About Luca Tismaneanu
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Proficiencies: The troubadour is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
Casting: A troubadour may combine spheres and talents to create magical effects. A troubadour is considered a Low-Caster, and uses Charisma as his casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Combat Training: A troubadour may combine combat spheres and talents to create powerful martial techniques. Troubadours are considered Proficient combatants.
Spell Pool: A troubadour gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Performer’s Synergy (Ex): A troubadour has played so many parts in his life that he can pull expertise from them at a moment’s notice to give himself insight and resilience of mind and heart. Whenever the troubadour is in his base persona, he gains a +1 morale bonus to all saving throws. This bonus increase by 1 at 5th level and every 4 levels thereafter.
Personas (Ex): A troubadour is an expert actor, who not only can appear to become someone different, but with practice and dedication can begin to think and act like them as well. For all intents and purposes, when the troubadour adapts a persona, he becomes another person entirely. A troubadour can only adopt one persona at a time.
Method Acting: Every non-base persona a troubadour possesses possesses its own unique abilities, based upon what trope that persona falls into, and as the troubadour steps into those roles, he acquires those abilities. Each persona may possess only one trope. If the troubadour gains a skill rank, feat, or talent as part of his base persona that was also granted to him by a persona, he may immediately replace that skill rank, feat, or talent on the non-base persona.
Actor Training: A troubadour is a consummate professional, always accumulating bits of lore, stories, songs, and strange personalities for use in his work. At 2nd level and every 2 levels thereafter, a troubadour gains an actor training, representing the different tricks and skills he has developed through his travels. Unless otherwise noted, a troubadour cannot take any actor training more than once.
Master of Disguise (Ex): A troubadour gains a +5 circumstance bonus to Disguise checks and Bluff checks made to appear as, as well as protect the identities of, his personas. This bonus increases by +1 per 4 troubadour levels.
Quick Change (Ex): At 2nd level, the troubadour may adopt or change a prepared persona much more quickly than normal, but doing so is very mentally taxing and cannot be done often. Once per day, the troubadour can change his prepared persona as a move action. This does not allow the troubadour to adopt a disguise to appear as that persona as part of that same move action. The troubadour can use this ability an additional time per day at 6th level, and every 4 troubadour levels thereafter.
2: Rapid Change (Ex): The troubadour only needs one minute to prepare a persona for use, including adopting a Disguise to appear as that persona.
Base Persona: Luc:
Base Persona Bonus: +1 morale bonus to saving throws
Persona: Luca Tismaneanu:
Trope Benefit: The hero gains a base attack bonus equal to the troubadour’s class level instead of using that listed on Table: Troubadour. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal. The hero may treat his troubadour levels as fighter levels when meeting the prerequisites for feats.
==1: Martial Prowess: Gain a combat feat or martial talent for which you meet the prerequisites. You may take this quirk multiple times. Each time it is taken, gain a new combat feat or martial talent.
===Martial Talent: Finesse Training II
Persona: Teo Constin:
Trope: Cunning Servant
Trope Benefit: The cunning servant gains an inspiration pool equal to his Intelligence modifier + 1/2 his troubadour level (minimum: 1). If he gains an inspiration pool from any other source, these levels stack when determining the size of his inspiration pool. The cunning servant can spend a point from his inspiration pool as a free action to add +1d4 to any skill check or ability check. He must choose to spend this point of inspiration after the check is rolled, but before the results are revealed. The cunning servant can only use inspiration once per roll. He can add this bonus to an attack roll or saving throw, but doing so costs 2 points of inspiration rather than 1. Using this ability to augment a saving throw is an immediate action rather than a free action. If you have multiple personas that possess the cunning servant trope, they share the same inspiration pool.
==1: Underworld Inspiration (Ex): You gain the underworld inspiration investigator talent, meaning you can use your inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided you’re trained in the skill.
Martial Tradition: Dedicated Duelist
==Equipment: Duelist Training, Finesse Fighting
==Variable: Dedicated duelists gain either the Duelist sphere or Fencing sphere (Duelist Sphere)
==Variable: Dedicated duelists gain either Gauntlet Shield or Unarmored Training from the Equipment sphere (Unarmoured Training)
1: (Luca Tismaneanu) Finesse Fighting II
2: Balanced Defence (Equipment Sphere)
Casting Tradition: Emotional Casting, Somatic Casting (2), Wild Magic (Variant)
1: Alteration Sphere (Lycanthropy), Mimicry, Illusion Sphere (Disappearance), Invisibility, Warp Sphere (Personal Warp), Extra Dimensional Storage
Traits and Feats:
Trait 1: Practised Surge (Magic): Your intense study has granted you some measure of control over your wild magic events. Once per day, when you make a wild magic event roll, yu may choose to add or subtract 1d6 from the roll after the result of the roll has been revealed. You must choose whether to add or subtract before rolling the 1d6. You gain an additional use of this ability at 5 Hit Dice and every 5 Hit Dice thereafter.
Trait 2: Seeker (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feat 1: Inspired Surge: When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect's base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained in this way by +1. You must still meet any prerequisites that the talents possess. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for any other gained talents.
