Rogue

"Owl"'s page

336 posts. Alias of Zayne Iwatani.


Classes/Levels

| Inspiration 3/4 | Extracts: Level 1 3/4

Gender

Investigator 3| HP 8/21 | AC 16 (17 vs traps), Touch 13 (14 vs traps), FF 13 | CMB +2 | CMD 15 | Fort +2, Ref +6 (+7 vs traps), Will +3 (+5 enchantments) | Init +3 | Perception +7 (+9 vs traps) | Speed 30

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 13

About "Owl"

Owl formally Orym Will Luthias
Male Half-elf Investigator 3
CN medium humanoid (Human/elf)
Init +3; Senses Low-Light Vision Perception +7 (+9 traps)
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Defense
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AC 16 (17 vs traps), touch 13 (14 vs traps), flat-footed 13 (+3 Armor +3 Dex)
hp 21 (3d8+2) Rolls 5, 4
Fort +2, Ref +6 (+6 vs traps), Will +3 (+5 Enchantment)
Immune to Sleep
+2 racial saving throw bonus against enchantment spells and effects
+2 bonus on all saving throws against poison
+1 bonus on Reflex saving throws to avoid traps
+1 dodge bonus to AC against attacks by traps
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Offense
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Speed 30 ft.
Ranged: Shortbow +5 (1d6)
Melee: Shortsword +5 (1d6 19-20)
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Statistics
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Str 10, Dex 16(+2 racial), Con 12, Int 16, Wis 10, Cha 13
Base Atk +2, CMB +2, CMD 15
Feats: Point Blank Shot (1st), Skill Focus (Diplomacy) (Racial), Weapon Finesse (3rd)
Traits: Diplomat, Extremely Fashionable
Languages Common, Elven, Dwarven, Halfling, Gnome
SQ: Alchemy, inspiration, trapfinding, Poison lore, poison resistance +2, Investigator talent (Expanded Inspiration), keen recollection, trap sense +1
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Skills:

(6 class + 3 Int + 1 FC) x 3 = 30
ACP = -1

[1]Acrobatics (Dex) +7
[1]Climb (Str) +4
[1]Bluff (Cha) +5
[2]Diplomacy (Cha) +10
[2]Disguise (Cha) +7
[2]Disable Device (Dex) +10
[]Heal (Wis)
[]Intimidate (Cha)
[2]Knowledge Arcana (Int) +8
[2]Knowledge Dungeoneering (Int) +8
[2]Knowledge Local (Int) +8
[2]Knowledge Nature (Int) +8
[2]Knowledge Planes (Int) +8
[2]Knowledge Religion (Int) +8
[2]Perception (Wis) +7
[2]Sense Motive (Wis) +6
[1]Spellcraft (Int) +7
[2]Stealth (Dex) +7
[]Use Magic Device (Int)

Background: 2 skill points spent
[1]Appraise (Int) +7
[]Artistry (Int)
[1]Craft (Alchemy) (Int) +7 (+10)
[1]Knowledge (engineering) (Int) +7
[1]Knowledge (geography) (Int) +7
[1]Knowledge (history) (Int) +7
[1]Knowledge (nobility) (Int) +7
[1]Linguistics (Int) +7
[]Lore (Int)
[]Perform (Cha)
[]Profession (Wis)
[1]Sleight of Hand (Dex) +7

Modifiers:
+2 racial bonus on Perception checks
+3 bonus on all Diplomacy checks
+1 trait bonus on Diplomacy
+1 trait bonus on Sense Motive
1/2 level (min 1) to Disable Device
class level to Alchemy
+1 trait bonus on Bluff requirements not yet met
+1 trait bonus on Diplomacy requirements not yet met
+1 trait bonus on Intimidate requirements not yet met


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Gear:

