The Rake

Qot La'Jal's page

124 posts. Alias of adsapiens.


Full Name

Lord Qot La'Jal a.k.a. the Shadow Talon

Race

Human (Varisian)

Classes/Levels

Vigilante (Agathiel) 7 | HP 77/77 | AC 22 TO 15 FF 17 | F +4 R +10 W +5 | CMD 22 | Init +5 | Perc +10

Vigilante:
AC 23 TO 16 FF 18

Gender

Male

Size

Medium

Age

26

Alignment

Neutral Good

Deity

Desna

Location

Korvosa

Languages

Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Sylvan, Undercommon, Varisian

Occupation

Nobleman

Strength 14
Dexterity 20
Constitution 14
Intelligence 13
Wisdom 10
Charisma 14

About Qot La'Jal

Background:

Lord Harg La'Jal, Duke of the small inhabited sunny islands of Jallear, was already an old man when he married Karsteen La'Jal. The Varisian woman was middle-aged, but still had the beauty of decades ago. Karsteen was a merchant and a traveler of renown, but didn't have a title of nobility; Lord Harg had the title, but coming from a small and proud house he didn't have the gold that most families in Varisia would have. While their marriage would first be seen as something of an arrangement, in truth the two powerful individuals found true love on their shared passion for travels, books and the worshipping of Desna.

Against all predictions, their marriage resulted in a son - named Qot, matching the dark trunked trees that grow on Jallear, the boy was the joy the house needed. He was healthy and strong and received the most expensive education his parents could provide. Yet he was selfish and spoiled, to his parents disappointment, and loved much more the military arts and adventures than praying or reading... And, of course, even young he wanted to be part of the debauchery parties in the heart of the Citadel Crest, and have the best wine and girls.

He was not even of age, though, when his parents perished. While initially he accepted the same version being told everywhere - that they fell to the same disease which would plague rich and poor alike - at a given night, he thought he saw a sign. He was naked and drained tired, after another lustful party, under the moonlight, when a flying figure crossed his window. He tried to focus, but his vision was too blurred by the alcohol; yet, his impression was that he was seeing a giant monarch, made of stars. It traced a clear path on the streets, drawing a path of light.

Was it Desna?, he thought, and what would the goddess be showing him? Drunk and unintelligently, he stepped out of the window, trying to follow the flying figure. And he fell.

He woke up several days later. The family doctor was checking on him, but refused to give any prognostics. As the days passed, he couldn't walk or feel his legs, and imagined this was the price he paid. He cried, feeling the burn of his tears wash his very pride away. People were saying the spoiled La'Jal boy was now suicidal. And then another special night came.

He was sleeping when the light took his room. He opened his eyes slowly, and the image he saw was that of a butterfly-like figure, with the size of a dragon, standing outside the window. Its shadows covered the room, forming an image resembling that of a falcon made of darkness. Qot wanted to stand up and follow the herald, but he just dropped to his knees on the floor, unable to do so. He crawled, crying, to the window, and there he saw the figure flying, again marking a path of lights.

Qot closed his eyes. He followed, once again. Instead of just falling through the window, though, he flew. He doesn't know how, since he had his eyes closed; yet, he knew he was following the path of lights, because when he again opened his eyes, he was by the dark alleys of the docks. He could see through a basement, through a small window, and there he could hear how the small bandits were getting rid of all their enemies on the high places.

Including the pesky La'Jal, he heard. If the boy does us the favor of dying too..., he heard. At that point, he knew. His parents were murdered, as many others. Somehow they opposed the plans of these outlaws - maybe his mother's merchant business. Maybe even their faith in Desna and their will for good. Gaedren Lamm, he heard the name. He didn't need anything else.

Somehow, he found strength to stand up. He pulled a large wooden torch, on the street, and made a crude walking cane. Slowly, he walked his entire way back to his house. From that night on, the streets of Korvosa would know the Shadow Talon.

Appearance and Behavior:

Qot is a human of typical Varisian roots. With tanned skin and long black hair covering his brown eyes, the nobleborn has a handsome falcon-like appearance of prominent angles. Coming from a small but honored house, the La'Jal are Dukes, and known for a long tradition of scholars and merchants, and their renown grows within the districts of Korvosa.

