Lann

Lucas di Viespea's page

137 posts. Alias of Redblade8.


Race

| Active Stance: Inner Sphere Stance (+2 dodge AC, +2 morale Will when armed with two weapons)

Gender

Tiefling Gestalt 2: Warlord (Privateer)/Bard (Archaeologist) | HP: 18/18 (0 NL) | AC: 18 [20] (T:14 [16], FF:14) | F +4 / R +7 / W +2 [+4] | CMB: +3 CMD: 17 | Init: +4, Per: +5, SM: +5, Darkvision (60 ft.) | Arch. Luck used 0/7

About Lucas di Viespea

Appearance:
Lucas stands a shade under six feet tall, with a lean build. His black hair grows long, just past his shoulders. Several things point to Lucas' more-than-human parentage. First off, his eyes are gold, with vertical pupils like a serpent's. (Lucas rarely blinks unless he explicitly remembers to do so.) Then, his skin, which at first glance might pass for human, albeit deeply tanned, will quickly be noticed to have small, fine scales. (When Lucas does in fact "tan", his scales take on a more coppery sheen, and a reticulated pattern can be seen across his arms and back.) Lastly, he has a flexible tail that he often uses to retrieve, hold, and carry objects.

Lucas di Viespea
Rakshasa-spawn tiefling Bard (Archaeologist) 2/Warlord (Privateer) 2/Gestalt 2
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +5, Sense Motive +5
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 natural)
hp 18 (2d10+2)
Fort +4, Ref +7, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
. . boarding axe +6 (1d6+1/x3)
(TWF: one attack with each at -1 )
Ranged shortbow +6 (1d6/×3)
Special Attacks Martial Maneuvers, Archaeologist's Luck 7 rounds/day (+1), Deadly Strike +1d6
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—detect thoughts (DC 14)
Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
. . 1st (2/day)—identify, lucky number, vanish[APG] (DC 13)
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
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Statistics
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Str 13, Dex 18, Con 12, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +3; CMD 17
Feats Two-Weapon Fighting, Weapon Finesse
Traits Ancient Explorer, Criminal (Disable Device)
Skills
Acrobatics +7 (+1 rank, +3 class, +4 Dex, -1 ACP)
Bluff +7 (+1 rank, +3 class, +3 Cha)
Climb +4 (+1 rank, +3 class, +1 Str, -1 ACP)
Diplomacy +7 (+1 rank, +3 class, +3 Cha)
Disable Device +9 (+1 rank, +3 class, +4 Dex, +1 trait, -1 ACP, +1 untyped)
Disguise +5 (+3 Cha, +2 racial)
Intimidate +7 (+1 rank, +3 class, +3 Cha)
Knowledge (arcana, dungeoneering, engineering, nature, nobility, planes, religion) +1 (+0 rank, +0 Int, +1 untyped, can make checks untrained)
Knowledge (geography) +5 (+1 rank, +3 class, +0 Int, +1 untyped)
Knowledge (history) +5 (+1 rank, +3 class, +0 Int, +1 untyped)
Knowledge (local) +6 (+1 rank, +3 class, +0 Int, +1 trait, +1 untyped)
Linguistics +4 (+1 rank, +3 class, +0 Int)
Perception +5 (+2 rank, +3 class, -1 Wis, +1 untyped)
Profession (sailor) +5 (+2 rank, +3 class, -1 Wis, +1 untyped)
Sense Motive +5 (+1 rank, +3 class, -1 Wis, +2 racial)
Sleight of Hand +7 (+1 rank, +3 class, +4 Dex, -1 ACP)
Spellcraft +4 (+1 rank, +3 class, +0 Int)
Swim +5 (+1 rank, +3 class, +1 Str, -1 ACP, +1 untyped)
Racial Modifiers +2 Disguise, +2 Sense Motive

Languages Common, Cyclops, Infernal, Polyglot

SQ Bardic Knowledge +1, Barking Irons, Clever Explorer +1, Privateer Ploys (Deadly Strike), Prehensile Tail, Sea Dog +1, Swash and Buckle, Tactical Presence, Uncanny Dodge, Warlord’s Gambit (Pinhole Gambit)

Other Gear amulet of natural armor +1, studded leather, arrows (20), boarding axe, dagger (3), shortbow, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, pot, soap, spell component pouch, thieves' tools, torch (2), trail rations (5), waterskin, 293 gp, 5 sp, 8 cp
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Special Abilities
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MANEUVERS KNOWN
Encouraging Roar

(Golden Lion 1, Boost):
Initiation Action: 1 swift action
Range: 30-ft.
Target: Allies
Duration: One round

All allies within 30-ft. of Lucas gain a +2 morale bonus to attack and damage rolls for one round.

Hunting Party
(Golden Lion 1, Strike):
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature and one adjacent ally
Duration: 1 round
When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target

Leaping Dragon
(Thrashing Dragon 1, Boost):
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start.

Offensive Roll
(Thrashing Dragon 1, Strike):
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Lucas must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. Lucas may move up to his full base speed, making the attack along any point of the moment.

Swift Claws
(Thrashing Dragon 1, Strike):
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Lucas can make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Tactical Strike
(Golden Lion 1, Strike):

Initiation Action: 1 standard action
Range: Melee attack; 10-ft.
Target: One creature
Duration: Instant
Lucas makes a melee attack against a foe; if successful, any ally he designates within 10-ft. of his position may make an immediate free 10-ft. movement without provoking attacks of opportunity.