--Equipped--
Studded Leather 25
Shortbow 30
-Common Arrows (20) 1
-Grappling Arrow 1
Shortsword 10
Adventurer's Outfit free
thieves' tools 30
Silk Rope (50ft) 10
Belt Pouch
Thunderstone 30
Smokestick 20
--MW Backpack-- 50
Glass cutter 5
Glue paper (2) 1
Alchemy Crafting Kit 35
Disguise Kit 50
Torch (5) .5

31gp

Load:
Light 38 lbs. or less
Medium 39–76 lbs.
Heavy 77–115 lbs.
Current: 57


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Racial Abilities:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-elves are humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-elves have a base speed of 30 feet.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


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Traits and Feats:

Diplomat: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Point Blank Shot (1st): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill Focus (Racial/Diplomacy): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Weapon Finesse (3rd): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


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Investigator Special Abilities:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

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 flashes 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.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

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.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Expanded Inspiration: Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).


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Spells:

--Spells Known--
Known Level 1 (7 free):
Disguise Self
Identify
Monkey Fish
Cure Light Wounds
Jump
Shield
Comprehend Languages

--Spells Prepared--
Level 1 (4/day DC 14)
Shield
Monkey Fish
Cure Light
(open)


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Backstory:

The Beginning: As cliché as it sounds, and one of his life's greatest regrets, the man who would come to be known as Owl was dropped off in a hand basket at the steps of an orphanage in the city of Sasserine. He was barely a few hours old when his parents abandoned him to the cruel fate of an orphan. Well, cruel was a strong word. Emerald Waters was a nice establishment. The meals were bland but nutritious, the beds at least warm in winter if a little itchy, and the head woman was a large but pleasant woman. Every few days a prospective couple or two would stop by hoping to fill the void in their lives that the gods had drilled into them by some twist of fate. Oh the look on their eyes when they picked a lucky little urchin to take into a warm and caring home. At least, that was the experience everyone else had. Little Orym, not so much.

Turns out the orphanage had nothing but human children and Orym wasn't quite all human. He had one little difference that made him stand out from the rest, slightly longer and sharply pointed ears. As for the children, they were enough to make his life at the happy little orphanage a nightmare. Months and then years of clandestine bullying and violence. All because he was different. Turns out when children learn they have been abandoned, they take out their anger on the closest thing that annoys them. For some reason is ears really annoyed them. They never did anything in front of the matron. They were at least that intelligent. She didn't seem to inclined too help the little bastard either, turning a blind eye to the mistreatment. They pulled and tugged on them, called him names, shoved him into walls, and much more. Sometimes going so far as to cause physical harm. Little a&!~%!$s.

Small wonder when he ran away. Barely eight years old and he was out on the streets. Alone. He knew he couldn't survive long this way so he fell with a gang of street urchins. The one's who could never get over that childhood anger. Not his best move but options were slim. They were about as friendly as the children from the orphanage but they recognized his knack for crafting good plans and keen eyes. Orym was quite intelligent for his age and years of abuse had made him cautious and quick. For a while things were pretty good. They rarely got caught and Orym was on the fast track to ruling the little gang. That is until one plan went south. Really south. Though it was completely his fault, a prominent member of their little band of misfits got caught and punished severely. Doubt it needs to be mentioned what the punishment for stealing is. Let's just say he became a lefty after that. From then on Orym became the bait. When they needed a quick escape they would leave him behind or trip him up so he would get caught. He suffered many a beating this way. And when he did make it back to the others, they had little left for him to eat and even less to say about leaving him behind. The child dealt with all of this for several years until a particularly brutal thrashing. He was left for dead in an alley, barely conscious, broken and starving. Several people passed by but all paid him no heed, except for one.

Had he been a little older, or less sore, he would have found the situation he was in after waking rather appealing. He awoke in a bed with a pair of thin arms wrapped about him in a loving embrace. His mind was still hazy from being knocked around and the slightest stir caused his head to explode with pain. His groan of pain seemed to have awoken his savior though. As gently as possible the arms unwound and the warmth next to him disappeared. A woman, though barely so, then strolled into his vision. At one point she might have been a beauty, but the years had been hard on her. She was paper thin, almost gaunt, had thin wispy hair, and several blemishes from abuse. She was also completely naked but he was far too hurt to care. The only thing that really registered was her slightly pointed ears, just like his.

