Hooded Man

Pluck's page

260 posts. Alias of michaelane.


About Pluck

Pluck
Male Half-Elf Wizard (Scroll Scholar [1]) 4
CN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +4
[1] Pathfinder Campaign Setting: Pathfinder Society Field Guide
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 Armor*, +3 Dex)
*mage armor
hp 23 (4d6+4)
Fort +2, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged dagger +5 (1d4-1/19-20)
Wizard (Scroll Scholar) Spells Prepared (CL 4th; concentration +9; vs. SR +4):
. . 2nd—create pit [A], glitterdust [X], invisibility [A], see invisibility [S] [A]
. . 1st—air bubble [A], grease [X], heightened awareness [S] [A], mage armor [X], magic missile (x2) [X] [A]
. . 0 (at will)—detect magic, mage hand, message, prestidigitation
[S] Specialized Spell
[A] Available
[X] Expended
[NP] Not Prepared
Arcane Bond [X-levitate]
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 14
Feats Cypher Magic [1], Skill Focus (Bluff), Scribe Scroll, Spell Focus (divination)
Traits Clever Wordplay (Bluff) [2], Looking for Work (Bluff)
Skills Acrobatics +3, Appraise +5, Bluff +17, Knowledge (arcana) +11, Knowledge (dungeoneering) +12, Knowledge (history) +10, Knowledge (local) +14, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +4, Perform (comedy) +2, Profession (gambler) +4, Sense Motive +1, Spellcraft +11; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Abyssal, Azlanti, Common, Elven, Erutaki, Infernal, Skald, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bonds (arcane bond [ring]), arcane training, dreamspeaker, elf blood, forewarned, opposition schools (enchantment, necromancy), specialized schools (divination)
Gear dagger, steel ring (arcane bond), headband of vast intelligence +2 (Knowledge: Dungeoneering), flasks of holy water (2), ink, black, inkpen, slippers of spider climbing, spell component pouch, handy haversack, spellbook, wand of magic missile (14/18 charges remain), 0 gp, 6 sp, owe Tamiro 41 gp for holy water laundered through Nel
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Training [1] Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher. This racial trait replaces the multitalented racial trait.
Cypher Magic [2] You cast spells from scrolls at +1 caster level higher than the scroll’s caster level. This benefit extends to scrolls that you have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level than your own.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Dreamspeaker [1] A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces the elven immunities racial trait.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Forewarned +1 (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scribe Scroll You can create a scroll of any spell that you know.
Wary [1] Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
[1] Advanced Race Guide
[2] Pathfinder Campaign Setting: The Inner Sea World Guide
--------------------
Spellbook
--------------------
2nd - anti-summoning shield (free, 4th) [1], create pit (free, 3rd), glitterdust (150 gp + 40 gp), invisibility (free, 3rd), levitate (150 gp + 40 gp), locate object (150 gp + 40 gp), make whole (150 gp + 40 gp), mirror image (150 gp + 40 gp), page-bound epiphany (150 gp + 40 gp) [3], resist energy (150 gp + 40 gp), see invisibility (150 gp + 40 gp), stone call (150 gp + 40 gp), suppress charms and compulsions (free, 4th)
--------------------
1st - air bubble (25 gp + 10 gp), comprehend languages (free, 1st), cultural adaptation (free, 1st) [2], detect metal (25 gp + 10 gp) [7], disguise self (free, 1st), ears of the city (25 gp + 10 gp) [8], endure elements (25 gp + 10 gp), enlarge person (25 gp + 10 gp), expeditious excavation (25 gp + 10 gp), feather fall (25 gp + 10 gp), grease (25 gp + 10 gp), heightened awareness [6] (25 gp + 10 gp), identify (free, 2nd), kreighton's perusal (free, 1st) [3], liberating command (free, 2nd) mage armor (free, 1st), magic missile (free, 1st), petulengro's validation (25 gp + 10 gp) [9], protection from evil (25 gp + 10 gp), silent image (free, 1st), vanish (25 gp + 10 gp)
--------------------
0 - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, haunted fey aspect [4], light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant [5], spark
--------------------
[1] Pathfinder Player Companion: Demon Hunter's Handbook, [2] Pathfinder Player Companion: Humans of Golarion, [3] Pathfinder Player Companion: Pathfinder Society Primer, [4] Ultimate Combat, [5] Pathfinder Campaign Setting: Seekers of Secrets, [6] Advanced Class Guide, [7] Pathfinder Player Companion: People of the River, [8] Pathfinder Player Companion: Heroes of the Streets, [9] Pathfinder Player Companion: Pathfinder Society Field Guide
--------------------
Physical Description
--------------------
Born to the streets without the strength to bully his way to the best food and places to sleep, Pluck has always been a titch on the short side of average and weighed a smidge over malnourished. He’s found it to be more of an advantage than disadvantage though because he tends to be easily overlooked or better still forgotten, especially when he’s garbed in his usual dockworker shirt and breeches with an oiled hooded cloak to protect against the foul Riddleport weather. Pluck’s face is that of a boyish Varisian, a patchy dark beard struggles to find root on his cheeks and chin. The only giveaway to his elven heritage are the longer, pointed ears that are usually hidden away under hood and hair. The tools of his trade are also subtle and unremarkable. His arcane bond is a plain steel band on his right hand while he keeps his spell components in a simple leather pouch on his left side.
Tropes The Nondescript
--------------------
Personality
--------------------
While his appearance is indistinct, Pluck's personality can be memorable. The half-elf is extremely bright and often struggles to hold back a snarky observation unless he’s playing a part, something Tammerhawk has been trying to instill in the young man. Still, he has a tendency to get excited and when he does, words, thoughts and observations come spilling out in a barely contained torrent, often overcoming the listener through sheer force of intellect. In the last couple years, research into the Cyphergate and immersion into Tammerhawk’s plots have instilled a love of the complex in Pluck. He has a tendency to overplan, but gets a thrill from feeling a plan or discovery fall into place, a magical feeling for Pluck akin to an addict’s high.
Tropes Crazy Prepared, Deadpan Snarker, Didn't See That Coming, Encyclopaedic Knowledge, Loveable Rogue, The Trickster
--------------------
History
--------------------
Born a few years after Cromarcky’s rise to Overlord, Pluck grew up on the streets of Riddleport never knowing mother or father, but always having a different answer when someone asks. Lacking the strength to run with gangs relying on muscle to get their way, Pluck gravitated toward simple cons at a young age, often drawing other children into his schemes for food or a few quick coins. After a few uncomfortable run-ins with Croat’s thugs and Mescher’s gendarmes, the young half-elf found that the fattest pigeons came right off the boat. Gravitating to the Wharf District, Pluck found he had a gift for the tongues of Riddleport’s many visitors and a little rum or rotgut was sure to make a mark more talkative and make it easy to set up a quick con as long as he made sure to avoid any favorites of the crimelord’s capps.

