Frost Giant Ice Mage

Osric Humbled's page

359 posts. Alias of Himyulmaion.


Full Name

Osric the Humbled

Race

| HP: 27/27 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +0, R: +6, W: +6 | Init: +2 | Perc: +12+1d6, SM: +12+1d6

Classes/Levels

| Speed 35ft | Inspiration 2/6 | Extracts: cure light wounds x4, Comprehend Languages, Resist Energy, Investigative Mind x2 x1 | Active conditions: None.

Gender

Male LN Sylph (Osric) Investigator (Empiricist) 5

Size

Medium

Age

77

Special Abilities

6' 6", 120 lbs.

Alignment

Lawful Neutral

Deity

Fallen Sky

Location

Hearth

Languages

Common, Ifrit, Maker Script, Oread, Sylph, Undine, High Ifrit, Geni*

Strength 14
Dexterity 14
Constitution 8
Intelligence 19
Wisdom 14
Charisma 8

About Osric Humbled

Vitals:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex). 18 vs ranged (breeze-kissed)
HP 27 (1d8-1)
Fort 0, Ref +6, Will +6

Init: +2
Perception: +10 + 1d6 (Inspiration)
Sense Motive: +10 + 1d6 (Inspiration)

BAB: 3
CMD: 16
Speed 35 ft., climb 20 ft.

Melee dagger +5 (1d4+2/19-20) or
+1 sword cane +6 (1d6+3)
Ranged dagger +5 (1d4+2/19-20)

Magic:

Spell-Like Abilities
1/day—feather fall

Extracts Prepared
1st(5/day)
Extracts Known
1st—
cure light wounds
Disguise Self
Enlarge Person
Long Arm
See Alignment
Comprehend Languages
Adhesive Spittle
Expeditious Retreat

2nd (3/day)
Resist Energy
Investigative Mind

Feats, Talents, and Traits:

Feats:
lvl 1: Additional traits
lvl 3: Effortless aid (Aid Another as a move action, or swift by burning inspiration)
lvl 5: Inspired Alchemy (burn inspiration and 10min to regain used extract)

Talents:
lvl 3: Expanded Inspiration (Inspiration is free on Diplomacy, Heal, Perception, Profession, and Sense Motive)
lvl 5: Empathy (Advantage on d20 and d6 with sense motive checks, burn inspiration 1/day to detect thoughts)

Traits:
aid allies (+3 when aiding another instead of +2) (faction)
student of philosophy (use INT on diplomacy and bluff checks) (religion)
Fools for Friends (+1 trait bonus when aiding another) (campaign)
cooperative combatant (+2 to confirm aiding in combat) (combat)

Other:
breeze-kissed (+2 AC vs. ranged attacks),
inspiration (6/day),
like the wind (+5 ft to movement speed),
trapfinding +2
Studied Combat (move action to get lvl/2 bonus to hit and damage)
Studied Strike (end studied combat to get sneak atk dmg on hit)
Unfailing logic (+2 on saves v illusion, Can use INT mod against illusions for an inspiration)

Skills:

CS = class skill
INSP = inspiration is always used because it's free, +1d6

Perception 5 + INT + CS + INSP
Disable Device 5 + INT + CS + 2 (trapfinding)
Sense Motive 5 + INT + CS + INSP + Advantage
Diplomacy 5 + INT + CS + INSP

Heal 3 + WIS + CS + INSP
Acrobatics 3 + DEX + CS
Bluff 2 + INT + CS
Linguistics 2 + INT + CS + INSP
UMD 1 + INT + CS
Spellcraft 2 + INT + CS + INSP
craft (alch) 1 + INT + CS + 5 (lvl)

Know (Local) 4 + INT + CS + INSP
Know (Eng.) 1 + INT + CS + INSP
Know (Arcana) 2 + INT + CS + INSP
Know (Rel.) 3 + INT + CS + INSP
Know (Hist.) 3 + INT + CS + INSP
Know (Nature) 1 + INT + CS + INSP
Know (Planes) 3 + INT + CS + INSP
Climb 1 + STR + CS + 8 (Racial bonus)

bonus skill:
Profession (barrister) 5 + WIS + CS + INSP

Equipment:

Weapons and Ammo dagger, +1 sword cane
Armor and Defense Hide shirt, Neck Brace
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
1 lb talc powder
Coins 2000 gp, 6 sp, 4 cp
Carrying Capacity
L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light Load (35.5 lbs.)

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 work through his trauma in a healthy way.

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.

Old Case Files:

It was a case Osric probably shouldn't have accepted. There was a weapons shipment coming in from Forge that got robbed, and the military had reason to suspect it was being fenced within Hearth. They said they wanted a low profile on the investigation, lest they be seen as incompetent as they were. No need to panic the citizenry about the gangs getting armed, now is there? The pay was good, and the crime interesting, so Osric agreed.

It took him a couple of weeks, but he tracked the shipment to a shady merchant in the Eastern Market named Tomas. Osric knew him as a small time fence for stolen goods, but he was careful to never leave any proof behind. He could have called in the guards on him, but there was an equal chance this would backfire.

Instead, he made one of the biggest mistakes of his career. He consulted the oracles. It was admittedly a shortcut, but the trail was going cold, and he needed to show results. They gave him some useless advice like they always do. Something about finding the answer once he stopped looking.

Two days later, Tomas showed up at Osric's office looking for help. He said the inquistors were after him, that someone had maligned his good name. Osric recommended he turn over the weapons, pay reparations, and beg for forgiveness.

The next day, Osric swung by Tomas's shop to see how it had turned out. It didn't go well. Tomas had been cut to ribbons with the stolen weapons and everything of value was cleared out of the shop. As he was investigating the scene, a pompous toad of an inquisitor showed up and told him that the case resolved itself after he stopped looking, just like the oracles had said.

He never even got paid for the job.