Lorik Brightwater's page

46 posts. Alias of Dodekatheon.

Full Name

Lorik Brightwater


Male Aquatic Elf Gestalt Inspired Blade Swashbuckler 1/Field Agent 1 | HP 12/12 | Init +5 Perc +6 Darkvision 60' | AC 19 Touch 14 FF 15 | Fort +1 Ref +7 Will +1 | Panache 5/5 | Hero Points 1/1 | Move/Swim 35' | Masterwork Rapier +6 (1d6+4/18-20)




Cayden Cailean


Common, Elven, Aquan, Dranconic, Sylvan, Azlanti

Strength 13
Dexterity 19
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Lorik Brightwater

Lori Brightwater
Aquatic Elf Swashbuckler (Inspired Blade) 1
CG Medium humanoid (Elf, aquatic)
Init +6; Perception +11, darkvision 60 feet
AC 19, touch 15, flat-footed 14 (+4 armor, +1 Shield, +4 Dex)
hp 12 (1d10+1+1 FCB)
Fort +1, Ref +6, Will +0

Speed 35 ft, swim speed 30 ft
Melee Rapier +8 (1d6+5/18-20)
Str 13, Dex 19, Con 12, Int 16, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse, Weapon Focus- Rapier, Fencing Grace
Field Agent Training: Trapfinding
Traits Warrior of Old, Athletic (Acrobatics), Pathfinder Scion- Old Man Jatembe, Signature Moves (Rapier)
Drawback: Overprotective
Skills Acrobatics 10 (1), Climb 5 (1), Diplomacy 6 (1), Intimidate 6 (1), Disable Device 10 (1), Knowledge Arcana 9 (1), Knowledge History 10 (1), Knowledge Local 7 (1), Linguistics 7 (1), Perception 11 (1), Stealth 9 (1), Swim 5 (1)
Languages Common, Elven, Aquan, Azlanti, Draconic, Sylvan
Other GearMasterwork Rapier, Chain Shirt, Masterwork Buckler, Fighter's Kit, Grappling Hook, Thieve's Tools, Old Man Jatembe's , Lenses of Detection
5 GP left
Panache: 5
Here Points: 1
Spell-like abilities: Light (at-will)

Special Abilities

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Lorik is a strikingly handsome, relatively young Aquatic Elf. His hair is long and golden, and his eyes are dark and expressive. He generally wears a suit of studded leather armor, well broken in and comfortable to move in.

Lorik prides himself on his looks, and has broken several hearts in taverns all over the land. His hair and clothes are meticulously maintained, and Lorik favors warmer colors in his dress.

Lorik's has two trademark bits of appearance. One is his plumed hat, one that looks exactly like one worn by Lorik's beloved older brother.The plume is a red feather, and the hat itself is midnight black, with the brim on the left side folded up. Lorik thinks it makes him look quite dashing. His other signature item is his masterwork rapier, his first real sword, also gifted to him by his brother. The blade is bright and unblemished, due to the constant care of Lorik. This hilt is black and in the the mortuary style, with the handguard engraved with silver and aquatic motifs.

Lorik is flippant and sarcastic, thought not really mean; his wit is sometimes simply too quick for his own good. He possesses a kind heart, though, and is always ready to hear his friend's troubles or stand them a round. In battle, he cannot help but laugh with abandon, quipping with his foes even as his blade flashes quicker than most can follow.

Lorik is a shameless flirt, but means no harm, and if anyone makes it clear that his attentions are unwelcome, he will interact with them simply and kindly. Despite his success with women, he has never been truly in love, and looks forward to finding someone that can bring that out in him.

As a young Elf, Lorik, one of the scions of the heads of the Brightwater family, was regaled with tells of old Azlant. As a boy, he feasted on stories of alien entities enslaving ancient men, of the pride and prowess of the Azlanti, and of their fall. Lorik's family consisted mostly of historians, and they hoped the bright young man would follow in their footsteps.

That was not the case.

Lorik was not as interested in the minutiae of the history. He cared little for the types of garments worn by the Azlanti, or what their breakfast consisted of. Instead, Lorik was enthralled with the tales of heroes, of the strife and valor caused by the Earthfall. Of men that wandered into the Starstone, drunk, and emerged as Gods. Of daring and adventure in an age where the world needed heroes as never before.

Growing up, this was who Lorik wanted to be. Lorik was driven to this by his adoration of his older brother, Lothenlieth. Rather than become a scholar, Lothenlieth had decided on becoming an adventurer. He had style to spare, and doted on Lorik, lavishing his little brother with trinkets from every adventure he went on, and sharing more stories of grand adventure. Lorik began to emulate his brother, from his manner to his garb, even finding a child-sized version of Lothenlieth's distinctive plumed hat. He practiced the sword, eschewing the traditional longsword of his people for the more precise and dashing rapier, and under Lothenlieth's tutelage, he flouished. Before long, Lorik proved to be a prodigious student, fighting with skill, ferocity, and undeniable flair. The first time he was able to score a truly earned hit on Lothenlieth with his practice sword, his older brother was elated, and gifted Lorik one of Lothenlieth's favorite blades, a beautiful piece of work with a fine blade and a mortuary hilt engraved with silver filigree and aquatic motifs.

