Shieldmarshal

Paddy O'Sullivan's page

No posts. Alias of Jereru.


About Paddy O'Sullivan

Intro, Defense & Offense:

Pádraig Séarlas Ó Suilleabháin
Male Human Magus (Cabalist, Eldritch Archer, Hexcrafter)/Legendary Fighter (Runesinger) Gestalt 7

Humanoid (Human)

Languages
Irish
English
Scottish Gaelic
Welsh
Afrikaans
Zulu
Arab
French

Speed 30 ft
Initiative: +7

STR 14 (+2)
DEX 24 (+7) (15 Base +2 Race +4 Special +1 Level +2 Enhancement)
CON 15 (+2) (13 Base +2 Special)
INT 20 (+5) (14 Base +2 Race +2 Special +2 Enhancement)
WIS 14 (+2)
CHA 10 (+0)

DEFENSE
AC 24, Touch 24, Flat-Footed 17 (10 Base +6 Armor* +7 Dex +1 Deflect)
HP 91 (7x11 + 7x2 Con)
Fort +14 (5 Base +2 Con +2 Racial +2 Luck +1 Resistance +1 Trait +1 Competence)
Ref +17 (2 Base +7 Dex +2 Racial +2 Luck +1 Resistance +2 Sharp Ref +1 Competence)
Will +14 (5 Base +2 Wis +2 Racial +2 Luck +1 Resistance +1 Determination +1 Competence)
CMD 27 (10 Base +7 BAB +2 Str +7 Dex +1 Deflect)
Resistances Cold 10, Electricity 5

OFFENSE
Melee
Imp Unarmed Strike +14 1d4+2 B x2
(To Hit: +7 BAB, +7 Dex)
(Dmg: +2 Str)
Power Attack: -2 to hit, +6 dmg
Combat Expertise: -2 to hit, +2 AC

Ranged
Autumn Willow +19 1d8+8 P (19-20)x2 100ft
(To Hit: +7 BAB, +7 Dex, +1 Enh, +1 Wp Focus, +3 Wp Training)
(Dmg: +2 Str, +1 Enh +2 Wp Spec, +3 Wp Training)
Deadly Aim: -2 to hit, +6 dmg
Spell Combat: -2 to hit, cast a spell
Arcane Accuracy (1 AP): +5 to hit whole round

CMB: +14


Race, Class, Feats & Talents:

HUMAN (Feyblooded)
+2 Dex
+4 Dex, +2 Con, +2 Int
Advanced Int +2 Int 4 RP
Skilled 1 extra skill point per level
Extra Feat Focused Study Skill Focus at levels 1, 8 and 16
Greater Luck +2 Racial to saves 4 RP
Tuatha's Favor (at will) 2 RP
Skill Training Stealth and Diplomacy as class skills 1 RP
Static Feat Additional Traits 2 RP
Low-light Vision
+2 vs Mind-affecting
Resist Electricity 5
Wyld Shape

MAGUS (Cabalist, Eldritch Archer, Hexcrafter)
Class Skills (Eldritch Archer)
Spells (Cabalist)
Arcane Pool (Su) (Ranged)
Spell Combat (Ex) (Ranged)
Ranged Weapon Bond (Ex)
Spellstrike (Su) (Ranged)
Magus Arcana Arcane Accuracy (Su)
Empowered Magic (Su)
Song of Arcane Triumph (Su)
Spell Blending (Ex)
Spell Recall (Su)
Hex Magus (Su) Flight (Su)
Magus Bonus Feats
Intensified Spell (Magus Bonus Feat)
Knowledge Pool (Su) Bloodline Power
Elemental Bloodline: Cold
Medium Armor (Ex)