It wasn’t until after Tammerhawk became leader of the Order of Cyphers that the half-elf gave more than a second thought to the fancyboys. There he was about to make a quick coin off a bridge monkey who’d never played ‘follow the lady’ when one of Tammerhawk’s ‘boys’ walks right up from the far side of the room and turns over the right card adding that he’s a smart kid and when he’s ready to move up from mere parlor tricks, he ought to visit the Cypher Lodge handing him a slip of paper with a pattern of runes. Spitting mad, Pluck crumpled up the paper and sprung up planning to at least bloody a nose in a fight he would surely lose when he realized the man had disappeared. Later that night he got a second surprise, finding the same piece of paper, uncrumpled in his pocket in place of the copper he’d kept aside for a meat pie for dinner.

Ready to crumple the paper for a second time, Pluck took a closer look...and then an even closer one. The night was lost as he was consumed by the puzzle dashing through the city dodging gendarmes to examine obelisks and runestones that he had never given a second thought to before. Clinging to a precarious perch over the harbor from the Cyphergate, he put the last piece together under the rosy light of dawn and Pluck felt a thrill that not even the best executed con had ever produced. The Bishop had his own surprise when he found a triumphant and somewhat smug Pluck waiting for him in the Cypher Lodge’s parlor that morning.

Pluck has spent the last three years splitting time between the Cypher Lodge and his own confidence games in the city at large. Quickly ensconced in the shadowy side of the Order, Tammerhawk pegged Pluck early on as someone smart and charismatic enough to be dangerous if he ever reached his potential and guided him onto a path where he could be certain that would never happen. Keep the promising ones close...or make sure they cut their throats is one tenet in the Speaker’s personal creed. Tammerhawk and his capp, The Bishop, have made sure to keep Pluck a little on the periphery of their plans for Riddleport, but this gambling tournament that Saul has cooked up at the Gold Goblin Gambling Hall sounds like just the thing to drop a young confidence artist/wizard right into the middle of.
Tropes Conveniently An Orphan, Only Smart People May Pass
--------------------
Relationship to Riddleport
--------------------
Riddleport is home to Pluck and while he sometimes wonders what lies beyond the city, he also doesn't know any other place. He knows the gangs—who is safe to tweak and who he shouldn't begin to mess with. He knows the people of the city—and it has to be said that there might be a small soft spot there providing a reason he typically picks on strangers and the unkind. Sure this strange blot in the sky might be something new, but it will probably be part of the landscape before long. He enjoys working with the Cyphermages and wonders when Tammerhawk or another Cyphermage will co-opt him for a journey outside the city not realizing that the Speaker is reluctant to put a useful pawn such as Pluck at risk in the Varisian wilds.
Tropes Nominal Hero
--------------------
Spells to Pick Up
--------------------
Deja Vu