Kaerishiel Neirenar

Lucas Frigidum's page

77 posts. Alias of Void Dragon.


Race

Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30

Classes/Levels

Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

About Lucas Frigidum

Crunch:

Lucas Frigidum

Class: Inquistor 2 (Heretic) Alignment: CN
Age: 20 Height: 6' Weight: 200 lbs
Hair: White Eyes: Green
Deity: Desna (he hopes) Inquistion: Heresy

Init: +8, Senses: none, Perception +8

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DEFENSE
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AC 18, touch 15, flat-footed 13 (+5 dex, +0 natural, +3 armor)
HP 16 (2d8)
Fort +3, Ref +5, Will +6

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OFFENSE
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Speed 30 ft
Space 5 ft, Reach 5 ft

Melee Longspear Attack +3 Damage 1d8+3 Type P Special reach, brace

Ranged Mwk +2 SR Longbow Attack +6 (+4 if using Raining Arrows) Damage 1d8+2 Type P (B if using blunt arrows) Range 110 ft. Ammunition Durable Arrows (20); Blunt Arrows (40); Raining Arrows (2); Trip Arrows (1) Special: Acts as if target was hit with a vial of holy water (Raining Arrow); Make a +5 CMB check to trip the target if the check fails the target cannot try to trip in response (Trip arrow)

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STATISTICS
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Str 14, Dex 20, Con 10, Int 11, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 18

Feats: Point-Blank Shot, Precise Shot

Traits:
Reckless
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Inspired
Benefits: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Improvisational Equipment
Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

Drawback:
Cruelty
Effect: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

Skills ( 8 ranks per level (6 base +0 int +1 skilled, +1 FC; 16) (1)Acrobatics* +10 (1 rank, 3 class, 5 dex, 1 trait)
(0)Appraise
(1)Bluff* +20 (1 rank, 3 class, 3 wis, 3 wis, 10 item) (+15 to feint) (+5 to pass secret messages)
(0)Climb
(2)Craft (Weapons)* +5 (2 rank, 3 class, 0 int)
(1)Craft (Armor)*+4 (1 ranks, 3 class, 0 int)
(0)Diplomacy
(0)Disable Device
(0)Disguise
(0)Escape Artist
(0)Fly
(0)Handle Animal
(1)Heal* +7 (1 rank, 3 class, 3 wis)
(1)Intimidate* +8 (1 rank, 3 class, 3 wis, 1 morale)
(0)Knowledge (arcana)
(0)Knowledge (dungeoneering)
(0)Knowledge (engineering)
(0)Knowledge (geography)
(0)Knowledge (history)
(0)Knowledge (local)
(0)Knowledge (nature)
(0)Knowledge (nobility)
(0)Knowledge (planes)
(1)Knowledge (religion)* +4 (1 rank, 3 class, 0 int)
(0)Linguistics
(2)Perception* +8 (2 rank, 3 class, 3 wis)
(0)Perform
(0)Profession*
(0)Ride
(2)Sense Motive* +9 (2 rank, 3 class, 3 wis, 1 morale)
(0)Sleight of Hand
(0)Spellcraft*
(2)Stealth* +13 (2 rank, 3 class, 5 dex, 3 wis)
(2)Survival* +9 (2 rank, 3 class, 3 wis, 1 track)
(0)Swim
(0)Use Magic Device

Languages: Common

SPELLS PER DAY/ SPELLS KNOWN:

Spells Known
0: 5 (create water, detect magic, detect poison, disrupt undead, stablize)
1st: 3 (cure light wounds, bowstaff, hide from undead)

Spells Per Day
0: unlimited
1st: 3

TRACKED RESOURCES:

Candles (10)
Torches (10)
Trail rations (11) (6 eaten, 4 paid for entry, 1 left)
Blunt Arrows (40)
Durable Arrows (20)
Raining Arrows (2)
Trip Arrows (1)

Class Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Inquisitions: While inquisitors often take on the domains permitted to the clerics of the faith, they are privy to special lore not open to priests and other agents of their religion. These divine pursuits, called inquisitions, grant inquisitors the tools necessary for the fight against enemies of the faith.

An inquisitor may select an inquisition in place of a domain. If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier.

Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level. Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character's deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. These other classes use the appropriate class level as their inquisitor level for the purpose of inquisition granted powers (clerics use their cleric level as their inquisitor level, and so on).

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Hide Tracks (Ex): At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Judgements Available:

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 three inquisitor levels she 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 judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

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

Piercing: This judgment gives the inquisitor great focus and makes her 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 three inquisitor levels she 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 five inquisitor levels she 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 her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she 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 judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment 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, she 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).

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

GEAR/POSSESSIONS:

Mwk +2 SR Compostie Longbow 600 gp.
longspear 5 gp.
Blunt Arrows (40) 4 gp.
Durable Arrows (20) 20 gp.
Raining Arrows (2) 60 gp.
Trip Arrows (1) 25 gp.
Studded Leather 25 gp.
Mask of Stoney Demeanor 500 gp.
Trail Rations (6) 3 gp.

RANGER'S KIT
Price 9 gp;
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Fishing net 4 gp.
Holy Symbol Golden 100 gp.