Feat (Human): Extra Magical Talent: Gain an additional Magical Talent
Skills (12 class + 4 Int + 2 FCB + 2 human)
Acrobatics: +8 (2 ranks + 3 Dex + 3 class)
Bluff: +6 (1 rank + 2 Cha + 3 class) [Teo: +1d4]
Climb: +1 (1 Str)
Diplomacy: +6 (1 rank + 2 Cha + 3 class)
Disable Device: +7 (1 rank + 3 Dex + 3 class) [Teo: +1d4]
Disguise: +6 (1 rank + 2 Cha + 3 class) [Teo: +1d4]
Escape Artist: +3 (1 rank + 3 Dex + 3 class) [Teo: +1d4]
Fly: +3 (3 Dex)
Heal: -1 (-1 Wis)
Intimidate: +6 (1 rank + 2 Cha + 3 class) [Teo: +1d4]
Knowledge (Arcane): +6 (1 rank + 2 Int + 3 class)
Knowledge (Dungeoneering): +6 (1 rank + 2 Int + 3 class)
Knowledge (Local): +6 (1 rank + 2 Int + 3 class)
Knowledge (Nature): +6 (1 rank + 2 Int + 3 class)
Knowledge (Religion): +6 (1 rank + 2 Int + 3 class)
Perception: +5 (2 rank + -1 Wis + 3 class + 1 trait)
Ride: +3 (3 Dex)
Sense Motive: +3 (1 rank + -1 Wis + 3 class)
Slight of Hand: +7 (1 rank + 3 Dex + 3 class) [Teo: +1d4]
Spellcraft +6 (1 rank + 2 Int + 3 class)
Stealth: +8 (2 rank + 3 Dex + 3 class)
Survival: -1 (-1 Wis)
Swim: +1 (1 Str)
Use Magic Device: +6 (1 rank + 2 Cha + 3 class)
Background Skills (2/level)
Weapons: Estoc, Light Crossbow, Crossbow Bolts (30)
Armour: Fancy Clothes, Common Clothes
1. Luca has a rakish, devil-may-care look about him. He is young, good looking, and he knows it. With a stylish mop of brown hair and piercing blue eyes, he walks with a certain grace. His body is slim but in a lean, somewhat muscular way - although his strength wouldn't hold a candle to that of the dockyard bruisers or tavern bouncers around him. He makes sure to keep himself clean and presentable at all times, and wears clothes which aren't exactly subtle, but aren't ridiculously overstated. Of course, this appearance is only when he is himself. When he becomes Teo Costin, his swagger becomes a more measured, careful walk. He changes into plain leathers, and removes all hints of ostentaciousness. His eyes, instead of playful, become calculating. He almost appears a different person, and if you didn't know him well you would probably think he was. And then there are the times when he is calm and at rest. Not Luca Tismaneanu, rakish ex-noble, but simply Luc. Still well dressed, but relaxed, calm and confidently tough. Luca and Luc are clearly the same person, but the way they present themselves are very different. If you know Luc, then you are truly a friend of the man the world knows as Luca.
2. The Korvosan Guard would call on Teo Constin for help. Teo has helped them out a few times recently, using his canny insight to solve a couple of riddles and unwind some tangled threads for the Guard. The Guard Captain knows that Luca and Teo are the same person, but the rest of the guard aren't aware of this.
3. and 4. While Luc spent his childhood in Korvosa, this didn't last long. At the age of 10 he was put into the care of a guardian, Teodore Vasili (whom Luc named the persona of Teo after). Luc's father believed that his son and heir could best lead their family with the wealth of knowledge the world had to offer, and possibly help the city of Korvosa. Together the Luc and his guardian travelled the world, educating Luc in the ways of a wide variety of peoples and ways of life. They travelled to Absolom and learned of cosmopolitan politics. They travelled to Alkenstar and learned of the might of the firearm. They travelled to Cheliax to learn of the strength of rigid law - although this rubbed Luc quite the wrong way. He managed to remember all of the skills he had learnt by consolidating complementary skills into certain frames of mind. After some time, there frames of mind became their own personalities - still Luc, but also not Luc. He also learned how to use some magic, but never gain full control over it, and it still sometimes manifests in unpredictable ways - possibly as a result of cramming so much into that head of his. After many years of travel and study across the Inner Sea, Teodore was stricken down with a deadly illness, and died on the side of the road, Luc weaping by his side. Unable to save his friend and mentor, Luc returned to Korvosa, the face of Luca Tismaneanu, heir to the Tismaneanu family, firmly in place. Upon his return however, he learnt that his family had been dragged down, destroyed by politics and then a fire ripping through their mansion. All were killed, and the family fortune lost to the circling debtors. Broke, and broken-hearted, Luca learned that his family had been implicated in a massive fraud before the fire. Knowing that his father could never do such a thing, but unable to unearth any more of the conspiracy, Luca vowed to do the one thing he could - break the crime lords of the city, and raise up the poor and oppressed who were forced into such a life. Of course, having never been poor and oppressed, he didn't really know where to start, but he was sure it couldn't be that hard, right?
5. Luca spent most of his life living on the stipend sent to him by his family. Luckily the fund supplying this was kept seperately from the family fortune, and so enough coin to live still trickles into his hands. Additionally, as Teo he freelances for the Guard, making a bit of extra coin with which to drink and woo.
6. Luc is religious, and believes that all of the gods have their place, even if some of those places are somewhat distasteful, or even abhorrent. He does have his favourites however, and will often say a quick prayer to Cayden Cailean, Desna, Sheyln or Calistra depending on the situation.
7. Luca is optimistic that he can help the city of his birth, and wants to restore both it, and his family name.
8. Luca wants to help the poor, and will not harm innocents. He would struggle to stand aside when witnessing oppression. He would quickly take advantage of an opening, when the individual leaving it is deserving.
10. Luc is a dispossesed noble, used to living comfortably, if not richly, on his travels. The relative poverty he is now living in is quite foreign to him, but he doesn't yet see how much more fortunate he still is compared to those at the bottom of the social heap.