Lord Glorio Arkona

Phillip Hargreaves's page

2,676 posts. Alias of Mark Sweetman.


Full Name

Phillip Hargreaves

Race

Halfling

Classes/Levels

Inquisitor of Calistria (Heretic archetype)

Gender

Male

Alignment

CN

Deity

Calistria - the Savored Sting

Strength 8
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 14
Charisma 16

About Phillip Hargreaves

Current Notes: 17/17 HP, 0/3 Adaptable Luck, 5/5 Sin Sense, 1/1 Judgement, 4/4 1st level spells

Phillip Hargreaves
Male Halfling
Inquisitor of Calistria (Heretic archetype) 3

CN Small Halfling
Initiative: +5; Senses: Perception +10 (12 in dim light)

DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex +2 Armor +1 Size)
CMD: 13 (10 +2 BAB -1 Size -1 Str +3 Dex)
Hit Points: 17 (2d8 (8+3+3) +2 Con)
Fortitude: +4 (3 Base +1 Con)
Reflex: +4 (1 Base +3 Dex)
Will: +5 (3 Base +2 Wis) (+7 vs Fear)

OFFENSE
Speed: 20 ft
Melee: Dagger: +2 for 1d3-1 (2 Base -1 Str +1 Size)
Ranged: Light Crossbow: +6 for 1d6 (2 Base +3 Dex +1 Size)
CMB: +0 (2 Base -1 Str -1 Size)

Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed,
but their small stature makes them weaker than other races.
Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: base speed of 20 feet.
Fearless: +2 racial bonus on all saving throws against fear.
Adaptable Luck: 3/day, +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Keen Senses: +2 racial bonus on Perception checks.
Shiftless: +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill.
Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Common, Elven, Halfling, Shoanti, Varisian.

Traits:
Child of the Streets: +1 on Sleight of Hand and it is considered a class skill (Social)
Underbridge Dweller: You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Feats:
Cosmopolitan: two languages (Shoanti and Varisian), and Appraise and Knowledge (Local) are considered class skills.
Skill Focus (Bluff): +3 on Bluff checks

Teamwork Feat:
Escape Route: movement through squares adjacent to allies does not provoke AoOs.

Skills: (6 + Int + FC)
Appraise (Int): 7 (3 +3 Class +1 Int)
Bluff (Cha): 16 (3 +3 Class +3 Cha +2 LoE +2 Racial +3 SF)
Diplomacy (Cha): 7 (1 +3 Class +3 Cha)
Knowledge (Local-Int): 7 (3 +3 Class +1 Int)
Perception (Wis): 10 (3 +3 Class +2 Wis +2 Racial)
Profession (Charlatan-Wis): 6 (1 +3 Class +2 Wis)
Profession (Gambler-Wis): 7 (2 +3 Class +2 Wis)
Sense Motive (Wis): 9 (3 +3 Class +2 Wis +1 SG)
Sleight of Hand (Dex): 12 (3 +3 Class +3 Dex +2 Racial +1 Trait)
Stealth (Dex): 14 (2 +3 Class +3 Dex +4 Racial +2 LoE)

Class Features:
Weapon and Armor Proficiency: all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (whip). Proficient with light armor, medium armor, and shields (except tower shields).
Lore of Escape (Ex): adds Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Hide Tracks (Ex): Creatures attempting to track take a –5 penalty on rolls to find or follow his tracks.
Stern Gaze (Ex): a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level (minimum +1).
Cunning Initiative (Ex): add Wis bonus on Initiative checks in addition to Dex.
Detect Alignment (Sp): can use detect chaos / law / good / evil at will, but only one at a time.
Track (Ex): add half level to Survival checks to follow tracks.
Solo Tactics (Ex): all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Inquisition: Sin: You know how to stoke the seven sins in others (envy, gluttony, greed, lust, pride, sloth, and wrath), and twist their dark desires to suit your own purposes.
Sin Sense (Su): full-round action, determine which sin most strongly influences a target by quickly reading its mind. Once you learn this fact, you gain a +4 bonus on your next Charisma based skill check made against the target as long as it somehow incorporates a temptation that relates to that sin. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind affecting effect.

Spells Known:
0th: bleed, brand, daze, detect poison, guidance, sift
1st: expeditious retreat, forbid action, forced quiet (UM), litany of sloth (UC)

Judgement:
1/day as swift action
Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
Destruction: +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels he possesses.
Healing: gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels he possesses.
Justice: a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels he possesses.
Protection: +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: DR 1/magic. This DR increases by 1 for every five levels he possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If he is neutral, the inquisitor does not receive this increase.
Resistance: shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels he possesses.
Smiting: weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, he does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Gear: 120gp start
Leather – 10gp
Light Crossbow – 37gp (inc 20 bolts)
2 x Daggers – 2gp – c/w hollow pommels = 14gp

Pocketed scarf – 8 gp

Backpack – 2gp
Belt Pouch – 1gp
Canteen – 2gp
Gear Maintenance Kit – 5gp (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
Grooming Kit – 1gp (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
Hip Flask – 1gp
Holy Symbol, Iron – 5gp
Mess Kit – 0.2gp (plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin.)
Cologne – 5gp
Scrivener’s Kit – 2gp (soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler)

Traveler’s Outfit - free

Jade figurine – 20gp

Final cash = 6.8gp
-0.4 sp = Ale at the Publican House
-1.4 sp = Gambit with Master Scabb
-2.0 gp = traded for chips at Gold Gobbo

1 x platinum chip - lifted
2 x blue and 1 x yellow - lifted from golem table

From the silt - 3gp, peridot - 50gp

Appearance:
Phillip is a reasonably attractive man... for a halfling. Blessed with a full and unkempt mop of hair that he's chosen to accentuate with a mustache it draws attention away from his slighty plump frame and unto his face. Twinkling eyes betray his quick and agile mind and his youthful expression is tempered by the nicks and scars accumulated during an upbringing among the shanties.

