Frost Giant Ice Mage

Osric Ferret's page

73 posts. Alias of Demon Lurking.


Full Name

Osric Ferret

Race

| HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5

Classes/Levels

| Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

Gender

Male LN sylph investigator (empiricist) 1

Size

6' 6", 120 lbs.

Age

77

Alignment

Lawful Neutral

Deity

Fallen Sky

About Osric Ferret

Male sylph investigator (empiricist) 1
LN Medium outsider (native)
Init +3; Senses Darkvision 60ft; Perception +6

Defense:

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 7 (1d8-1)
Fort -1, Ref +5, Will +3

Offense:

Speed 35 ft., climb 20 ft.
Melee dagger +3 (1d4+2/19-20) or
sword cane +3 (1d6+2)
Ranged dagger +3 (1d4+2/19-20)

Spells/Extracts:

Spell-Like Abilities (CL 1st; concentration +0)
1/day—feather fall
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
1st—cure light wounds, polypurpose panacea
Investigator (Empiricist) Extracts Known
1st—cure light wounds, detect secret doors, identify, polypurpose panacea, true strike, urban grace

Statistics:

Str 14 +2, Dex 16 +4, Con 8 -1, Int 18 +5, Wis 12 +1, Cha 8 -1
BAB +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits seeker, wind-carried voices
SQ +1 skill point, alchemy (alchemy crafting +1), breeze-kissed, feather fall, inspiration (4/day), like the wind, trapfinding +1

Skills:

Acrobatics +7; (Ranks:1, +3 class, +4 Dex, -0 ACP)
Appraise +4; (Ranks:0, +0 class, +4 Int)
Bluff -1; (Ranks:0, +0 class, -1 Cha )
Climb +14; (Ranks:1, +3 class, +2 Str, -0 ACP, +8 racial)
Craft (alchemy) +8 (+9 to create alchemical items); (Ranks:1, +3 class, +5 Int)
Diplomacy -1; (Ranks:0, +0 class, -1 Cha )
Disable Device +8; (Ranks:1, +3 class, +3 Dex, -0 ACP, +1 Trapfinding)
Disguise -1; (Ranks:0, +0 class, -1 Cha )
Escape Artist +3; (Ranks:0, +0 class, +3 Dex, -0 ACP)
Fly +3 (Ranks:0, +3 Dex, -0 ACP)
Heal +1; (Ranks:0, +0 class, +1 Wis)
Intimidate -1; (Ranks:0, +0 class, -1 Cha )
Knowledge (arcana) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (dungeoneering) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (engineering) -; (Ranks:0, +0 class, +4 Int)
Knowledge (geography) -; (Ranks:0, +0 class, +4 Int)
Knowledge (history) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (local) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nature) -; (Ranks:0, +0 class, +4 Int)
Knowledge (nobility) -; (Ranks:0, +0 class, +4 Int)
Knowledge (other) -; (Ranks:0, +0 class, +4 Int)
Knowledge (planes) -; (Ranks:0, +0 class, +4 Int)
Knowledge (religion) -; (Ranks:0, +0 class, +4 Int)
Perception +6; (Ranks:1, +3 class, +1 Wis, +1 trait)
Profession (barrister) +5; (Ranks:1, +3 class, +1 Wis)
Ride +3; (Ranks:0, +3 Dex, -0 ACP)
Sense Motive +5 (+6 to discern lies); (Ranks:1, +3 class, +1 Wis)
Sleight of Hand +7; (Ranks:1, +3 class, +3 Dex, -0 ACP)
Spellcraft -; (Ranks:0, +0 class, +4 Int)
Stealth +3; (Ranks:0, +0 class, +3 Dex, -0 ACP)
Survival +1; (Ranks:0, +1 Wis)
Swim +2; (Ranks:0, +2 Str, -0 ACP)
Racial Modifiers +8 climb
Languages Common, Ifrit, Maker Script, Oread, Sylph, Undine

Equipment and Encumberence:

Weapons and Ammo dagger, sword cane
Armor and Defense leather armor
Combat Gear
Other Gear backpack (alchemy crafting kit, waterproof bag (formula book, scroll box (ink, inkpen, paper (5), parchment (5)))), bandolier (dagger, extracts), belt pouch (coins), belt pouch (chalk (5), flint and steel, mirror), explorer's outfit, thieves' tools
Coins 7 gp, 6 sp, 6 cp
Carrying Capacity
L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light Load (34.38 lbs.)