Her name was Valadhiel. She was a prostitute at the Pixie's Kitten, a brothel that would be considered low standard. It certainly showed in the amenities. The bed was thin and hard, the room was small, and more than once he saw a rat scurry by. The only thing that was even mildly nice was the vanity and the curtains to one side of the room. He found out quickly what happened on the other side of those. The curtains were thick but they didn't drown out all the noise.

For several months she took care of him. She fed him some of the food given to her. She bandaged his wounds and reset his bones using only what was available in the room, which was sometimes her own clothing. And when the owner came by she hid him under the bed, for they were not allowed un-paying guests. She didn't talk much but he found out enough to know their situations were similar. Her parents died when she was young, leaving her to fend for herself until the man who owned the brothel found her. Some patrons love a little exotic beauty but elves are usually far too expensive. So they sometimes settle for a half-elf. This made Valadhiel very popular but she never saw any of the profit.

It was strange for Orym. Every time she left for a client she would put on a fake smile and it would disappear the moment she came back. She would just sit on the small couch that served as her bed, for the real bed was for customers only, and pat his head. And every night he fell asleep in her arms though that is as far as it went. She was the one taking care of him, and yet, as broken as he was, he wasn't nearly as broken as her. When he asked her about the smile, all she said was, "Its so they'll never know they won." It was her only act of defiance. It was the only defense she had left. They never knew they had broken her years ago. And they never would for she died soon after, a real smile on her face this time.

Orym stayed in the room one more night. In the morning he took what valuables he could find and made for the front door. When the owner tried to stop him, the boy stabbed him repeatedly with a hair pin he found in her room. And the whole time he did he smiled. Even as he watched the whore house burn down he smiled. And even as he watched his old gang get rounded up thanks to an anonymous tip to the authorities he smiled. He promised himself he would never turn out like her. He would never let the world break him, never let it control him. He was a free man and he could do whatever he wanted in life. Like an owl flying high in the midnight sky. Owl. It had a nice ring to it.

The Middle:
What happens next is anyone's guess. The child Orym Will Luthias disappeared. And a few years later, Owl came on the scene. Since then, Owl has made a name for himself in the underworld of society. He is a fixer, anyman, assassin, protector, information broker. He is whatever he needs to be as long as the price is right. Owl aspires to many things and nothing. Money, power, renown, information, respect, women, men. He likes to keep people on their toes.


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The Job Offer:

"Really?"

"Last known location."

"How goods the info?"

"Reliable."

"Figured he'd be hidden somewhere...less conspicuous. Stupid move."

"Yeah."

Two men enter The Den of Pleasure and slowly scan the patrons in the main room. Several women sway up to them hoping to make a good first impression and a good bit of money. They roughly push them aside to dissuade any others. Not seeing who they expect to, one of them grabs a woman by the arm. "Where's your best room?" he asks menacingly.

She points to the stairs. "Uh, up there. Last room on the left." She is then thrown aside as the men head for the stairs. If a lack of bouncers registered to them they didn't notice it. Usually a place like this would have a few people good in a scrap to toss out the unwanted. They expected to have to strong arm or bribe a few people but none got in the way.

They head up the stairs and all the way to the last door on the left. They open it to see what they expected to see. The room was lit by dozens of lamps with various colored fabric thrown over them. The walls were covered by different colored sheets and the carpet went wall to wall. There were several chests around the room, obviously filled with props and costumes to curtail to any customers fantasy. But the bed dominated most of the room. It was large with four pillars and more multi-colored drapes hanging down. There must have been a light in the back because the silhouette of a shapely woman was dancing along the fabric. It was joined by another shadow, and another, and another.