Qot is currently the sole heir of his name. Known as a party ruffian and buffoon within the inner circles, his name still carries enough power to have him invited to most prominent parties and to have rich parents fighting for the expectations of marrying their daughters into the nobility of the La'Jal. Qot's social identity is that of a spoiled young man who lost his parents but kept the family businesses going, and the only reason he's not bankrupt is the nobility his name carries. He's considered selfish, irresponsible and lustful.

In truth, though, he's shiny good at his heart. Although he had an "easy" childhood, yet the message of Desna appealed to him, and he's much more than the eyes meet. Touched by celestial beings, he uses his social identity almost as a persona, and when he has the chance he adopts the vigilante identity of the Shadow Talon. No one sane, in Korvosa, would ever link the two identities.

As the Shadow Talon, "The Eagle of Korvosa", he flies the skies of the city to fight for justice. Looking just like a celestial eagle with darker feathers and adorned in metallic armor and jewels, the creature brings fear to the heart of criminals; despite being small, his unpredictability and speed makes him a great asset for good. While the Shadow Talon specializes in dealing with the corrupt politicians and merchants of the Heights District while flying solo, he's usually acting together with the other Dark Champions of Korvosa, a group of vigilantes inspired by the legend of Blackjack.

Character Sheet (Social):

Qot La'Jal
Male human (Varisian) vigilante (agathiel) 7/rogue* (Pathfinder Player Companion: Spymaster's Handbook 25, Pathfinder RPG Ultimate Intrigue 9)
NG Medium humanoid (human)
Init +5; Senses Perception +10
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Defense
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AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 77 (7d8+21)
Fort +4, Ref +10, Will +5; +1 trait bonus vs. disease
Defensive Abilities unshakable (+7)
--------------------
Offense
--------------------
Speed 30 ft.
Melee sword cane +10 (1d6+2) or
. . unarmed strike +10 (1d3+5 nonlethal)
Special Attacks hidden strike +4d8/+4d4, sneak attack +1d6, startling appearance
--------------------
Statistics
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Str 14, Dex 20, Con 14, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +7; CMD 22
Feats Aspect of the Beast[APG], Combat Expertise, Cornugon Smash, Deadly Aim, Gang Up[APG], Hurtful, Point-Blank Shot, Power Attack, Shadows Of Fear[UI], Weapon Finesse
Traits armor expert, varisian immunity
Skills Acrobatics +20, Bluff +18, Diplomacy +8, Disable Device +20, Disguise +16 (+36 to appear as part of polite society while in your social identity), Fly +6, Intimidate +14 (+20 in your Korvosa, Heights District, Citadel Crest while in your vigilante identity), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (nobility) +5, Linguistics +6, Perception +10, Ride +9, Sense Motive +4, Sleight of Hand +15, Stealth +15, Survival +4 (+6 to avoid becoming lost)
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Sylvan, Undercommon, Varisian
SQ agathion blessing, bestial identity, bestial identity animal, bestial identity spell, dual identity, immortal commitment, social grace, social talents (feign innocence[UI], great renown[UI], renown[UI], social grace[UI]), trapfinding +3, vigilante specialization (stalker[UI]), vigilante talent (up close and personal[UI])
Combat Gear caltrops; Other Gear +1 mithral agile breastplate[APG], sword cane[APG], agile amulet of mighty fists, belt of incredible dexterity +2, boots of elvenkind, clear spindle ioun stone, ioun torch ioun stone[APG], ring of eloquence[ACG], wayfinder[ISWG], bedroll, belt pouch, chalk (10), concealable thieves' tools[UI], flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], mirror, piton (10), pot, soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], 623 gp
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Tracked Resources
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Trail rations - 0/5
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Special Abilities
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Agathion Blessing (Aspect of the Beast [Claws of the Beast]) (Su) Gain Aspect of the Beast feat, with extra natural attack options.
Bestial Identity (Su) When in vigilante form change into animal form with limited ability list
Bestial Identity Animal (Eagle) (Su) Choose the animal you take the form of.
Bestial Identity Spell (Beast Shape I [1 ability]) (Su) Choose the animal you take the form of.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Feign Innocence (Ex) Social identity is protected in area of renown, as innocence.
Gang Up You are considered to be flanking your target if two allies threaten that target
Hidden Strike +4d8/+4d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Hurtful Make melee attack against creature you have just demoralized as free action.
Immortal Commitment (Su) Both identities alignments must be within 1 step of NG.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Renown +6 (Korvosa, Heights District, Citadel Crest) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Shadows of Fear Flank a scared creature once per round
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Up Close and Personal +4d8/+4d4 (Disguise Req'd) (Ex) As a swift action when use Acrobatics to move through foe space, make att with hidden strike dam.
Varisian Immunity Your family is particularly hearty, and has even passed down tales of a Varisian ancestor who sought to cure (or, some loose-lipped relatives say, create) diseases. You gain a +1 trait bonus on saving throws made to resist diseases. Additionally, you are immune to the diseases Vorel’s phage and blood veil. You do not need to be of the Varisian ethnicity to take this campaign trait, but if you’re not, your background should explain how you have a Varisian ancestor.

