the remaining slaves, who helped him crew a stolen ship and sail for the Shackles. Their voyage ended up in Port Peril, where Lex, torn with grief over his wife, entered a drunken stupor, working as a swab on any ship that would take him in exchange for passage and a rum ration. He would stay in each port only a few weeks, enough to shuffle around the cities' taverns only to find passage on another ship. This went on for 3 years, until a fateful day at the Formidably Maid...

Crunch:
LEX SEQUITUR
Male Elf Inquisitor 1 
CG Medium Humanoid (elf) 
Init +3; Senses Low-light vision; Perception +10 
Favored Class Inquisitor
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DEFENSE 
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AC 16, touch 13, flat-footed 13. . (+3 Dex)
hp 9 (1d8) 
Fort +2, Ref +3, Will +5 
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OFFENSE
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Spd 30 ft. 
Melee Rapier +3* (1d6+1/18-20/x2) and 
. . Trident +1 (1d8+1/x2) and 
. . Masterwork Dagger +4* (1d4+1/19-20/x2) and
. . Unarmed Strike +3* (1d3+1 nonlethal/x2) 
Ranged shortbow +3 (1d6/x3/60 ft) and
. . Trident +3 (1d8+1/x2/10 ft)
. . Masterwork Dagger +4 (1d4+1/19-20/x2/10 ft)
. . Net +3 (10 ft)
*Weapon Finesse applies
Inquisitor Spells Known (CL 1, 1 melee touch, 1 ranged touch): 
1 (2/day) Cure Light Wounds (DC 15), Command (DC 15) 
0 (at will) Acid Splash, Light, Sift, Create Water 
Domain Black Powder Inquisition
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STATISTICS
-------------------- 
Str 13, Dex 16, Con 10, Int 12, Wis 16, Cha 10 
Base Atk +0; CMB +1; CMD 14 
Feats Weapon Finesse, Exotic Weapon Proficiency (firearms), Gunsmithing
Traits Touched By the Sea, Sacred Touch (at-will) 
Skills Heal +7, Intimidate +5, Perception +10, Profession (sailor) +8, Sense Motive +8, Survival +7, Swim +9 I have included the bonus for Stern Gaze and Touched By the Sea in this listing. Also note that these are taking into account my Armor Check Penalty from my studded leather armor :)
Languages Common, Elven, Aquan
SQ immune to magic sleep effects; +2 saves vs. enchantments, monster lore +3, stern gaze +1, Black Powder Inquisition
Combat Gear studded leather armor, trident, net, rapier, masterwork dagger, shortbow, arrows (20), holy symbol of Besmara (wooden), gunsmith's kit, backpack, signal whistle, spring-loaded wrist sheath, 100 g 4 s
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SPECIAL ABILITIES
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Touched By the Sea +1 to Swim checks, reduce penalty by -1 for attacking underwater
Spirit of the Waves +4 racial bonus to Swim checks, can always take 10 on Swim checks; proficient with trident, net, and longspear.
Sacred Touch (at-will) Touch as a standard action to stabilize a dying creature.
Judgement (1/day) As a swift action pronounce judgement on your foes until the end of combat. As a swift action, you can change the type of judgement.
Monster Lore Add Wis modifier to Knowledge checks in addition to Intelligence to identify the weaknesses and abilities of monsters.
Stern Gaze Add ½ Inquisitor Level (min. +1) to Sense Motive and Intimidate checks.
Black Powder Inquisition When you hit an arcane spellcaster or creature that uses spell-like abilities with a firearm attack, they must succeeed at a Fortitude saving throw (DC 10+½ Inquisitor Level + Wisdom mod). If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round. Receive Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats.
Exotic Weapon Proficiency (firearms): You make attack rolls with firearms normally.
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 requires materials worth half the price of the firearm and takes 1 day of work per 1000 gp in the firearm's price (minimum 1 day). Crafting black powder, bullets, and pellets requires materials worth 10% of the price of the ammunition and 1 day of work per 1000 gp in the ammunitions' price (minimum 1 day). With 1 rank in Craft (alchemy) you can craft alchemical cartridges, which requires half the alchemic cartridge's price in raw materials and 1 day of work per 1000 gp in the cartridges' price (minimum 1 day). Each day with 1 hour's work (which may be done during a rest period) you can remove the broken condition from one firearm.

Judgements:
  • Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every 3 Inquisitor levels he possesses.

  • Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgement lasts. This amount of healing increases by 1 for every 3 Inquisitor levels he possesses.

  • Justice This judgement spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every 5 Inquisitor levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

  • Piercing This judgement gives the inquisitor great focus and makes his spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every 3 Inquisitor levels he possesses.

  • Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every 5 Inquisitor levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

  • Purity The inquisitor is protected from the vile taint of his foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every 5 Inquisitor levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

  • Resiliency This judgement makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 Inquisitor levels he possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If he is neutral, the inquisitor does not receive this increase.

  • Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgement is declared. The protection increases by 2 for every 3 Inquisitor levels he possesses.

  • Smiting This judgement bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, he does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).