Theodore Black

Sadlark's page

91 posts. Alias of Doug Hahn.


Full Name

Sadlark

Race

Male Investigator 11 | Perc +19 (M) | Speed: 30' | HP: 118/118 | AC: 29 (30) | Fort: +17 Ref: +20 Will: +20 (Resolve, Slippery Secrets, +2 vs Lead)

Classes/Levels

|Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 | Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Yniesse | Status: Mind of Menace

About Sadlark

Ancestry Human
Background Fortune Teller
Languages Common, Dwarven, Elvaen, Gnomish, Halfling, Undercommon, Varisian, Infernal, Aklo, Celestial, Abyssal, Shaowtongue, Necril

____________________
CURRENT LEAD
Yniesse
____________________
BACKGROUND

Sitting across the room is Sadlark — at least, that’s his pen name. Once a poet on the rise who celebrated the exploits Fellowship of the Iron Cup.

His hair is so dark as to be almost blue. He dresses simply in a faded grey jacket, plain trousers, and a red belt. His high cloak collar is lined with faded fox fur. He sits at a table, writing with his eyes closed and muttering to himself.

In recent years Sadlark’s star has fallen; his self-published work Visions , a massive 2-volume tract of esotericism in which he communes an entity who calls themself “Angannan of Nybor,” nearly bankrupted the poet.

Having drifted into obscurity, Sadlark now performs fortune tellings, seances, and other tricks at the Rose and Rake. His hair is so dark as to be almost blue. He dresses simply in a leather jacket and leggings, plain cloak, high black boots, and a red belt. His high cloak collar is lined with faded red fur. He sits at a table, writing with his eyes closed.

____________________
DEFENSE

HP 118
AC 29 (31)
Speed 30
[dice=Fort (E)]1d20+17[/dice] +2 circ vs Lead
[dice=Ref (E)]1d20+20[/dice] +2 circ vs Lead
[dice=Will (M)]1d20+20[/dice] Resolve, +2 circ vs Lead
[dice=Perception (M)]1d20+19[/dice] +1 circ. vs traps

____________________
OFFENSE

Ranged
‾‾‾‾
[dice=+1 Striking Shortbow, IC, DaS]X+21+1[/dice]

[dice=+1 Striking Shortbow, IC]1d20+20+1[/dice]
[dice=P]2d6+2+1[/dice]
[dice=Precision]3d6[/dice]

[dice=+1 Striking Shortbow, IC, Strike 2]1d20+20+1-5[/dice]
[dice=P]2d6+2+1[/dice]
[dice=Precision]3d6[/dice]

Melee
‾‾‾‾
[dice=Dagger, IC, DaS]1d20+21+1[/dice]
[dice=P]1d4[/dice]
[dice=Precision]3d6[/dice]

____________________
SPELLS

Cantrips
‾‾‾‾
Shield
Telekinetic Projectile
[dice=Telekinetic Projectile, IC]1d20+17+1[/dice]
[dice=B/P/s]6d6+4+1[/dice]
Guidance (Innate)
Message (Innate)
Ventriloquism (Innate)

Level 1
‾‾‾‾
Object Reading (Signature)

Level 2
‾‾‾‾
Hideous Laughterdc 27 Will
Animal messenger (Innate)

Level 3
‾‾‾‾
Hypercognition
Dream message (Innate)

____________________
SKILLS

[dice=Sadlark's Acrobatics (T)]1d20+16[/dice]
[dice=Sadlark's Arcana (T)]1d20+18[/dice]
[dice=Sadlark's Athletics (U)]1d20+-1[/dice]
[dice=Sadlark's Crafting (T)]1d20+18[/dice]
[dice=Sadlark's Deception (M)]1d20+22/dice]
[dice=Sadlark's Diplomacy (M)]1d20+23[/dice]
[dice=Sadlark's Intimidation (T)]1d20+17[/dice]
[dice=Sadlark's Medicine (U)]1d20+2[/dice]
[dice=Sadlark's Nature (T)]1d20+15[/dice]
[dice=Sadlark's Occultism (M)]1d20+24[/dice]
[dice=Sadlark's Performance (M)]1d20+23[/dice]
[dice=Sadlark's Religion (U)]1d20+2[/dice]
[dice=Sadlark's Society (M)]1d20+24[/dice]
[dice=Sadlark's Stealth (T)]1d20+16[/dice]
[dice=Sadlark's Survival (U)]1d20+2[/dice]
[dice=Sadlark's Thievery (T)]1d20+16[/dice]

LORE
‾‾‾‾
[dice=Sadlark's Fortune Telling (T)]1d20+18[/dice]
[dice=Sadlark's Ghost Lore (T)]1d20+18[/dice]
[dice=Sadlark's Korvosa Lore (T)]1d20+18[/dice]
[dice=Sadlark's Fellowship of the Upturned Cup Lore (T)]1d20+18[/dice]
[dice=Sadlark's Fiend Lore (T)]1d20+18[/dice]

____________________
USEFUL MACROS

LINGERING COMPOSITION
‾‾‾‾
[dice=Lingering Composition Perform Check (DC 28), Greater Persona Mask]1d20 + 21+2[/dice] Lingers X rounds

Lingering Composition:

Cast: Verbal (free-action)

You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a [standard-difficulty DC](https://2e.aonprd.com/Rules.aspx?ID=554) of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success The composition lasts 4 rounds.
Success The composition lasts 3 rounds.
Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.