LEGENDARY FIGHTER (Runesinger)
Martial Tradition: Canny Hunter
Combat Training
Runes (Su)
·Lightning Rune
·Water Rune
LFighter Bonus Feats
Bonus Skills Acrobatics, Escape Artist, Kn Nature, Sense Motive.
Sharp Reflexes (Ex)
Determination (Ex)
Feat Expertise (Ex)
Armor Training (Ex)
Advanced Armor Training (Ex)
Feat Aptitude (Ex)
Weapon Training (Ex)
Feat Retraining (Ex)
Latent Feats (Ex)
Prowess (Ex): Combat Spontaneity (Ex) 1/day gain a feat for 1 minute (move action).
Advanced Weapon Training (Ex): Weapon Group (Ex) +1 Hit&Dmg with bows.
Armor Training (Ex): Armored Master Gain Armor Mastery or Shield Mastery feat.
Weapon Guard (Ex)
Perseverance (Ex): Bravery (Ex) +2 Will vs Fear, +2 DC vs Demoralize. Reduce fear effects 1 step (half shaken penalties).
Advanced Armor Training (Ex)
Secure Weaponry (Ex)
Weapon Adaptation (Ex)

Favored Class Bonus (Magus): +7/6 Extra Arcana

(EitR FEAT RULES)
Rime Spell
Weapon Focus: Bows (LFighter Bonus Feat)
Additional Traits (Human Bonus Feat)
Skill Focus: Survival (Human Bonus Feat)
Spontaneous Metafocus Requisite Feat
Rapid Shot (LFighter Bonus Feat)
Spontaneous Metafocus: Snowball
Uncial Script
Weapon Specialization: Bows (LFighter Bonus Feat)
Manyshot
Unhindered Shield (Shield Mastery Bonus Feat)
Clustered Shots
Improved Critical: Bows (LFighter Bonus Feat)
Extra Arcana

ATHLETICS SPHERE (Combat Training Talent)
·Fly Package
·Run Package
·Swim Package
Expanded Training (Combat Training Talent)

BARRAGE SPHERE (Combat Training Talent)
·Barrage
Augmented Grip (Combat Training Talent)

EQUIPMENT SPHERE
Huntsman Training (Martial Tradition)
Critical Genius (Martial Tradition)
Unarmored Training (Combat Training Talent)

SCOUT SPHERE (Martial Tradition)
·Scout
Uncanny Dodge (Combat Training Talent)

SNIPER SPHERE (Martial Tradition)
·Deadly Shot
Perfect Shot (Combat Training Talent)

TRAITS
Metamagic Master: Snowball (Magic)
Fate's Favored (Faith)
Iron Liver (Equipment)
Resilient (Combat)
Stabbing Spells (Magic)


Skills:

Armor Check Penalty: 0

ADVENTURE SKILLS
Skill Points: 7x(4 +5 Int +1 Skilled) = 70
Free full ranks in Acrobatics, Fly, Stealth and Swim
Acrobatics: 17 (7 Rank +7 DEX +3 Class -0 ACP)
Bluff: 5 (5 Rank +0 CHA +0 Class)
Climb: 6 (1 Rank +2 STR +3 Class -0 ACP)
Diplomacy: 10 (7 Rank +0 CHA +3 Class)
Disable Device: 7 (Untr) (0 Rank +7 DEX +0 Class -0 ACP)
Disguise: 0 (0 Rank +0 CHA +0 Class)
Escape Artist: 17 (7 Rank +7 DEX +3 Class -0 ACP)
Fly: 17 (7 Rank +7 DEX +3 Class -0 ACP)
Heal: 4 (2 Rank +2 WIS +0 Class)
Intimidate: 10 (7 Rank +0 CHA +3 Class)
Kn Arcana: 10 (Untr) (2 Rank +5 INT +3 Class)
Kn Dungeoneering: 10 (Untr) (2 Rank +5 INT +3 Class)
Kn Local: 10 (Untr) (5 Rank +5 INT +0 Class)
Kn Nature: 15 (Untr) (7 Rank +5 INT +3 Class)
Kn Planes: 10 (Untr) (2 Rank +5 INT +3 Class)
Kn Religion: 5 (Untr) (0 Rank +5 INT +0 Class)
Perception: 12 (7 Rank +2 WIS +3 Class)
Ride: 11 (1 Rank +7 DEX +3 Class -0 ACP)
Sense Motive: 12 (7 Rank +2 WIS +3 Class)
Spellcraft: 10 (Untr) (2 Rank +5 INT +3 Class)
Stealth: 17 (7 Rank +7 DEX +3 Class -0 ACP)
Survival: 15 (7 Rank +2 WIS +3 Class +3 Focus)
Swim: 12 (7 Rank +2 STR +3 Class -0 ACP)
Use Magic Device: 0 (Untr) (0 Rank +0 CHA +0 Class)