Tracked Resources:

Breeze-Kissed (1/day) - 0/1
Dagger - 0/1
Feather Fall (1/day) - 0/1
Inspiration (+1d6, 4/day) (Ex) - 0/4

Special Abilities:

+1 Skill Point (FCB) +1 Skill Point
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Feather Fall Can cast feather fall 1/day.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Like the Wind +5 to your base speed.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.

Background:

Osric Ferret was born seventy seven years ago in Light. He was the second child, followed by three more. His parents worked helping to form the mithral golems for the war effort.

Upon coming of age, Oswin (the eldest child, nearly ten years Osric's senior) left to fight the Darkness. Within two years, his older brother was dead. The fighting had been rough and to keep up with the Ifrit and Oread warriors, Oswin had turned to Soot.

Soot changed Oswin, making him take foolhardy risks. When he wasn't on Soot, he was dark and depressed, prone to violent outbursts. Oswin went deep into debt to support his habit. Eventually he could not repay his debts and the drug runners took their payment in flesh. Oswin breathed his last breath creating a dose of Gasp.

Since that time Osric has been the grim protector of his family. He gave up his alchemical studies to train with the town guard in Light. Once his younger siblings had grown, he began ranging further afield from home in search of criminals.

Several years ago, his travels brought him to Hearth. He found the Dims in need of law. Finding lodging was easier than he had expected. Since then, work has been steady, if not exactly plentiful. He continues to search out leads to drug trafficking, especially Gasp.

10-minute Background:

Step 1: Background and Concept elements (at least 5) (history, description, personality)

  • Osric is tall and emaciated, even for a sylph.
  • originally from Light, he resides now in Hearth. He came following a Gasp mule on the run and wound up staying.
  • works as a bounty hunter and private detective, sometimes for the city watch.
  • he is willing to bend rules to get his quarry (ends justify the means).
  • his brother Oswin Farshot, was an archer on the eastern front. He became addicted to Soot. When he couldn't pay his dealer, Oswin wound up dieing in the creation of Gasp.
  • he's inspired in part by (the obvious) Sherlock Holmes, but also Constable Odo from Star Trek DS9, and a little bit Inspector Javert.

    Step 2: Goals (one character, one player)

  • he wants to end the trafficking of Gasp.
  • I want him to learn how to fly. (Airy Step, and Wings of Air Feats)

    Step 3: Secrets (one known, one unknown)

  • he knows that the royal line (possibly far down the line of succession) of the North Tribe is involved in Soot production and Trafficking
  • unknown to Osric, his landlord (an apartment / boarding house on the northeastern edge of the Duns) is one of the big bosses in the Gasp trafficking circuit. This is one of the reasons he never gets anywhere with his Gasp investigations.

    Step 4: People (at least two allies/friends and one adversary)

  • Marc v'Ranel (ally): ifrit city guard officer on vice.
  • Jacob (who everyone else calls Cob) (ally) homeless undine informant.
  • Pilgar of the West Tribe (adversary): Osric thinks this Oread landlord is a friend, but he is actually a Gasp kingpin.

    Step 5: Three Memories, Mannerisms, or Quirks

  • he is chaste and mostly vice free. (But does partake in the elen equivalent of caffeine on a regular basis.)
  • he has fond memories of his childhood in Light. Before his older brother Oswin went off to the front and was never the same.
  • he still secretly prays to Fallen Sky. He feels the maelstrom is its soul and the Breathless Valleys its body. If they can somehow be recombined, Sky might return to help fend off the Dark.