Character Sheet (Vigilante):

Qot La'Jal as Eagle
Male human (Varisian) vigilante (agathiel) 7/rogue* (Pathfinder Player Companion: Spymaster's Handbook 25, Pathfinder RPG Ultimate Intrigue 9)
CG Small humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 size)
hp 77 (7d8+21)
Fort +4, Ref +10, Will +5; +1 trait bonus vs. disease
Defensive Abilities unshakable (+7)
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Offense
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Speed 30 ft., fly 30 ft. (average)
Melee bite +11 (1d6+5), 2 talons +11 (1d4+5) or
. . unarmed strike +11 (1d2+5 nonlethal)
Special Attacks hidden strike +4d8/+4d4, sneak attack +1d6, startling appearance
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 21
Feats Aspect of the Beast[APG], Combat Expertise, Cornugon Smash, Deadly Aim, Gang Up[APG], Hurtful, Point-Blank Shot, Power Attack, Shadows Of Fear[UI], Weapon Finesse
Traits armor expert, varisian immunity
Skills Acrobatics +20, Bluff +14 (+18 when in your social identity), Diplomacy +8, Disable Device +20, Disguise +12 (+16 when in your social identity, +32 to appear as part of polite society while in your social identity), Fly +8, Intimidate +14 (+20 in your Korvosa, Heights District, Citadel Crest while in your vigilante identity), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (nobility) +5, Linguistics +6, Perception +10, Ride +9, Sense Motive +4, Sleight of Hand +15, Stealth +19, Survival +4 (+6 to avoid becoming lost)
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Sylvan, Undercommon, Varisian
SQ agathion blessing, bestial identity, bestial identity animal, bestial identity spell, dual identity, immortal commitment, social grace, social talents (feign innocence[UI], great renown[UI], renown[UI], social grace[UI]), trapfinding +3, vigilante specialization (stalker[UI]), vigilante talent (up close and personal[UI])
Combat Gear caltrops; Other Gear +1 mithral agile breastplate[APG], sword cane[APG], agile amulet of mighty fists, belt of incredible dexterity +2, boots of elvenkind, clear spindle ioun stone, ioun torch ioun stone[APG], ring of eloquence[ACG], wayfinder[ISWG], bedroll, belt pouch, chalk (10), concealable thieves' tools[UI], flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], mirror, piton (10), pot, soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], 623 gp
--------------------
Tracked Resources
--------------------
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Agathion Blessing (Aspect of the Beast [Claws of the Beast]) (Su) Gain Aspect of the Beast feat, with extra natural attack options.
Bestial Identity (Su) When in vigilante form change into animal form with limited ability list
Bestial Identity Animal (Eagle) (Su) Choose the animal you take the form of.
Bestial Identity Spell (Beast Shape I [1 ability]) (Su) Choose the animal you take the form of.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Feign Innocence (Ex) Social identity is protected in area of renown, as innocence.
Fly (30 feet, Average) You can fly!
Gang Up You are considered to be flanking your target if two allies threaten that target
Hidden Strike +4d8/+4d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Hurtful Make melee attack against creature you have just demoralized as free action.
Immortal Commitment (Su) Both identities alignments must be within 1 step of NG.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Renown +6 (Korvosa, Heights District, Citadel Crest) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Shadows of Fear Flank a scared creature once per round
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Up Close and Personal +4d8/+4d4 (Ex) As a swift action when use Acrobatics to move through foe space, make att with hidden strike dam.
Varisian Immunity Your family is particularly hearty, and has even passed down tales of a Varisian ancestor who sought to cure (or, some loose-lipped relatives say, create) diseases. You gain a +1 trait bonus on saving throws made to resist diseases. Additionally, you are immune to the diseases Vorel’s phage and blood veil. You do not need to be of the Varisian ethnicity to take this campaign trait, but if you’re not, your background should explain how you have a Varisian ancestor.