Magus

Olenna Tucca's page

149 posts. Alias of polyfrequencies.


Full Name

Olenna Tucca née Bromathan

Race

| Init +8+1d6; Darkvision 60 ft, Low-light vision, See Invisibility; Perception +19 (+4 to locate traps), Sense Motive +12 | Inspiration: 7/8, Extracts (Lv1 0/5, Lv2 5/5, Lv3 2/3) | Mutagen (0/1)

Classes/Levels

| Harrow Points: 4 | Active: Imperial Conquest Benefits w/ Marcus, Barkskin, Heightened Awareness, See Invisibility, Tears to Wine, Dex Mutagen, Mons Phys I, Blessing of Fervor

Gender

Female Half-Elf Lamplighter Investigator 8 | HP 59/59 | AC 34 Touch 20 Flat 26 (+1 vs AoO) | CMB +11 CMD 22 (26 vs bull rush/trip) | Fort +7 Ref +15 Will +7 (+2 vs enchantment, +1 vs traps), Immune: Sleep | Speed 70 ft

Size

Medium

Age

35

Alignment

NG

Deity

Kelinahat, Tanagaar, Zohls

Location

Korvosa

Languages

Abyssal, Celestial, Common (Taldane), Draconic, Dwarven, Elven, Halfling, Infernal, Necril, Orc, Shoanti, Thassilonian, Varisian, Vudrani

Occupation

Lamplighter

Strength 10
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Olenna Tucca

Background:
The local elven embassador of the Mierani Forest, Perishial Kalissreavil, has long had a reputation for welcoming trysts with the bored young women of noble families of Korvosa. One such young woman was Domitia Bromathan, the younger sister of Lord Valdur Bromathan IV (current head of the house), who carried on an affair with Perishial for about the usual amount of time (for an elf) before Perishial got bored and moved on. By the time he moved on, Domitia was pregnant. She named the bastard daughter than she bore Olenna and raised her with the family’s not inconsiderable resources.

House Bromathan has had a long tradition of serving loyally in the Korvosan Guard or the Sable Company, and so it was expected that Olenna would follow in her family’s footsteps and join one of the two organizations when she came of age. And she did, though she went the long way about it. Olenna first attended the University of Korvosa to further her academic career, graduating with honors. She also graduated (unknown to her mother and most of her friends) pregnant with a daughter of her own, fathered by an aspiring author named Enzo Tucca. Although the two did eventually get married (weathering a scandal as Olenna took her commoner husband’s name, Olenna's behavior certainly did not earn her many friends in her noble circles.

Ten years later, Olenna, Enzo, and their daughter Catherine were getting by. Enzo had written two novels that sold reasonably well throughout Varisia, though his most recent novel had been savaged by critics as “droll and derivative”. Olenna did end up joining the Korvosan Guard after spending a couple of years focused on raising Catherine, working her way up with eyes towards becoming a Captain of her own squad. She was eventually assigned to a vice squad focused on infiltrating different gangs and exposing their operations. This brought her into contact with associates of Gaedran Lamm who had begun to sell the drug Shiver. In her undercover work, she was told that it was expected that she would probably have to sample some of these drugs. She did not realize just how addictive Shiver was, however. Olenna’s undercover work took a toll on her, her marriage, and her family.

In one of the dream fugues brought on by her use of the drug, she had a vision of Heaven where she was visited by three angels: one with wings of ebony, one with the face of an owl but the body of a man, and one with wings of always-smooth paper and braided chestnut hair. They told her that she was meant for the darkness, but not meant to be consumed by it. She was meant to bring light to the darkness, but to operate within the shadows when necessary. With a new mission in hand, she awoke and...had no idea what to do.

After she got clean (a harrowing process), she asked to be transferred from the vice squad to the Lamplighters. Technically, this was a demotion for her, her supervisors told her: a bad career move. She was on the fast-track to becoming Captain of the vice squad, while joining the Lamplighters would set her back years. She didn’t care. She was as a woman possessed. She began working with the Lamplighters and started the hard work of repairing her marriage and reconnecting with her young adolescent daughter. This work was still fresh and new when King Eodred Arabasti II died and Korvosa descended into chaos.

As Queen Ileosa Arabasti increasingly cut funding to the Korvosan Guard, Olenna has begun to worry about how her already-meager paycheck will be paid. Although Enzo is concerned that her work will take her away from him again, Olenna insists that she can do both: have a stable family and take care of the City. She has started to take on some additional work investigating incidents outside the purview of any of the official law enforcement platforms. As she has worked, she has started to pick up on something strange about this Blood Veil disease. She is once again a woman possessed and plans not to rest easy until she has gotten to the bottom of the mystery of this horrific disease.

