Harrowed Summoning

Lord Cyril Lucan's page

436 posts. Alias of TheWaskally.


Full Name

Lord Cyril Albert Claudin Lucan, Scion of House Lucan, Knowledge Seeker

Race

Venerable Human (Avalon)|HP 99/99|F: +8, R: +10, W: +11|Init +14 (12)|AC 21 (16 T, 16 FF)|BAB +3|CMB +8|CMD 24

Classes/Levels

Gestalt Investigator (Sleuth)/Wizard (Universalist)/5th|Sleuth’s Luck (Ex) 24/24|Inspiration Pool (Ex) 26/26

Gender

Male

Skills:
Percep +17*|Diplo +35*|SM + 19*|Acro +14☆|Appraise +13|Bluff +21*|Disable +12*|Intim. +14*|Sleight +9*|Stealth +12

Size

Medium

Age

23

Special Abilities

Sleuth's Luck (Ex), Inspiration (Ex), Trapfinding

Alignment

Chaotic Good

Deity

The Mistress

Languages

Common, Draconic, Elven, Orc, Giant, Sylvan, Celestial, Necril

Homepage URL

Portrait

Strength 21
Dexterity 23
Constitution 27
Intelligence 33
Wisdom 24
Charisma 35

About Lord Cyril Lucan

Initiative: +14, +12 (if no Luck points)
Senses: Perception +17*, detect undead, detect evil (sp) at-will
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AC 21 (16 Touch, 16 FF)(+4 Armor, +5 Dex, +2 Natural)
HP 99/99 (1d8 (max) + 8 Con + 12 Cha + 3 Toughness at 1st level)
Fast Healing 12 Immune magic aging, disease, positive energy damage
Resist Negative Energy 10, Cold 10, Electricity 10, +4 bonus on all saving throws against poison
Fort +8 (+1 Class)
Ref +10 (+4 Class)
Will +11 (+4 Class)
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Strength (Str) 21 (+2 Sublime +5 Tome of Power)
Dexterity (Dex) 23 (+2 Sublime, +5 Tome of Power)
Constitution (Con) 27 (+8 Sublime, +5 Tome of Power)
Intelligence (Int) 33 (+2 Human, +4 Sublime, +5 Tome of Power, +3 Venerable)
Wisdom (Wis) 24 (+5 Tome of Power, +3 Venerable)
Charisma (Cha) 35 (+8 Sublime, +5 Tome of Power, +3 Venerable)
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Speed 40 ft.
Melee The Mistress Blade +17 (1d6 + 9 + 2d6 + 2d6, 18-20/x2), MW Rapier +8 (1d6 + 7, 18-20/x2)
Ranged Hand Crossbow +12 (1d4, 19-20/x2)
Special Attacks Smite Evil +12 to attack, +5 damage; Channel Energy 1d6
Hand of the Apprentice (Su) Range: 30 ft., +8 attack, 10/10x/day
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Spellbook
0-level spells resistance, acid splash, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, spark, ghost sound, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation
1st-level spells comprehend languages, magic missile, identify, charm person, unseen servant, heightened awareness, positive pulse
2nd-level spells sensory overload, pilfering hand, scorching ray
3rd-level spells fireball, fly
Spells Memorized
0-level Spells - prestidigitation, acid splash, disrupt undead, message, mage hand, detect magic, ray of frost, light
1st-level Spells - identify, identify, magic missile, magic missile, comprehend languages, comprehend languages, heightened awareness, charm person, positive pulse
2nd-level Spells - sensory overload, sensory overload, pilfering hand, pilfering hand, scorching ray, scorching ray, scorching ray, scorching ray
3rd-level Spells - fly, fly, fireball, fireball, fireball, fireball
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BAB +3, CMB +8, CMD +24
Feats Bonus feat at 1st, 4th, 8th, 12th, and 16th levels.
Noble Scion (General, War), Extra Inspiration, (Bonus) Noble Stipend, Weapon Focus (rapier), Alertness (General), Fast Study (Bonus), Arcobatic (General)
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Skills Skills (6 + 11 Int + 1 Skilled + 2 Knowledge Seeker + 2 Background/level)
(Gain a +1 trait bonus to a skill once per level)
* - can use inspiration on checks without expending a use of inspiration, provided he’s trained in the skill.

