Baron Hannis Drelev

Lucien Fesch's page

248 posts. Alias of Nikolaus de'Shade.


Full Name

Lucien, Comte de'Fesche

Race

|HP: 6/25| AC: 18 (12 Tch, 16 Fl) | CMB: +6, CMD: 18 | F: +7, R: +6, W: +6 | Init: +2 | Dip/Per +9, DD +11, SM +6

Classes/Levels

| Speed 30ft | Smite 0/1; LoH 2/4 (d6); Armor 3/4 | Falc +7, 2d6+4, 18-20. Pistol +5, d8. x4. | Active conditions:

Age

30

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

About Lucien Fesch

Lucien, Comte de’Fesche
Oathbound Legate Paladin 3 (Oath Against Grotesquery)
LG Medium Humanoid (Tiefling)

Init +2 (+2 Dex)
Senses: Perception +9, Darkvision (60ft).

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)

HP 25/25 [(10+1)+2*(6+1)]

Fort +7 (3 base, +1 Con, +3 Cha)
Ref +6 (1 base, +2 Dex, +3 Cha)
Will +6 (3 base, +0 Wis, +3 Cha)

OFFENSE
Falchion +7, 2d6+4, 18-20.
Pistol +5, d8, x4.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

Base Atk +3 (+3 Paladin)
CMB 6 (3 BAB, 3 Str)
CMD 18 (10, 3 BAB, 2 Dex, 3 Str)

STATISTICS
Str 16 (+3) (14 base, +2 racial)
Dex 14 (+2)
Con 13 (+1)
Int 10 (+0) (12 base, -2 racial)
Wis 10 (+0)
Cha 16 (+3) (14 base, +2 racial)

FEATS
Display of Heroism [Theme]: Once per combat you may assist an ally who is imperiled. As a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. You can lift the ally to his feet if he is prone. If he was dying, your presence stabilizes him and allows him to become disabled instead of unconscious. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your next turn.
If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.
Power Attack [Level 1]: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Cunning [Level 3]: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

TRAITS
Eyes and Ears of the City [Religion]: You gain a +1 trait bonus to Perception and it is always a class skill for you.
Trap Finder [Campaign]: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

SKILLS
Diplomacy +9 (3 ranks, +3 Cha, +3 class)
Disable Device +11 (3 ranks, +2 Dex, +3 class, +2 racial, +1 trait)
Handle Animal* +8 (2 ranks, +3 Cha, +3 class)
Linguistics* +1 (1 rank, +0 Int)
Perception +9 (3 ranks, +0 Wis, +3 class, +2 racial, +1 trait)
Profession Soldier* +6 (3 ranks, +0 Wis, +3 class)
Sense Motive +6 (3 ranks, +0 Wis, +3 class)

Total Points: 18 [3x(2 Paladin + 0 Int + 1 Cunning + 1 FCB + 2 background)]
AC penalty is 0

LANGUAGES
Common, Danoran, Elven.

EQUIPMENT
Large Masterwork Falchion (375gp)
Masterwork Pistol (62.5gp)

42 gold 5 silver 0 copper

SPECIAL ABILITIES
Darkvision: Tieflings can see perfectly in the dark up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Skilled: Demon-Spawn Tieflings gain a +2 racial bonus on Perception and Disable Device checks.
Variant Ability 16: You have over-sized limbs, allowing you to use Large weapons without penalty.

Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Beauty Unyielding: At 3rd level, a paladin gains spell resistance equal to 11 + her paladin level, but only against non-harmless transmutation effects. This spell resistance can be lowered as a standard action. Additionally, whenever the paladin would take Charisma damage or suffer Charisma drain, she reduces the amount of damage or drain by 1 (minimum 0).
This ability replaces divine health.
Celestial Armor: At 3rd level, a legate can conjure armor as a standard action. This ability acts as the spell instant armor, using her paladin level as her caster level, except as follows.
At 6th level and every 3 paladin levels thereafter, the armor gains an additional +1 enhancement bonus. These bonuses can be used to add any of the following armor special abilities: champion, fortification (heavy, light, or medium), invulnerability, or spell resistance (13, 15, 17, or 19).
In addition, the legate can grant her armor the energy resistance special ability at the cost of a +3 bonus, the improved energy resistance special ability at the cost of a +5 bonus, or the righteous special ability at a cost of a +4 bonus. The armor must have least a +1 enhancement bonus before any special abilities can be added. The bonus and special abilities granted are determined when this ability is used and cannot be changed until this ability is used again. If the legate has a steed bond and is riding her steed, she can include her steed when summoning celestial armor, granting the steed barding with the same bonuses and special abilities as her own.
The legate can use this ability a number of times per day equal to her Charisma bonus plus half her paladin level.

This ability replaces mercy.
--------------------
Background
--------------------
”They are magnificent.” Lieutenant The Comte de’Fesche said sadly, watching as the Riser forces retreated slowly from the Danoran assault. ”They are outnumbered twelve to one, their mages are dead and they have no choice – and yet still they fight. They are men of honor, do you not agree mon Capitan?”

”Indeed they are.” Captain Duboix agreed, her eye fixed to her telescope. ”Magnificent, foolish and doomed. They have no retreat here and they will not surrender. See?” Even as the officers watched one of the Riser wounded, left behind by his battalions’ retreat, rose from a pile of corpses to meet the advancing Danorans with his sword. He fell again, hit by a pistol bullet almost immediately, but his courage has been matched by every Riser casualty on the field.

”Non Alix. I cannot allow this any more.” The Comte said. He spurred his horse forward calling loudly as it carried him into the firing line. ”Cessez le feu! Cessez le feu!”

”Mon Dieu Lucien! You fool! Cessez le feu!” Duboix echoed the call behind him and, faced with the shouted instructions from their officers, the men lowered their weapons and watched in confusion as their lieutenant rode straight up to the Riser lines.

”You courage is superb gentlemen.” The Comte greeted the survivors. ”Such bravery does not deserve to die on the battlefield. You will shoulder your arms please and we will retreat together to the Riser held territory.”

**************************************
The return of the seventh company was a three day wonder in the Fourth Yerasol War and Lieutenant the Comte de’Fesche, who surrendered his person having accompanied the company through the Danoran lines, a minor cause celebrite.

Shipped back to the mainland Lieutenant Fesche spent six months on parole in Flint before taking advantage of the peace to do something unusual – join the Royal Homeland Constabulary. Although a foreigner and enemy by birth his enthusiasm for order, justice and the newly signed peace had him passing the screening procedures with flying colors.
--------------------
Appearance
--------------------
Lucien would be classically handsome in the slightly dark Danoran fashion were it not for two things – his obviously fiendish features and his war wounds. His horns, which jut upwards from his skull and make wearing hats difficult are simply irritating. His tail, long and remarkably flexible, is conversely rather useful – capable of acting as a third hand in important moments. Still, both mark him out as extremely different.

His facial scar, a long cut from his left ear to his jaw, marks Lucien as a veteran of the wars. Getting out with merely a scar and a chunk of his ear missing is better than many of his fellow soldiers managed – a fact which Lucien is quick to point out when needed. However there is truth to the phrase that ‘women love scars’ so it isn’t all doom and gloom for the tall, darkhaired tiefling.

--------------------
Personality
--------------------
Lucien’s most positive attributes are those of a knight errant; courtesy, chivalry, mercy and an unyielding sense of fair play. These make him more idealistic than most members of the Royal Homeland Constabulary and have landed him in trouble more than once – leading directly to his being taken prisoner for example. However they also make him an engaging and measured speaker, who can often command a rooms attention, not through force of personality but simply through politeness and attentiveness in conversation.

His idealism would easily be his worst flaw – merciful to a fault Lucien will almost always give foes a chance to surrender, even when practicality would suggest otherwise and he has difficulty with the less clear-cut cases that the RHC sometimes has to deal with. He is also alarmingly interested in the opposite sex and has only escaped a number of embarrassing incidents through a combination of good humor and sincere apologies.