Currency: 0 GP 0 SP 0 CP

NOTES:

Quirks and Flaws: Lucas constantly talks to himself, and to people who aren't even there. He is also constantly finding new scars that he cannot remember where they came from, but he doesn't seem to care much. He has a cruel streak and is not above leaving someone in a horrible position if the voices he speaks to think that they deserve it.

Abilities Gained and growing into: Lucas has gained a divine connection with some god or goddess and he keeps hunting in the hopes of finding out what he has done wrong. He also found himself changing ever so slightly each night as the darkness seems to welcome his eyes more and more. He doesn't know what is causing these changes.

Followers: Dr. Stein is an alchemist who has come to enjoy experimenting on both humans and undead. He and Lucas met when Lucas found Dr. Stein looking for more supplies. Both of the men recognized that they had something the other needed and they agreed to work together. Dr. Stein proved to be an invaluable resource for Lucas as he knew many things that Lucas didn't. Stein also enjoyed Lucas's company because he had begun experimenting on him. Dr. Stein wanted to see if he could turn Lucas into an undead creature as well while preserving his skills. Dr. Stein didn't like Sister Lucia at first, but now he is thinking up ways to turn them both into undead.

Lucas's other companion is a naive nun named Sister Lucia. Sister Lucia is a nun from the modern world, and she preached for peace between the two worlds until Harvest Day came. After that day she and her fellow sisters were forced to try and help people through this tough time. Lucas met Sister Lucia due to her monastery being attacked. Lucas and Dr. Stein were walking through the forest when they heard Sister Lucia's cry for help. Lucas rushed off to help and found that her monastery was under attack from undead. Lucas wanting to help drove the undead back, but by that time Sister Lucia was the only survivor. Dr. Stein simply wanted to leave her there, but Lucas offered her a place in their small group. She accepted and began traveling with them. Sister Lucia is still a nun even after having seen such horror though she has some personal questions about her faith in this new world of magic. The fact that she has any faith at all makes Lucas envious of her, but he still has some prejudices against her since she is from the modern world. Sister Lucia is slightly frightened of Dr. Stein, but she believes that he is a good soul. Sister Lucia is not only a good speaker, but she also extremely lucky as a result of her faith.

Plot Hook: Lucas isn't sure that the goddess he is following is actually Desna and he is constantly on the lookout for anything that could tell him once and for all if he is or isn't blessed by the goddess of luck. He also wants to find and pay back the necromancer who made him kill his own family and who murdered his son.

BACKGROUND:

Lucas grew up in a small village being the son of the only blacksmith in town. His mother had died in childbirth, and his father Vamos had no time for his son instead focusing on his work. Lucas didn't care that his father ignored him most of the time as he was perfectly fine with the way his life had been going. He had enough food to eat at night, and that was enough for him until one day he saw a girl being harassed by two older boys. Lucas charged them hoping to make them leave the girl alone. He wasn't actually able to beat them, but they left after kicking him around. The girl, Samantha, thanked him and help bind his wounds. She smiled as she helped him back to his father's house, and Lucas was instantly smitten with her kindness.

Lucas began to pay attention on how to use bows so that he could guard Samantha from any more bullies without having to get close to them. Lucas was able to continue guarding her for several years, and he even married her. They were happy for four years, and they had a son named Adam. It was a perfect life until the night of the Merging came.

With the merging came the realization that there were more humans out there, but this did nothing to comfort Lucas. The new humans had shown themselves to be fiends and they quickly began conquering peaceful lands. Lucas and his family were in a small farming village, and they went unnoticed. This was in part because Lucas would go out and hunt down any humans who were from the modern world who intruded upon his home. They would have eventually been found regardless, but then Harvest Day changed the entire world.

On that fateful night Lucas came back home from protecting the village to witness his father, and wife standing over the dead bodies of his son. The arcane signs that marked his son in his blood burned Lucas's eyes, and without waiting he charged at the woman he had once loved. Lucas was able to slay his wife instantly, but his father proved to be a harder foe. Vamos was not only a master at making weapons, but also in using them. He almost crushed Lucas down then and there, but Lucas was able to roll over and get to his father's latest work a simple longspear. Picking up the shaft and stabbing it around Lucas blindly pierced his father's heart, and then sat there for a moment weeping at what had happened. It was during that time when Lucas looked up and saw a masked figure standing in the room. The figure just smiled behind the mask, and explained how Lucas had been under a spell the entire time, and that his son had actually been alive. Lucas had murdered his wife, and father for no reason. As Lucas stared at this figure with horror the masked man pulled back his cloak to reveal Adam, and then he slit the boy's throat from ear to ear. Lucas rushed forward, but it was already too late. Lucas cradled the body of his son as his lifeblood spread across the floor. The man in the mask laughed and unleashed a spell that made Lucas cry out in pain as the floor rushed up to meet him. Luckily the sweet darkness of unconsciousness made it so Lucas didn't see the angry ghosts anymore. A hours later Lucas left the house, and burned it down signing up for the nearest militia he went out to combat the new armies of the Elder God. He didn't care about living, he just wanted to take down as many undead as possible before he went. during his time traveling he felt a connection with a god that he assumed was Desna because of his travels, and he devoted himself to her in the hopes that she would grant him power to kill more undead. He became a hunter of both men and undead in the army, and he devoted each new kill to Desna. He continued to travel with the army until the battle of the Black Hill.