"Havin a good time in there Owl?" One of the men said. The shadows stopped. They both draw steel with a loud hiss. The shadows scramble. They part the drapes with their swords. Beyond is the man they are looking for living every mans fantasy. Four women surround him, the sheets covering their nudity. They vary in race and hair color but all are beauties to be sure. They look up fearfully. To his credit, the man in the middle looks annoyed as he stares up at the well-armed men in nothing more than his birthday suit.

"You mind?" he asks?

"That him?" asks one of the men.

"Pointed ears. Black hair. Smug as a dragon. Yeah that's him," he says with a sinister smile. "Master Corman sends his regards."

From the side comes another voice. "Owl sends his." The man on the left turns, surprised, just as an arrow flies through his eye. The other man brings his sword around to point at the assailant. Standing in front of him is what looks like a copy of the man in the bed. Except this one is clothed and armed. Anther arrow is already on the string and is at half draw.

"You got one shot. Better make it count." The man with the sword smiles, confident he can evade the arrow and cut Owl's head off before another is drawn. Owl merely smiles back and nods to the man's left. He turns ever so slightly, keeping his target in his peripheral vision. All five people on the bad have drawn weapons, two of them being crossbows. Crap, is the last thought that goes threw his head before an arrow follows it.

Owl puts the bow away and walks over to the opening in the drapes. "Thanks again Devon. Carry on." The double on the bed smiles a s+&@-eating grin. "No. Thank you," he says before grabbing one of the girls. Owl leaves as giggling and other less modest noises fill the room.

He gets to the bottom of the steps before he is stopped by another woman. This one has its close on and they are significantly more modest than the usual attire here and more expensive. The owner. "You owe me for that." She is an older woman, a human, but seems to have this ageless beauty about her. Short but confident. A little huskier than the other girls but not at all less attractive for it. But its her eyes hat really draw you in. There was an intelligence behind them that you often didn't find in a place like this.

"My dear Jasmine," Owl says bowing. She has her hands on her hips but he draws one away to kiss it. "Your bouncers are alive, your women, unmolested, his stay is paid for and I believe their gear will pay for the blood stains."

Her eyes narrow. "And my reputation? Did I hear one of them say Corman? He won't let this go."

"I hear you are on good terms with the Black Hats," he says conversationally. "Once they find out Corman has tried to attack one of their own in their favorite brothel, he won't bother this place. That and I intend to move on. So he will follow me there if this doesn't give him a hint to stop."

"Know it all," she huffs. The scowl lasts for only a moment before she reaches out to adjust some minuscule thing on his shirt. "Sure you can't stay for a night?" She looks up. Her face both curious and much more.

He smiles in return, this time with a sultry glint in his eye. "I do very much wish I could but business before pleasure," he says kissing her hand one more time. "I won't be a stranger though."

He then leaves the building through a back door into an alley. Once there he takes a moment to relax and lights up a pipe. He loved it when they fell right into his traps.

"Hello Owl." To his credit, Owl didn't jump. He didn't show any outward sign that he had been caught off guard. He puffed once more then looked towards the voice.

"You are a hard man to find. Well informed. A good shot. That's good." A man steps out of the shadows down the alley. He is an older gentleman but it is obvious he has taken care of himself. His hair is well kept, his clothes meticulously clean, and the gleam of gold can be seen in the trim. Expensive. The hilts of several daggers also peek out from his jacket.

"Been looking for a man of your talents. Got a job. Sasserine. Shadowshore. Your old stomping ground if my information is accurate. Long way from Corman. Pays 500. Follow me if you want to learn more." Owl felt something he hadn't felt in a long time. Confusion. He had no idea who this man was, who he worked for or why he was looking for him. That in and of itself was enough to peek his curiosity. One thing he really prided himself on was his knowledge. And here was an unknown right in front of him. He couldn't very well say no knowing that. So followed the man. And both of them disappeared into the night.