Acrobatics +16☆ (5 Rank, 3 Class, 6 Dex, 2 Acrobatic)
Appraise +16 (2 Rank, 3 Class, 11 Int)
Bluff +25* (5 Rank, 3 Class, 12 Cha, 5 Bracelet of Bargaining)
Climb +9☆ (1 Rank, 3 Class, 5 Str)
Craft +11 (0 Rank, 0 Class, 11 Int)
Diplomacy +35* (5 Rank, 3 Class, 12 Cha, 1 Influence, 1 Trait Bonus, 4 Sublime, 5 Bracelet of Bargaining, 2 Tome of Worldly Knowledge, 2 Trait)
Disable Device +14* (5 Rank, 3 Class, 6 Dex)
Disguise +12* (0 Rank, 0 Class, 12 Cha)
Escape Artist +10☆ (1 Rank, 3 Class, 6 Dex)
Fly +16 (5 Rank, 3 Class, 6 Dex, 2 Acrobatic)
Heal +11* (1 Rank, 3 Class, 7 Wis)
Intimidate +18* (3 Rank, 3 Class, 12 Cha)
Knowledge (arcana) +21* (5 Rank, 3 Class, 11 Int, 2 Bardic Knowledge, 1 Trait)
Knowledge (dungeoneering) +17* (1 Rank, 3 Class, 11 Int, 2 Bardic Knowledge)
Knowledge (engineering) +17* (1 Rank, 3 Class, 11 Int, 2 Bardic Knowledge )
Knwledge (geography) +18* (2 Rank, 3 Class, 11 Int, 2 Bardic Knowledge)
Knowledge (history) +18* (2 Rank, 3 Class, 11 Int, 2 Bardic Knowledge)
Knowledge (local) +17* (1 Rank, 3 Class, 11 Int, 2 Bardic Knowledge)
Knowledge (nature) +18* (2 Rank, 3 Class, 11 Int, 2 Bardic Knowledge)
Knowledge (nobility) +24* (3 Rank, 3 Class, 11 Int, 2 Noble Scion, 1 Noble feat, 2 Bardic Knowledge, 2 Tome of Worldly Knowledge)
Knowledge (planes) +19* (1 Rank, 3 Class, 11 Int, 2 Bardic Knowledge, 2 Tome of Worldly Knowledge)
Knowledge (religion) +21*, (+23*, The Mistress) (2 Rank, 3 Class, 11 Int, 1 Trait, , 2 Black Book , 2 Bardic Knowledge )
Linguistics +16* (2 Rank, 3 Class, 11 Int)
Perception +17* (5 Rank, 3 Class, 7 Wis, 2 Alertness)
Perform (string) +20 (5 Rank, 3 Class, 12 Cha)
Perform (oratory) +19 (2 Rank, 3 Class, 12 Cha, 2 Tome of Worldly Knowledge)
Profession +7 (0 Rank, 0 Class, 7 Wis)
Sense Motive +23* (5 Rank, 3 Class, 7 Wis, 1 Noble feat, 5 Bracelet of Bargaining, 2 Alertness)
Sleight of Hand +11* (2 Rank, 3 Class, 6 Dex)
Spellcraft +19* (5 Rank, 3 Class, 11 Int)
Stealth +14 (5 Rank, 3 Class, 6 Dex)
Use Magic Device +18 (3 Rank, 3 Class, 12 Cha)

Class Features:
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Sleuth’s Luck (Ex)
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex)
At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex)
At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex)
At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

Make It Count (Ex)
When a sleuth uses studied strike inspired strike , he can spend 1 luck point to apply an investigator talent that he doesn’t already know and which affects studied strike inspired strike to his studied strike inspired strike . He must be able to fulfill that talent’s prerequisites.

Run Like Hell (Ex)
At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance (Ex)
At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator 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, Linguistics, or Spellcraft 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.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School Universalist
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator 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. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (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.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Expanded Inspiration (Ex)
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Underworld Inspiration (Ex)
An investigator 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.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) +1
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action 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.

An investigator 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 move action to use this ability.
Studied Strike (Ex) 1d6
At 4th level, an investigator 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 the investigator’s 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.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Racial Traits +2 to any One Ability, Medium, Normal Speed, Bonus Feat, Skilled, Ageless, Channel Positive Energy, Positive Energy Affinity, Strong Life-Force, Languages
Traits(Regional) Noble, (Social) Influence, (Faith) Ease of Faith.
Items A rogue's kit (includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.), a wizard's spellbook, a braclet of bargaining, and a hat of disguise, and a holy text of The Mistress.
Cosmic Ring:

[The Black Book]
[Cyril's spellbook]
[Thieve's Tools]
[ ]

Combat Items A MW set of studded leather armor, a mithril shirt, a MW rapier with the Lucan family crest emblazoned to the hilt basket, , and a hand crossbow with 10 bolts, The Mistress Blade, wand of magic missile (5 1d4+1, 50/50 charges)
Wealth 64 copper, 43 silver, 75 gold, 182 platinum. Noble Stipend Fund 100gp
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-175 lbs.)
Current Load: 56.7
Height 6'2", Weight 190 lbs, Eyes Blue Hair Brown
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