On the slopes of the Black Hill several necromancers had begun to raise up an army of corpses. The army had been sent out to stop them before they could complete the deed, and Lucas was sitting in the back with the archers. The necromancers had a sizable undead host waiting for the army, and it was to be upon the hill that they would clash. Without fear Lucas glanced out at the approaching zombie horde, but his comrades weren't so hungry for death. They cried out in horror, and half the army turned around and ran. Lucas glared at his fellows before he realized that if he didn't run as well he would die without killing many zombies. Running to the side of the army with a few comrades Lucas found a defensible hill, and stayed there for the entire night. Most of the horde went down, and destroyed the army. The brave men were quickly overrun and the cowards couldn't flee fast enough to outpace an unliving horde. Lucas even saw the commander of the army in his fine golden armor slain as he made a last stand when a winged horror came down and picked him up before dropping him from over 300 ft. in the air. Lucas and his comrades racked up a mountain of skulls on that night, but they couldn't hold out forever. One by one his fellow soliders died as they were dragged down into the abyss except for Lucas. Lucas remained firing his arrows until he ran out and then he charged with his longspear. The rest of the night became a black and red swirl of colors and shapes. When morning came Lucas was all alone once again, but his connection with his deity has gone silent. Lucas knew that he would need supplies if he was to hunt more, and find out what happened to his connection. He quickly began scrounging supplies from his dead comrades. He replenished his arrow supply and got a nicer set of studded leather. Leaving the battlefield Lucas began exploring the world that was left after the Harvest Day.

APPEARANCE:

Lucas stands in rugged gear with a longbow slung over his shoulder. He carries many different types of arrows for hunting, and he keeps them all ready at a moments notice. His studded leather armor looks like it has seen better days, and his longspear looks like it is almost falling apart. His most striking feature is his hair which is pure white due to a chance meeting with a necromancer. Lucas's green eyes always seem to dart from one corner to the next never letting him experience a moments rest.

PERSONALITY:

Lucas is very obsessed with hunting since the loss of his wife, and child. Hunting has become his life, and he no longer makes such a big distinction between hunting people and undead. Lucas knows that he overlooks many other paths, so he allows other to make plans because as long as he can hunt in the end he is happy. He hopes that he still follows Desna's path, but he fears that he is serving some other deity.

Dr. Stein stats/backstory:

Cruel Alchemist
Human alchemist 1 (Reanimator)
LE Medium Humanoid (human)
Init +2; Senses Perception +4
DEFENSE

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0
OFFENSE

Speed 30 ft.
Melee dagger +2 (1d4+1/19–20)
Ranged bomb +2 (1d4+3/20)

Extracts prepared: Shield
Mutagen prepared: Dex (+4 dex, +2 natural armor, -2 wis for 10 minutes)

TACTICS

During Combat Dr Stein downs his extract of shield if enemies appear close then he attempts to use bombs, but if that cannot happen he downs his extract and fights defensively.

STATISTICS

Str 12, Dex 15, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse, Skill Focus (Stealth), Brew Potion (Bonus Feat)
Skills Craft (alchemy) +7, Disable Device +6, Heal +4, Knowledge (arcana, nature) +5, Perception +4, Stealth +9
Languages Common
Combat Gear dagger; Other Gear studded leather, formula book, backpack, trail rations 5 (3 eaten 2 paid for entry, 0 left)

Stein is a man fascinated with death. He enjoys experimenting on undead trying to make them experience death and he experiments on the living trying to bring them closer to death. He has already unlocked several secrets about the undead, but he wants more as he seeks greater and darker knowledge. He has already learned to speak with intelligent undead and has made several deals with ghouls and ghasts in an effort to get reagents to turn people into undead. He is currently working on turning Lucas into an undead, but progress is slow as he must take care to work only when he is sure that it will be safe.

Sister Lucia stats/backstory:

Human expert 1
NG Medium humanoid (human)
Init +1; Senses Perception +6
DEFENSE

AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex)
hp 4 (1d8)
Fort +0, Ref +1, Will +4
OFFENSE

Speed 30 ft.

TACTICS

During Combat Sister Lucia calls for help and retreats behind Lucas.

STATISTICS

Str 8, Dex 13, Con 10, Int 12, Wis 15, Cha 16
Base Atk +0; CMB –1; CMD 11
Feats Run, Skill Focus (Heal)
Skills Diplomacy +7, Handle Animal +7, Heal +9, Knowledge (history, local, nobility) +5, Perception +6
Languages Common
Combat Gear ; Other Gear healer's kit, wooden holy symbol, holy text

Sister Lucia grew up and joined her monastery at a young age. She felt good when she helped people and she continued to do so even after the Merging and The Harvest Day. Sister Lucia never learned how to fight and she doesn't know how. She does have some classical training and she know quite a bit about healing people.