Wyrmling's Fang
(Thrashing Dragon 1, Strike):
Initiation Action: 1 standard action
Range: Thrown
Target: One creature
Duration: Instant
Lucas must make a ranged attack against a target by throwing a light weapon with a range increment or a weapon from an associated Thrashing Dragon weapon group. If this attack is successful, the attack inflicts an additional 1d6 points of damage.

Inner Sphere Stance
(Thrashing Dragon 1, Stance):
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When wielding two weapons while in this stance, Lucas gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.

Phantom Sun Stance
(Solar Wind 1, Stance):
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, the initiator may make semi-real copies of arrows, bolts, bullets, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his person. Weapons that need reloading, such as crossbows and firearms, are fully reloaded as a move action (and if the character possesses the Rapid Reload feat, he may reload as a swift action). Magical properties, alchemical properties, or special materials of the ammunition are not copied, only the base properties of the ammunition (as if they were made of mundane steel with no special abilities or properties). Once the ammunition has been used, it disappears immediately after the attack. If the bow, firearm, sling, or crossbow making the attack has magical properties these are bestowed upon the ammunition. Thrown weapons copied by this stance are duplicates of the original, but do not manifest the material portion of the weapon, only its magical enhancements. Once these weapons are used, they fade away immediately after use. This is a supernatural ability.

Readied Martial Abilities:
(for full descriptions of these maneuvers see spoiler tags above)

1 Encouraging Roar (Readied) (Ex) Boost – For one round, all allies gain a +2 morale bonus to all attacks and damage.
1 Hunting Party (Readied) (Ex) Strike – Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Leaping Dragon (Readied) (Ex) Boost - Make an Acrobatics check to jump as a swift action with a +10 bonus.
1 Swift Claws (Readied) (Ex) Strike – Attack a single target with two wielded weapons.
1 Wyrmling's Fang (Readied) (Ex) Strike – Thrown weapon inflicts an additional 1d6 points of damage.

Stances:
1 Inner Sphere Stance (Su) Stance – When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Phantom Sun Stance (Ex) Stance – Generate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt.

Known Disciplines: The disciplines available to Lucas are Golden Lion, Solar Wind (Oncoming Storm, the lightning variant), Steel Serpent, Tempest Gale, and Thrashing Dragon.

Maneuver Recovery: To recover maneuvers, Lucas must spend a full-round action laughing intimidatingly. When he does so, he recovers a number of expended maneuvers equal to his privateer initiation modifier (minimum 2) and can make an Intimidate check to demoralize all opponents within 30 feet. This ability counts as the Dazzling Display feat for the purposes of meeting prerequisites and for effects or abilities that augment or alter the Dazzling Display feat. Alternatively, the privateer can recover a single maneuver as a standard action.

Acrobatic Gambit

  • * Risk: The warlord makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity. (swift action to declare, add half his Charisma modifier as a luck bonus)
  • * Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.
  • * Rake: a failed gambit causes Lucas to suffer a -2 penalty on all d20 rolls for one round.

Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. [smaller](swift action to engage, free action to maintain on subsequent rounds)

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Barking Irons (Ex) A privateer gains proficiency with firearms.

Clever Explorer +1 (Ex): Lucas gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Darkvision (60 feet) You can see in the dark (black and white only).

Deadly Strike (Ex): 1d6 (more with higher crit weapons, 3 rounds)

Deadly Strike details:
This activates whenever Lucas scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Charisma modifier (3 rounds). Deadly strike inflicts extra damage, to only this target creature, on all of Lucas’ attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter (effective level is -4 for privateer). When Lucas scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If he scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30 ft. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10’s. Damage multipliers higher than x4 use d10’s for deadly strikes damage.

Deadly strike may not be used with weapons that inflict non-lethal damage. Lucas must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. Deadly strike cannot be used while attacking a creature who has concealment.

Energy Resistance: Cold (5), Electricity (5), Fire (5)

Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Privateer Ploys (Ex) Ploys may be selected in place of Warlord gambits or bonus feats. See PoW:E, pp 56-57.

Sea Dog +1 (Ex): The privateer gains Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Profession (sailor), and Swim as class skills if they are not already class skills for the privateer. In addition, he gains a bonus on skill checks with these skills equal to 1/2 his class level.

Swash and Buckle (Ex): As long as the privateer is wearing a buckler or wielding a boarding axe, cutlass, rapier, or one-handed firearm in one hand, he reduces the penalties for fighting with two weapons by 1. He does not need to be wielding the same weapon in each hand to gain this benefit; a single one of the listed weapons is enough. At 12th level, he reduces the penalties for fighting with two weapons by an additional 1.

Tactical Presence (Ex): Adopting a presence is a move action, and only one may be maintained at a time.
Indomitable Presence: All allies within 30 ft. gain the benefits of the Diehard feat, and may add Lucas’ Charisma modifier as a morale bonus to Fortitude saves vs. death effects, fatigue or exhaustion effects, or poison effects.

Two-Weapon Fighting Penalties for TWF reduced to -4/-4 (further reductions for light weapons and other class features & maneuvers).

Uncanny Dodge (Ex): Lucas can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. Lucas can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

Weapon Finesse With a light or finesse weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.