Mother: Domitia Bromathan
Father: Perishial Kalissreavil
Husband: Enzo Tucca
Daughter: Cathaliel "Catherine" Tucca

Olenna Tucca née Bromathan
Female half-elf lamplighter investigator 8
NG Medium humanoid (elf, human)
Init +8+1d6; Senses low-light vision, darkvision 60 ft.; Perception +16 (+4 to notice traps)

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Defense
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AC 25, touch 16, flat-footed 20 (+6 armor, +3 shield, +5 Dex, +1 deflection); Mutagen AC 28, touch 17, flat-footed 22 (+6 armor, +3 shield, +6 Dex, +1 deflection, +2 natural)
hp 59 (8d8+14)
Fort +7, Ref +13, Will +8; +2 vs. enchantments; +1 vs traps
Defensive Abilities elven immunities
Immune sleep, AoOs from standing from prone

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Offense
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Speed: 30 ft.
Melee: +1 human-bane rapier +13/+8 (1d6+6/18-20), sap +11/+6 (1d6/x2 nonlethal)
Ranged: shortbow +11/+6 (1d6/x3)
Special Abilities: Alchemical Illumination (continual flame, daylight, discovery torch, light, searing light), Infusion, Inspiration (8/day, +1d6), Lamplighter (move action), Mutagen (80 minutes, +4 Dex, -2 Wis, +2 natural AC), Studied Combat (+4, swift, 4 rounds), Sickening Offensive, Studied Strike +3d6
Investigator Extracts Known (CL 8th; concentration +12) (spontaneous conversion)
3rd (3/day)—channel vigor, monstrous physique I, resist energy (communal) (DC 17); daylight, searing light
2nd (5/day)—barkskin, focused scrutiny, invisibility, lesser restoration, resist energy, see invisibility (DC 16); continual flame, discovery torch
1st (5/day)—alleviate addiction, enlarge person, false face, heightened awareness, long arm, reduce person, shield, tears to wine (DC 15)
0 (at will)—analgesic, hallucination, intoxication, sleep, sobriety, wakefulness (DC 14); light
1/day—Move up to 30 ft as immediate action
FCB (Lv 4-8): +1 formula at level below highest level possible
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Statistics
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Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 10
Base Atk +6; CMB +11; CMD 22 (26 vs bull rush & trip)

Feats: Combat Reflexes, Fencing Grace, Orator, Skill Focus (Linguistics), Weapon Focus (rapier); EitR bonus: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Drug Addict (campaign), Elven Reflexes (race), Pragmatic Activator (magic)
Skills: Acrobatics +11, Craft (alchemy) +15 (+8 to craft alchemical items), Disable Device +22 (+5 vs traps), Knowledge (dungeoneering, local) +15, Knowledge (religion, planes) +13, Knowledge (arcana, nature) +10, Knowledge (engineering, geography, history, nobility) +8, Linguistics +18 (can be used for Bluff to lie, Diplomacy to change attitude, or Intimidate to force cooperation), Perception +16 (+4 to notice traps), Sense Motive +11, Spellcraft +13, Stealth +14, Use Magic Device +15; Racial Modifiers Perception +2; FCB (Lv1-3): Skills
Languages: Abyssal, Celestial, Common (Taldane), Draconic, Dwarven, Elven, Halfling, Infernal, Necril, Orc, Shoanti, Thassilonian, Varisian, Vudrani
SQ: adaptability, alchemical illumination, alchemy, blended view, darkvision, elf blood, elven immunities, inspiration, investigator talents (alchemist discoveries [infusion, mutagen], quick study, sickening offensive), keen senses, lamplighter, low-light vision, ready for the revelation, studied combat (+4), studied strike +3d6, swift alchemy, trapfinding (+4)
Gear: +2 Belt of Incredible Dexterity, +2 Cloak of Resistance, +2 Darkwood Buckler, +2 Headband of Vast Intelligence (knowledge [dungeoneering]), +2 Mithral Chain Shirt, +1 Rapier, +1 Human-Bane Rapier, +1 Ring of Protection, Sap, Shortbow w/ 20 arrows, Short Sword, Masterwork Thieves’ Tools; Handy Haversack, Alchemy Crafting Kit, 8 Alchemist’s Fires, Mwk Manacles, Potion of Invisibility, Potion of Remove Disease, Sealing Wax, Investigator Formula Book, Stagger-Proof Boots, cracked dusty rose prism, Brooch of Blending, Lover's Bangle, Imperial Conquest, Alchemical Dye Kit, Disguise Kit, Perfume Kit, Eyes of the Eagle, Trapspringer's Gloves
172 gp

Special Abilities:
Lamplighter (Su): At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding.

Lamplighter Skills: Perform and Profession are not class skills for a lamplighter. This ability alters the investigator’s class skills.

Lamplighter (Su): At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. See AoNPRD for more. This character has been converted to be a spontaneous caster rather than a prepared one.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Alchemical Illumination (Sp): At 2nd level, as a standard action, a lamplighter can cast certain light spells by burning a magic extract, infusion, or potion of a spell of the same or greater level than the light spell in a lit lantern or torch. If the spell has a range of touch, the lantern or torch counts as the object touched. The spell’s DC, if any, equals 10 + spell level + the lamplighter’s Intelligence modifier. At 2nd level, the lamplighter can cast light and continual flame (24 hour duration). At 5th level, the lamplighter can cast daylight and discovery torch. At 8th level, the lamplighter can cast searing light. At 11th level, the lamplighter can cast judgment light. The lamplighter need not have an active judgment to cast this spell, can choose what color of judgment light is created, can use his alignment for golden light, and can select any element for copper light. This ability replaces poison lore, poison resistance, and poison immunity.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Mutagen: An alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.

