Eagle Knight

Nicola Vlasko Grey's page

101 posts. Alias of SecSeibzehn.


Full Name

Nicola Vlasko Grey

Race

Human

Classes/Levels

Witch 4

Gender

Male

Size

6'1"

Age

31

Alignment

Lawful Good

Deity

Desna

Location

Nidal!

Languages

Common, Varisian, Aklo, Abyssal

Occupation

Traveller

Strength 11
Dexterity 5
Constitution 15
Intelligence 18
Wisdom 10
Charisma 12

About Nicola Vlasko Grey

Nicola is an aging Varisian man who carries himself with dignity despite his heavy reliance on a thick darkwood crutch. Covered over with tattoos and markings, his body looks like an errant wall on a city street, overlapping words and images forming a patchwork strangeness across his body-- the only clear image is a tatoo of a seven-pointed star on the back of his neck. A white-and-black ferret lays across his shoulders, tangled in his scarf; It's almost mistakable for an accessory until it yawns, bearing long fangs.

Personality:
Nicola is a person who does what he says, honors his word and hates dishonesty. Helping people is second nature to him, and leaving someone behind is impossible. He views himself as a very experienced person and tries to give advice whenever he feels it's needed, and especially when it isn't. Nicola would rather die than compromise his morals, and his ordeal at the hands of some greater power has not changed this, but only cemented his stubborn viewpoint. Nicola humors, but does not respect everyone: he saves his loyalty for those who prove it first. As a Varisian, he is a storyteller, and loves overexaggerating anything he can twist into a parable or anecdote.

Statistic Block:

Nicola Vlasko Grey
Male human witch 4
LG Medium humanoid (human)
Init +1; Senses Perception +2
-Defense---------------------------------
AC 12, touch 8, flat-footed 12 (+4 armor, -3 Dex, +1 deflection)
hp 33 (6+(6, 1, 4)+8+4+4)
Fort +4, Ref +1, Will +5; +1 vs charm and compulsion
-Offense---------------------------------
Spd 30 ft.
Melee masterwork darkwood club +3 (1d6) or starknife +2 (1d4)
Special Attacks hex (cackle, misfortune, evil eye, flight) DC 16
Spells Prepared (CL 4th, +8 concentration)
2nd - symbol of mirroring, blindness (DC 16), dust of twilight (DC 16)
1st – faerie fire, ill omen, charm person (DC 15), bungle (DC 15)
0 – dancing lights, detect magic, daze (DC 14), message
Patron stars
-Statistics------------------------------
Str 11, Dex 5, Con 15, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 10
Feats Toughness, Improved Initiative, Extra Hex (flight), Alertness*
Skills Heal +4, Intimidate +8, Knowledge (arcana, nature, planes) +11, Knowledge (dungeoneering, religion) +5, Spellcraft +11, Sense Motive +10, Use Magic Device +5 All skills listed are class skills.
Traits World Traveler (sense motive), Varisian Tattoo
Languages Common, Varisian, Aklo, Abyssal
Gear spell component pouch, masterwork darkwood club, wand of mage armor (48 charges), +1 cloak of resistance, +1 ring of protection, spellbook
Special Abilities patron (stars), witch's familiar (weasel)

Austus, the War-Weasel:

Austus the War-Weasel
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
-Defense---------------------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 16 (4d8*)
Fort +2, Ref +4, Will +5;
Defensive Abilities improved evasion
-Offense---------------------------------
Spd 20 ft., climb 20 ft.
Melee bite +6 (1d3-4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting bite damage each round.
-Statistics------------------------------
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +0(+2); CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
Master's Skills Heal +2, Intimidate +1(-3 on small or larger), Knowledge (arcana, nature, planes) +2, Knowledge (dungeoneering, religion) -1, Spellcraft +2, Sense Motive +5, Use Magic Device -2
Languages -
Special Abilities witch's familiar (weasel), alertness, share spells, empathic link, deliver touch spells

Traits:

Varisian Tattoo[Link]
Source Varisia, Birthplace of Legends pg. 8
Requirement(s) Human - Varisian
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

World Traveler [Link]
Source Advanced Player's Guide pg. 1, Legacy of Fire Player's Guide pg. 8
Requirement(s) Human
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Gear; Gold, consumables, items:

Masterwork Backpack
-Witch's Kit: This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. (21gp)
-Deluxe Dungeoneering Kit: A deluxe dungeoneering kit contains two
candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch. (130gp)
- hooded lantern (7gp)
- ten pints of oil (1gp)
- compass w/ hidden holy symbol of Desna (17gp)
- traveler's outfit
- pocketed scarf (8gp)
- 2 doses of antiplague (100gp)
- spellbook (filled with gibberish) (15gp)

Wearing:
Torso: Explorer's outfit (10gp)
Belt:
Carrying: masterwork darkwood club (330gp)

Consumables
-elixir of vision (250gp)
-dust of tracelessness (250gp)
-scroll of cure moderate wounds (150gp), with symbol of mirroring cast inside the fold (Used)
-two potions of cure light wounds (100gp)
-two alchemist's fire (40gp)
-healer's kit (10 stock) (50gp)

Gold
41gp 0sp 0cp
Spent
0pp 5959gp 0sp 0cp

Spells Cast:

2nd - 3 remaining out of 3
1st - 3 remaining out of 4

Spellbook:

2nd – see invisibility, blindness/deafness, mad hallucination, perceive cues, dust of twilight, hidden speech, detect thoughts, zone of truth, glitterdust
1st – bungle, charm person, comprehend languages, ill omen, youthful appearance, ear-piercing scream, ray of enfeeblement, sleep, faerie fire, lock gaze, peacebond, forced quiet, interrogation
All cantrips

Non-Spoilered Resource Block
[*ooc]HP: ~ out of ~[/ooc]
[*ooc]AC: 12, touch 8, flat-footed 12[/ooc]
[*ooc]Buffs:[/ooc]
[*ooc]Debuffs:[/ooc]

Background:

Nicola is from the Immortal Principality of Ustalav, the home of Tar Baphon the Whispering Tyrant. He came south to Nidal in a caravan and stayed to help the Whispered Song, a group of Desna worshippers who sought an end to oppression in Nidal.
When on a raid to free slaves from a lumber colony, he and several freed slaves were separated from the main group and escaped into a forest. There, the stars became overcast and they found themselves lost. Just before the sun rose, turned and confused about, they came upon a crossroads. One way would lead back to the camp, and the other would lead away-- but with the stars hidden, they had no way to know which was which. Nicola prayed to Desna for guidance at the crossroads and was offered a choice: freedom for the slaves and eternal binding for himself, or freedom for himself and eternal slavery for the slaves. He chose the former, and was struck by inspiration-- the clouds parted, sundering the darkness, revealing a single guiding star.
Following it, he led the slaves to the Whispered Song's hidden bolthole and to safety, but when the sun rose, his left leg stiffened, heavy. Sometimes he can feel a heavy manacle resting upon his ankle, and his wrists are burdened by the weight of chains. Disabled by strange illness, could no longer help the freedom network, and left to set out on his own.
Nicola knows that he has sold his spirit to something strange and otherworldly. Possessing a minor talent with arcane magic, he found that it flows liberally from him now, unburdened by his lack of formal training. When he passed the crossroads a second time, he met his companion: a ferret, who he named Austus. He knows that it speaks to him. When the stars are out, the noble creature stares into his eyes, and he cannot help to think that it has been sent to guide him.