BACKGROUND SKILLS
Skill Points: 7
Appraise: 5 (0 Rank +5 INT +0 Class)
Craft: 5 (0 Rank +5 INT +0 Class)
Handle Animal: 9 (Untr) (6 Rank +0 CHA +3 Class)
Kn Engineering: 5 (Untr) (0 Rank +5 INT +0 Class)
Kn Geography: 5 (Untr) (0 Rank +5 INT +0 Class)
Kn History: 5 (Untr) (0 Rank +5 INT +0 Class)
Kn Nobility: 5 (Untr) (0 Rank +5 INT +0 Class)
Linguistics: 6 (Untr) (1 Rank +5 INT +0 Class)
Perform: 0 (0 Rank +0 CHA +0 Class)
Profession: 2 (Untr) (0 Rank +2 WIS +0 Class)
Sleight of Hand: 7 (Untr) (0 Rank +7 DEX +0 Class -0 ACP)

PROFESSIONAL SKILL: Huntsman
Skill Ranks: 7
Craft (Ammunition): 15 (7 Rank +5 INT +3 Class)
Craft (Traps): 15 (7 Rank +5 INT +3 Class)
Perform (Wind): 10 (7 Rank +0 CHA +3 Class)
Profession (Skinner): 12 (7 Rank +2 WIS +3 Class)
Profession (Stable Master): 12 (7 Rank +2 WIS +3 Class)


Spells:

Racial Spell-like: Tuatha's Favor (at-will)
Bloodline Spell-like: Cold Ray (3/day) 30ft 1d6+1/2level

Bloodline: Elemental (Cold)
Arcana: Change energy and spell type to cold
Cold Ray (Sp)
Cold Resistance 10

Spell Book
CL 7
+2 vs SR for 1 round after dealing weapon damage
Concentration +12 (7 CL +5 Int)

Cantrips DC 15 Cast Defensively: 15
·Acid Splash
·Detect Magic
·Light
·Mage Hand
·Prestidigitation
·Read Magic

Level 1 DC 16 (6/6) Cast Defensively: 17
·Blade Tutor's Spirit
·Blend
·Liberating Command (Spell Blending)
·Shield
·Snowball
·True Strike

Level 2 DC 17 (4/4) Cast Defensively: 19
·Euphoric Cloud
·Fiery Darts (Spell Blending)
·Glitterdust
·Invisibility
·Mirror Image

Level 3 DC 18 (2/2) Cast Defensively: 21
·Haste
·Storm Step


Wyld Shape: Babd Catha:

N Tiny Animal (Feyblooded)
Init +9 Senses Low-Light Vision Perception +12
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Defense
--------------------------------
AC 24, Touch 22, Flat-Footed 15 (+9 Dex, +1 Armor, +2 Size, +1 Natural Armor, +1 Deflection)
HP 91
Fort +14 Ref +19 Will +14
+2 vs Mind-affecting
Resistances Cold 10, Electricity 5
--------------------------------
Offense
--------------------------------
Speed 20ft; Fly 50ft (Average)
Bite +18 1d3+1
Space 2-1/2ft Reach 0ft
--------------------------------
Statistics
--------------------------------
Str 12 Dex 28 Con 15 Int 20 Wis 14 Cha 10
BAB +7 CMB +16 CMD 28
--------------------------------
The faeric nature of the Babd Catha (or Battle Crow) is revealed by its appearance - a body made of stormy clouds and a gentle cold breeze left behind when it flies.

Gear:

ABP
+2 Enhancement to Str
+2 Enhancement to Cha
+1 Enhancement to weapon
+1 Enhancement to armor
+1 Resistance to saves
+1 Deflection to AC

FAERIE REGALIA
Raven Kiss (Composite Longbow +1) - gp (3 lb)
This is a finely crafted longbow with several raven feathers hanging from under the grip. When narratively appropriate, the bow emits a squawk as the arrow is released.
Oak Branch (Buckler) - gp (5 lb) (won't be used for now)
The Oak Branch fuses with the user's arm, making it look like oak bark from wrist to elbow.