Sickening Offensive* (Ex): When the investigator damages a studied target, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.

Ready for the Revelation (Ex): At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration. He can use his Intelligence modifier in place of his Dexterity modifier on initiative checks. At 6th level, if the lamplighter has Quick Draw, he can draw a weapon as part of his initiative check. At 9th level, the lamplighter isn’t flat-footed before he acts in the first round of combat. At 12th level, the lamplighter adds his Intelligence bonus as well as his Dexterity bonus to initiative checks. At 15th level, the lamplighter can act last during the surprise round even if he is otherwise unaware combat has started. At 18th level, the lamplighter is not limited to just a move or standard action during the surprise round—he can act normally. This ability replaces keen recollection and trap sense.

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.

GM Questions:
How does she feel about Kroft?
  • Field Marshall Kroft is a good leader, but she seems like she had been particularly stressed out lately. Cressida has never given Olenna any reason not to trust her, and so Olenna remains committed to her. As long as Cressida continues to serve Korvosa, Olenna will continue to serve Cressida.
    How does she feel about the King?
  • King Eodred II was a decent king. He wasn’t the worst monarch in Korvosa’s brief history (that would be King Chadris Porphyria III), but he was also far from the best. And he was king during most of Olenna’s lifetime, so he’s really all that she has ever known personally. She knows that he had a reputation as a spoiled lecher, but he did some good things for the city, too. She was honestly surprised it took him as long to die as it did, though she never believed for a moment that that poor artist girl murdered him. If anything, he probably keeled over from a heart attack from too much blood rushing to the wrong place at the wrong time.
    How does she feel about the Queen?
  • She’s certainly pretty, but she’s also so young and inexperienced to be running a whole city. It’s a good thing that Korvosa’s monarch doesn’t have absolute power, so that she can rely on the advice of the many nobles for how to handle things. Olenna has to admit that some of the Queen’s policies have been shortsighted. Cutting the funding of the Korvosan Guard has been hard, and Olenna doesn’t understand why that decision was made.
    How does she feel about the Guard?
  • Olenna is a proud Lamplighter. Although their numbers have dwindled in the last year, the Korvosan Guard remains one of the oldest and most storied lines of defense for Korvosa, and it will continue to be as long as there are Guardsmen to draw breath.
  • Olenna pities her colleagues who have left the Guard. Yes, times have gotten hard, but they swore an Oath! Hell, her own uncle Valdur had played a role in her induction ceremony over a decade ago. This isn’t just a job: it’s a calling.
    What did she do in the 11 months since the king died?
  • Olenna has been serving the Lamplighters and the Korvosan Guard dutifully. As her colleagues quit or stopped showing up for work, she knew that she had to provide continuity and security for the populace. But it’s been challenging. Crime is up. Morale is low. Pay is decreasing. Food and other basic supplies are getting expensive. And with the Blood Veil, there are even more dangers about.
  • There have been some people who have needed help, but who either can’t or don’t want to go through official channels. Olenna has slowly developed a side hustle as a private investigator for these people. It takes up many evenings and weekends, but it’s worth it to have a bit of extra cash on hand to supplement the meager Guard income and keep bread on the table for her family. It’s also worth it to provide people who need it with aid.
  • A few of these side jobs have led Olenna to a theory about Blood Veil. I leave the specifics of her theory to you as the GM as a way to hook her into the story, as I have no idea what the disease is, only that it’s important.
  • One thing that she has not done is actively seek out her family. She hasn’t been disowned, of course—having a child out of wedlock was reasonably common among Korvosan nobility—but she isn’t exactly warm with her cousins at the moment.
    How is she protecting herself and her family from Blood Veil?
  • Of all the subjects that Olenna studied at the University of Korvosa, she was the most adept with alchemistry. It’s amazing what sorts of things you can make with household cleaning chemicals and a comprehensive textbook. (For their faults, the people she met during her time on the Vice Squad also seemed to know a slew of ways to do strange things with random items lying about.) She has been brewing up a variety of useful concoctions to protect Enzo, Catherine, and herself during this epidemic.
  • Harrow Point Uses:
    Arcane Wrath: A PC with levels in a class that grants bonus spells based on his Intelligence score can spend a Harrow Point to increase the power of a spell from that class’s spell list as he casts it. He increases the DC of that spell by 2 and gains both a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on any attack rolls for that spell.

    Flash of Insight: A PC can spend a Harrow Point to attempt a check for a skill that requires training and in which he has no ranks. He gains a one-time +5 insight bonus on this check.

    Intelligence Rerolls: A PC can spend a Harrow Point to reroll an Intelligence-based check. He must abide by the new result (although if he has additional Harrow Points remaining, he can use them to attempt additional rerolls).