Clausyre

Paullo Ocella's page

31 posts. Alias of chubbs.


Full Name

Paullo Ocella (Private Eye)

Race

Human

Classes/Levels

Investigator (Psychic Detective/Conspirator)HP 7/7 | AC 16/12/14 | CMD 13 | Fort -1 Ref +4 Will +3 | Per +5 | Init +2 (inspiration 4/4)

Gender

M

Size

M

Age

39

Special Abilities

inspiration (4), Psychic spells, Psychic skill unlocks

Alignment

N

Deity

Asmodoen (lip service only not worshiped)

Languages

Common, Elven, Halfling, Orc

Occupation

P.I. , investigator, Psychic

Strength 14
Dexterity 14
Constitution 8
Intelligence 16
Wisdom 12
Charisma 14

About Paullo Ocella

I have played this AP before and DMed it I know how to keep player knowledge from character knowledge. I just always wanted to play this AP, and I felt there was some psychic abilities that would really help with the immersion like the Psychometry skill unlock to give history the players wouldn't really know.

HP 7/7 | AC 16/12/14 | CMD 13 | Fort -1 Ref +4 Will +3 | Per +5 | Init +2 (inspiration 3/4)

Skills:

Skill Pts per lvl (6+(base)3+(int)+1(fav class))*-Background skills

Appraise +7, Bluff +8, Craft (Int), Diplomacy +10, Disable Device +7, Disguise +8, Escape Artist (Dex), Heal (Wis), Intimidate +8, Knowledge (local) +8, Linguistics +7, Lore +7 (Kintargo criminals)*, Perception +5, Profession (Wis), Sense Motive +5, Sleight of Hand +8*, Spellcraft (Int), Stealth +4(+8 crowds untrained), Survival +6(+10 urban and underground) and Use Magic Device (Cha).


Feats and traits:

Feats:
Decietful- +2 bluff and Disguise checks
Persuasive- +2 Diplomacy and Intimidate

Traits-
Urban Sleuth- Knowledge (local) class skill, +1 to chks, once per day roll two times. or knowledge planes. (Professor Mangvhune)
Ordinary- +4 stealth checks to hide in crowd
Poverty-stricken Survival class skill +1 to Checks

Staying up on Current Events- (Reason to protest) +2 to dip and perform.

Racial Alteranate traits replace skilled-
Heart of the Slums +2 to slieght of hand and stealth, +4 to survival checks in urban or underground, roll 2 times on disease checks

Appearance:
Paullo prefers to dress in well worn latest fashion, well made but not enough to draw attention. he keeps his hair and beard well groomed. carrying a cane to appear crippled he always tries to walk at slower movement than he technically can. (20 ft movement)

Background Info:

Paullo was born on the streets living as only a low born child in neighborhoods of Kintargo can be. he considered himself lucky to have not been born in some of the other Chelxaian provinces. At least in Kintargo he didn't get picked up by press gangs or sold into slavery by anyone he could meet. His life finally changed on one quite rainy night. He saw a man and woman getting together by the light of a candle in their room, he still remembers it to this day. he thought it was beautiful, new hope, a love ever lasting. until he recognized the woman as being a mistress of a powerful crime family. selling this information for a bed for the week and several hot meals he didn't realize at the time what this info would bring down on the poor couple. only that he had information and that it was worth money.

Many years later Paullo was known as one of the best information brokers in the city. Working for many families (including the Jhaltros)as known for his talents as much as keeping his mouth shut. He figured people had secrets; very dark secrets, and it was his job route them out. Something he found he was incredibly good at. After several years he realized part of what made him so good. He had the ability to "read" thoughts and emotions as well as objects that he touched. working for anyone that paid him good or evil had no relevance until the second moment in his lifetime that changed him. He was working for the "Newt" one of the leaders in the black market tracking down someone that owed him money. Paullo found not only the man he was hired to find (he was dead) ,but also a dead body of a small helpless young girl. Both of the bodies were mutilated and half buried under some rubbish. their entrails pulled out painfully while they were alive. That's when Paullo decided to dedicate his life to tracking down the "Temple Street Slasher" and other murderers on the streets.

Years later after finding body after body Paullo found out that the Slasher was a professor at the university. there a chase ensued Paullo tracking him down with the aid of a Hellknight of the Torrent, and a witch. (also name unknown both could be used as hooks). There on the top of a building on Bleackbridge during a rainstorm that the Slasher was caught and a great fight ensued; bleeding from numerous wounds and knowing the end was near he threw himself of the bridge into the icy river of the Yolubilis. Never to be seen again. Only his Kurkri was found. Paullo fears for the day that he might return.
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5pt background for me. if chosen will complete to keep me focused.:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

5) Three key memories that define your character as the person they are at the time of submission.

.

Spells:

0th-(4) Daze, detect magic, detect psychic significance, mage hand
1st-(2) Hypnotism, Sleep

Attacks:

Sword Cane- +2 d6+2
Dagger- +2 d4+2 19-20x20

Equipment:
52gp
3x candles 3 cp
1x tindertwig 1 gp
ink 8 gp
pen 1 sp
10 sheets of parchment 1 gp
soap 5 sp 1 lb
steel mirror 10 gp .5 lbs
sunrod 2 gp 1 lb
3x chalk 3 cp
sachel 2 gp 2 lbs*
1-pint flask 3 cp 1.5 lbs
3 torches 1cp
Wine (common)
dagger 2gp
Swordcane
Chain shirt-
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Special abilities:

Conspiraor-
Underhanded (Ex)
Conspirators find their skill sets firmly aligned with the goals of the criminal underworld. At 1st level, a conspirator can use inspiration on any Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending a use of inspiration, provided he is trained in the skill, instead of on any Knowledge, Linguistics, and Spellcraft check. He can later choose to trade an investigator talent for the ability to use inspiration on any Knowledge, Linguistics, and Spellcraft check without expending a use of inspiration, provided he is trained in the skill. A conspirator adds half his investigator level (minimum 1) on Bluff checks to appear innocent and on Disguise checks.
This ability replaces trapfinding and alters inspiration.

Psychic Detective-
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier.
Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).
This ability replaces alchemy.

Future build and plans:

I am planning a Utility focused character. high skills that can take the place of a caster, rogue, or face of party if necessary. planning on persuasive and deceitful feat trees, and non-damaging spells.

Psychic Unlocks:

Hypnotism (Diplomacy)
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories.
Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Action: Hypnotism takes 1 minute of calm interaction.
Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.

Prognostication (Sense Motive)
You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames).
Check: Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future.
Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet.
For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune.
Task
DC
Determine alignment
15 + creature’s HD
Determine class
20 + creature’s HD
Determine level or HD
25 + creature’s HD
Determine fortune as augury spell
25 + creature’s HD
Try Again: Yes. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours.
Special: Specially crafted items purchased for the exclusive use of this skill grant a +2 circumstance bonus on Sense Motive checks to prognosticate.

Psychometry (Appraise)
You can read the psychic impressions left on objects or in places by previous owners and events.
Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.
If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.
Action: Reading an object requires at least 1 minute of uninterrupted concentration.
Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false.
You can still use psychometry only once per day.

Read Aura (Perception)
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.
Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.
Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
Task
DC
Read alignment aura
15 + creature’s HD or item’s caster level
Read emotion aura
20 + creature’s HD or item’s caster level*
Read health aura
15 + creature’s HD
Read magic aura
20 + creature’s HD or item’s caster level
* Intelligent items only.
Action: Reading an aura requires 10 minutes of study.
Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.