Lothenlieth, for his part, was always infused with wanderlust and a drive for adventure. This caused the skilled young Elf to become a Pathfinder, a path that Lorik would eventually emulate.

Lorik proved a sociable and charismatic young Elf as well, winning many friends (and making more than a few enemies) and charming many a lady. The energy of his youth combined with his emulation of Lothelieth suffused him; he was going to live for centuries. There was plenty of time for seriousness, so why not enjoy youth?

Lorik did have a decent place to enjoy his youth. The Brightwaters were a large, well-respected family that resided in Acisazi, in northwestern Cheliax. They dwelt near the shore, to ensure that they would be close to their half-elven descendants. Lorik had opportunities for adventure on land and in the sea, and he threw himself into those adventures, hoping to one day truly make his mark on the world.

When Lorik was thiry-seven, everything began to change.

The people of Acisazi were utterly unprepared for anything like the heir of one the ruling families of Cheliax visiting their humble village, but in the spring of the year 4634, that is exactly what occurred. Lorik, still a child by Elven reckoning, had little to do with those interactions at first, mostly watching from afar. What he noted, however, stirred his interest.

Sharaya Solistar, then-heir to the Imperial House of Asgavan, headed to Acisazi. As a Pathfinder, she had found herself working with Lothenlieth on multiple occasions, and the two struck up a deep friendship. Upon learning of Sharaya's interest in Azlant, Lothenlieth recommended she visit the Brightwater family for information on the Azlanti.

The Brightwater family was happy to share what they knew with Sharaya. The woman won the trust of the Brightwater family easily, proving herself not only an intelligent and thoughtful person, but a far more decent sort than one would assume of the scion of a major noble house in the Empire of Devils.

After six months, Sharaya had learned all she could from the Brightwaters of Acisazi. She had other places that called to her, as a Pathfinder, and would continue her adventures elsewhere. Lothenlieth decided to accompany Sharaya.

It was decades before Lorik saw his brother again.

The family heard that Sharaya's expedition had been lost, and Lorik was inconsolable. He threw himself into adventures, hoping to ease the pain of losing his brother. It was on one such adventure, to an old ruin that was purported to have been a one-time home of Old Man Jatembe, that Lorik found an ancient Wayfinder with Ioun Stones still inside.

Lorik joined the ranks of the Pathfinders, proving himself an apt pupil. Many of the same people that had taught his brother remarked on their similarities, which Lorik was honored by.

He had never thought he would see his brother again.

It was late at night, and Lorik was reading a book and drinking some wine in a tavern on the shores of Acisazi. His sharp ears heard something creep in behind him through his window. Lorik gave no indication he heard anything, merely turning a page and then moving his hand conveniently close to where his rapier lay. As soon as whatever it was got close enough, quick as a snake, Lorik whipped around, blade held in front of him in a defensive posture.

The next sound was the weapon clattering to the floor as it slid from his grasp, his hand limp with shock.

Standing in front of him was his beloved brother, Lothenlieth, and it was as if he had stepped out of a memory. His hat, his sword, his ready smile, all were as Lorik remembered. The brothers embraced, and Lothenlieth told his tale.

He apologized profusely for letting his family think that he had died. It had, at the time, been necessary. Lothenlieth would not speak of what happened in the Realm of the Mammoth Lords. Instead, all he would say was that he was fulfilling his oath to a friend, and ensuring the future.

Most surprising of all was the fact that Lothenlieth was returning with a wife and child.

Lothenlieth's wife was named Ceres. She was a human, and their daughter was named Sirothel. They were a half a day away, as Lothenlieth had wanted to come and see his family by himself first to lessen the shock and explain the situation as best as possible.

Lorik grew to like Ceres quite a bit, but he was instantly smitten with Sirothel. She was precocious and brilliant, taking after Lothenlieth and Lorik in a great many ways. Lorik simply adored the young girl, and doted on her, teaching her how to tumble and showing her the best ways to sneak out of the rooms at the Brightwater estate for late-night adventures.

Soon enough, life came calling again. Lorik's parents heard through their research associates that an expedition into old Azlant was underway. Lothenlieth, recently having begun to work with the Pathfinder Society once again, strongly suggested that his brother apply. Lorik is curious as to the reason, but even having thought Lothenlieth was dead for so long, Lorik trusts his brother. Though Lorik will be saddened by the time away from his recently returned family, he looks forward to having grand tales of adventure to awe them with when he returns.