His skin feels cold to the touch, and his canines are pronounced... giving him an occasional serpentine and predatory appearance.

Personality:
A man of contrasts, Phillip sways between introspective thought and expressive conversation. When at rest he is relatively open of mind and thought and it is rare that his tongue does not o'erun with witticisms and idle converstaion. Growing up among the Sczarni his words are touched with the colorful slang and expressions used therein, and his hands and arms are constantly in motion as he speaks serving to emphasize his words. At times this makes for some difficulty to follow his train of thought, however when time comes to cut to the quick, his demeanor is mutable as the ocean's surface.

Able to read situtations and people with ease and rapidity, Phillip preys upon weaknesses of spirit and heart to make malleable the opinion of his targets. Where rage is called for he is vehement and incensed, a soft touch to inspire jealousy, and the ability to whisper poisoned words to play upon the greed of others. He is in his element when able to work the crowd - though is less able to deal with situtations where he is unable to talk his way out of trouble.

Background:
Phillip was born to loving but limited parents in the district of Underbridge in Magnimar. His parents were kind, but forced to work long days as domestic help to the middle class in Magnimar. As Phil grew into puberty, boredom of staying at home led to exploration and ultimately temptation. Drawn to a shanty by the light of a fire and smell of roasted meat, Phil was welcomed by the Sczarni man who had set the honey trap. After a hot meal and mulled wine Phil was much more susceptible to the soft words and suggestions of the Varisian.

From that point on, Phil spent his days working capers (criminal acts) for the man and offering up the proceeds for cants (wine / gifts / meals). At first he wasn’t trusted much and was set to snowing (stealing clothes left out to dry) and griddling (begging), though his minder was impressed when he managed to talk his way out of being caught by the guard with a sack of women’s clothing over his shoulder. His tongue was put to use as a buttoner (assistant to a swindler to bring in dupes) working directly with the Varisian.

Around this time his father passed unexpectedly, being found dead at home. There was no clear cause of death… but clutched in his hand was a serpentine statuette in jade. After that his mother grew more listless and Phillip more rebellious as he sank deeper into the Varisian’s criminal enterprise. He continued to push into more audacious acts and the Varisian brought him into his inner circle of groomed youths. It was there that his relationship with Calistria began.

The Varisian used the worship of the Savored Sting as a means of control with his underlings – appealing to their base instincts and love of freedom. It was thus with Phillip… at least at first. Curious, Phillip took it a little further than the other youths and actually sought to understand the tenets of the faith… and in so doing saw a deeper truth. He saw that the Varisian was not his friend, and would cast him off whenever it suited him. But Phillip also knew that the arrangement was good for his own purpose, at least for now. So the status quo was maintained.

While scrounging in Underbridge one night, Phillip was startled when a body plunged from the sky to impact messily beside him. His head told him to run, but his eyes were drawn to the man’s valuable jewels… and his greed o’erwhelmed his instinct. Purloining the jewels Phillip moved to a house he knew to be derelict and stowed the jewels within, keeping only a ring with him. This was an opportunity that might set him free.

Keeping the find from his minder, Phil sought to turn the ring to profit at the Bazaar of Sails… and that is where turns were taken to less savory ends. One of the Princess of the Market’s agents noticed him trying to sell and unbeknownst to Phillip the item was of a noted merchant who had not arrived that morning. He was taken aside and interrogated with force. Phillip’s resolve was twisted to surrender easily and the agent insisted the rest of the jewels be returned. He begrudgingly led the agent towards the dead-drop with hands in manacles.

As they neared the house his heart sank again as he saw a carriage of the city watch waiting. Trapped between a rock and a hard place, Phillip’s mind worked feverishly for an out and he clutched at desperation. Emitting an earsplitting scream he drew out the guard, and when the market’s agent stepped forward to explain herself – Phillip reversed course and ran. Through sheer luck alone he managed to slip the chase.

Knowing that the Sczarni would not harbor him, and the law would sooner bury him then listen… Phillip fled. Running first to his home he gathered his meager possessions and was drawn to bring his father’s statuette also. From there to the docks and he stowed aboard a ship making ready. Little did he know that it was a pirate’s sloop… and bound for lawless Riddleport.

Last bit of the backstory mutable to match up with the campaign start.

Hooks and Notes:
  • The statue of his father is of a coiled rattlesnake with horns - reminiscent of an Aghasura, a type of Asura - though Phillip does not know this.
  • His father inherited the statue from his own father, though how it came to them is lost to time.
  • The figurine is the source of a minor taint to his bloodline with that of the Asura - it manifests in Phillip through a descreased body temperature and pronounced serpent-like canines. No mechanical effects stated at this point.
  • He will likely be a wanted man in Magnimar, though whether that trouble follows him to Riddleport?
  • His mother survives him in Magnimar, though does his fleeing the city affect her?