About Orlan KedzierskiQuick Crunch (I will type this up more nicely if selected:
Orlan Kedzierski Male halfling investigator (empiricist) 3/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125) CG Small humanoid (halfling) Init +4; Senses Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size) hp 36 (4 HD; 3d8+1d10+8) Fort +4, Ref +9, Will +5; +2 vs. fear Defensive Abilities trap sense +1 -------------------- Offense -------------------- Speed 30 ft. Melee +1 rapier +9 (1d4+4/18-20) Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4) Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +6) . . 1st—cure light wounds, heightened awareness[ACG], shield -------------------- Statistics -------------------- Str 11, Dex 16, Con 14, Int 16, Wis 10, Cha 12 Base Atk +3; CMB +2; CMD 15 Feats Combat Reflexes, Fencing Grace[UI], Weapon Focus (rapier) Traits freed slave (andoran), tactician Skills Acrobatics +10, Bluff +6, Climb +4, Craft (alchemy) +10 (+13 to create alchemical items), Diplomacy +6 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +13, Intimidate +1 (+3 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light), Perform (sing) +5, Profession (cook) +4, Sense Motive +10, Spellcraft +8, Stealth +14 (+16 while benefit from concealment or full concealment due to darkness or dim light), Swim +4, Use Magic Device +8; Racial Modifiers +2 Perception Languages Common, Dwarven, Elven, Gnome, Halfling, Hallit SQ alchemy (alchemy crafting +3), ceaseless observation, dimdweller, inspiration (4/day), inspired panache, investigator talent (mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 30 minutes), trapfinding +1 Combat Gear mutagen[APG], potion of cat's grace, potion of cure light wounds (3), potion of endure elements (2), potion of protection from evil, potion of shield of faith +2; Other Gear +1 mithral chain shirt, +1 rapier, hybridization funnel[UE], alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, halfling trail rations[UE] (5), ink, inkpen, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), waterskin, heavy horse, bit and bridle, blanket, saddlebags, pony (combat trained), bit and bridle, blanket, military saddle, 149 gp, 6 sp, 9 cp -------------------- Special Abilities -------------------- Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2) Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Deeds Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Fearless +2 bonus to save vs. fear (stacks with halfling luck). Fencing Grace Use Dexterity on rapier damage rolls Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. -------------------- Gruckalus CR –
-------------------- Valeria CR –
------------------------ Background:
Things have been looking up for Orlan, of late. If he were to be honest, he doesn't trust the feeling at all. He's simply waiting for the other shoe to drop. Born in Cheliax as the first (and only) son of Kaleb and Rilla Kedarion, what little of his childhood he remembers still manages to haunt Orlan to this day. His parents, slaves to cruel masters, did the best they could for their son. His father, relatively learned, served as a noble’s scribe while his mother was a kitchen maid. They passed on their knowledge, sought to protect their son as much as they could in their position, and they waited for their opportunity. When Orlan was five, they fled their masters clutches with the aid of the Bellflower network. With cunning, dash, and (most importantly) luck, they made good their escape. While eternally grateful to the Andorans who helped to free them, the fledgling family sought a life further afield where they could forget their haunting past. In time, and with no shortage of hardship, they settled in the backwater city of Artume in the River Lands. Attracted by the Six River Freedoms, the Kedarion’s settled in to build a new life for themselves. They adapted their familial name, Kedarion, to Kediana to closer match the primarily Taldan culture in which they found themselves. That it distanced them from the trial of Cheliax was an unspoken, but still considerable, reason. Much of Orlan’s youth was spent in the rugged frontier town of Artume in the Riverlands. His parents easily found work, and they sought to give their only child as good of a life as they could. His father saw to most of his education and those long hours with their heads together in a book remain some of Orlan’s fondest of his father. From his mother, he learned to sing and to cook. As one of the few halfling families in he felt the sting of persecution and the loneliness of the outcast. He learned what he needed to remain quietly of the outskirts of civilization, observing and learning while staying unnoticed. The years passed and he grew and learned. His parents saw that he was educated, apprenticing him to a local alchemist. Their relatively happy time in Artume, however, was drawing to an end. The regent in control of Artume, a thug named Sir Bransen Waike, drew them into his web. He required someone to handle his books as he stripped the town of all its wealth before he left the remaining citizens to fend for themselves. For this work, he chose Kaleb Kedarion. With his wife and son as hostage, Kaleb relented and did what he was told. The cycle began again. This state of affairs continued for long and desperate years. Orlan continued his alchemical training but was forced to begin to participate in the thug’s schemes. Small and nimble, he was taught to use a sword and was sent to ‘collect’ what was ‘owed’ to the ‘rightful government’ of Artume. Unable to refuse, Orlan served as an errand boy and thief. While he loathed the harm he inflicted, the threat to his parents kept him compliant. After years of this abuse, he was finally fed up enough to stage an escape for both himself and his parents. Saving and scavenging, he managed to escape with his and his parent’s life. From his former 'employer', he took the best equipment he could find in hope of putting it to better use. With another disappointment behind them, he and his parents fled north to Rostland in hope of, once more, building a better life. His parent’s have settled into their old roles, slowing rebuilding all they’ve lost, but Orlan has found himself aimless and lost. He’s been burned one too many times in his hopes to find a home, and he’s considered giving in to the darker impulses seem so much easier now. But he’s heard news of a new settlement to the south, perhaps that might be the lifeline that gives him a purpose. Maybe this will finally be the land where a halfling can be a lord, rather then a slave.
Appearance:
At three feet one inch tall, Orlan is relatively tall for one of his people. He possesses the cherubic looks of his people, with wavy brown locks framing an often smiling face. His hazel eyes sparkle with mischief, even as they study a mark or a foe with intense cunning. Much of his appearance is a feigned act, masking a cynical heart from a dangerous world. For those observant enough, there are times where the jolly halfing's mask slips and the inner pain and sorrow are all too evident. Personality:
Orlan is calculating and cynical by nature, though he does his best not to show it all the time. He's been burnt badly in his past, and he has no taste for the flame. That he set fire to the last bridges he crossed often has him looking over his shoulder lest Sir Waike seek his revenge. Despite this, there is a small and flickering beacon of hope in his heart. He has suffered, yes, but he's also escaped and survived. This hidden reservoir of strength, alongside his earnest desire to finally find a place to call his own, may well burn through his cynicism in time. Hopes/Aspirations:
* Find a place to call home where he won't be in thrall to others. * Build a haven for halflings and other lost souls who have nowhere else to go. * Finish his business with Sir Waike, who made him party to the pain and suffering of innocents. * Repay those from whom he stole and hurt, even under duress.
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