CURIO POWERS (Lucky coin)
Runestone of Power I 2000 gp
Runestone of Power II 8000 gp
Lucky Horseshoe 6800 gp
Craked Pale Green Prism 4000 gp
Book of Harms 900 gp

Spent: 21700/25000 gp


Background:

Born Patrick Charles O'Sullivan in Killarney, County Kerry, Ireland, son of a boot black and a leech collector. He started making matches as a kid and though most of his family slowly moved to America, he was one of the few who stayed, his love for his homeland weighing more than his needs for promises of better days.

Paddy worked as a painter, dockworker, harvester, chimney sweep and many other different jobs all across Munster and even further away. It’s not that he didn’t earn any money - it’s rather he had the bad habit of spending it on cards and booze. Ultimately, he had the brilliant idea of volunteering for the army, and that’s when the real s~%! started.

The Royal Army offers shelter, food and education to those willing to serve the British Empire all over the Commonwealth territories. Paddy found, indeed, a lot of hunger and cold in far away lands no one really knows or cares about. He fought in the Transvaal and Egypt, and what he witnessed really gave him an idea of how cruel a human being can be.

During his station with the Connaught Rangers in South Africa, Paddy participated in an escort mission, accompanying a group of British landowners on their inspection through some of the diamond business they had in the area. Their column was ambushed by the Boers and the civilians were suddenly in a very risky situation. At a certain point, one of them was exposed and about to be shot down by a Boer marksman. Paddy noticed and dragged him away, receiving the bullet in his own right shoulder instead.

After his recovery, Paddy was sent to Egypt with the Irish Fusiliers, also to defend British interests in the zone - mostly securing the Canal and some rich people's cotton investments. He spent almost a year there and, at the battle of Tel El Kebir, he was wounded on his left knee and dispatched from the front.

While recovering again at a military hospital, he received the visit of the Ainsworths. They explained they were present several years before in Transvaal and witnessed his heroic deed. As acknowledgement for that, and in the name of the gentleman who’d almost gotten shot that day, Duncan and Bonny offered Paddy some help. When asked which kind of help he would want, the soldier answered "I wanna go back home, Ma’am."

The Ainsworths offered him a job at their holiday estate in Waterford, which Paddy quickly accepted. He entered their service as Huntsmaster, being in charge of having everything ready - weapons, animals, routes - for when Duncan and his friends desired to enjoy some Irish hunting holidays. The rest of the time he took care of maintenance and security. He was back in Ireland, one piece and got a good job.

About Paddy
A tall and slender guy in his early 30s, his black hair is cut short and he has a fashionable mustache which goes together well with his fair skin. Though his strong point is his feline agility, his years of physical work have made him quite well-rounded. Wearing his flat cap and his good quality green corduroy suit, he can be seen around the estate and shows how much he loves his homeland, even though he appreciates having known different parts of the world.

Paddy hasn't had access to formal education, though he's quite intelligent. Logical thought comes naturally and he found the Ainsworths' hunger for knowledge something he could share. His life, though, is full of bad choices, so no one could say he's the wisest guy around. Drinking is a bad habit most poor men get just to forget how hard life is, and Paddy is still somewhat attached to it, though since he works in Waterford he's managed to keep it to his spare days - a promise he made to Duncan himself and that he plans on keeping to the end.

He's not usually a talky lad, but sometimes he gets frank and tells you how much he appreciates you - or hates you. He's very thankful to his employers, for this job has allowed him to return to Ireland - the land in his heart since he was a kid and Uncle George told him the ancient tales of Cuchulainn and the Tuatha de Danann.

Paddy is always whistling or humming a song, anyone that he hears and ends up attached to his head. Recently, the one he's being doing all the time is one called Oro Se Do Bheatha Bhaile. He can't remember where or when he heard it, but it's just there. Due to the lyrics and out of respect, though, he actively tries to never sing it before his patrons - at least Duncan.

Urmahum
Paddy's Othersoul, Urmahum is an archetypical Svartalfr. A merciless assassin, he tries to trick other creatures into wishing someone else’s death and then grants the wish, rejoicing in the cruel parody of a Genie’s wish granting abilities to the point of sometimes even impersonating one of those creatures.

As opposed to that, Paddy likes to use his abilities to protect and defend his homeland and those closer to him, so a potential meeting between both could have varied results depending on what knowledge each of them has about the other and their link.