____________________
SPECIAL ABILITIES

BIOGRAPHICAL EYE
‾‾‾‾
Roll Society (DC 30) after 1 min interact on first meeting to gain info on origin and history in society. +1 circ. On check in conversing whole time. Must beat Will DC to see through false identity.

Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live.
Failure You learn the creature's profession and the region of the world they hail from, but no more.
Critical Failure You learn a piece of erroneous information about the creature.

BLIND FIGHT
‾‾‾‾
Your battle insights make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

BON MOT
‾‾‾‾
Roll Diplomacy vs. Will DC of foe in 30 ft to inflict penalty to Will saves and Perception unless foe responds with own check.

Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a [linguistic](https://2e.aonprd.com/Traits.aspx?ID=101) Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

CLUE IN (1/10 MINUTES)
‾‾‾‾
Another creature atempts check to investigate, grant them your Pursue a Lead bonus.

CONSULT THE SPIRITS (OCCULTISM, 1/DAY)
‾‾‾‾
Roll Recall Knowledge over 10 min to question resident spirits about matters related to their nature. 1/Day.

Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Success As with a critical success, but the spirits are indifferrent to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They are Hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

DEDUCTIVE IMPROVISATION
‾‾‾‾
Can attempt trained-level checks while untrained, expert-level checks while trained, and master-level checks while expert.

DEVISE A STRATAGEM (1/ROUND)
‾‾‾‾
Choose a creature and roll d20: Striking them this rnd with agile/finesse weapon uses this roll but with Int mod for attack. 1-action, unless subject of lead then a free action.

DETECTIVE'S READINESS
‾‾‾‾
When you’re on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from Pursue a Lead on saving throws (and their DCs, as normal) against the subject of a lead, and you can use Clue In to assist an ally’s saving throw against that subject.

DISCREET INQUIRY
‾‾‾‾
Can Gather Information while conceal true subject of inquiry (without more time or increased DC). Others roll vs. your Deception DC to learn you were asking about the subject.

DISTURBING KNOWLEDGE
‾‾‾‾
Roll Occultism vs. Will DC of foe in 30 ft to confuse or frighten 1 (all enemies if legendary).

DOUBLESPEAK

Allies of at least 1 week understand secret message in conversation, others must roll Perception vs. your Deception DC.

EXPERIENCED SMUGGLER
‾‾‾‾
When the GM rolls your Stealth check she uses the number rolled or 10, whichever is higher.

GLAD-HAND
‾‾‾‾
You can immediately attempt a Diplomacy check when you meet someone to Make an Impression at a –5 penalty.

INCREDIBLE INVESTITURE
‾‾‾‾
Increase your limit on invested items from 10 to 12.

INTERROGATION
‾‾‾‾
Can Pursue a Lead during a conversation of at least 1 min.

INVESTIGATOR EXPERTISE
‾‾‾‾
Pursue a Lead bonus increases to +2 and your proficiency rank for your investigator class DC increases to expert.

KEEN RECOLLECTION
‾‾‾‾
When Recall Knowledge with untrained skills, use Proficiency bonus equal to own level instead of +0.

KNOWN WEAKNESS
‾‾‾‾
When Devising a Stratagem, can roll Recall Knowledge and on crit success gain +1 to attack, and can share bonus to an ally if they attack before begin your next turn.

MULTIFARIOUS MUSE (MAESTRO)
‾‾‾‾
Muse now counts as another type of muse for prerequisites.

NO CAUSE FOR ALARM
‾‾‾‾
Roll Diplomacy vs. Will DC of creatures in 10 ft who are frightened to grant immunity to fear for 1 hr.

ODDITY IDENTIFICATION
‾‾‾‾
+2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.

POINTED QUESTION
‾‾‾‾
Roll Diplomacy vs. non-allied creature you are conversing with's Will DC to force them to answer a question and gain a bonus to detect their lies.

PREDICTIVE PURCHASE
‾‾‾‾
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats (page 208). When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.

PRESCIENT CONSUMABLE
‾‾‾‾
Prescient Planner can now produce consumables with the same limits on level, rarity, and bulk.

PRESCIENT PLANNER
‾‾‾‾
1 min to produce adventuring gear hadn't previously declared. Must be common, level max half your level, and not so bulky it would have encumbered you previously.

PURSUE A LEAD (1/10 MINUTES)
‾‾‾‾
Study potential clue, designating subject of clue as target of investigation.

RESOLVE
‾‾‾‾
Proficiency rank for Will saves increases to master. Successes on Will saves are crit successes instead.

SHARED STRATEGEM
‾‾‾‾
The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

SLIPPERY SECRETS
‾‾‾‾
Spells that read your mind, detect lying or detect your alignment allow you to save with Deception.

SUSPECT OF OPPORTUNITY
‾‾‾‾
Trigger A foe takes a hostile action against you in combat. Once per hour, you can designate a creature that attacks you a temporary lead. Doing so allows you to use Devise a Stratagem as a free action against that target, improving your action economy. Combined with other feats that rely on Devise a Stratagem, such as Know Weaknesses and Shared Stratagem, this feat improves even further.

STRATEGIC STRIKE (3D6)
‾‾‾‾
On Strike with Int due to Devising a Stratagem, deal extra precision damage.

TOUGHNESS
‾‾‾‾
DC of recovery checks is 9 + dying value.

TRAP FINDER
‾‾‾‾
Bonus to find traps and AC/saves vs. traps. Get a check as though Searching, and can disable as though master in Thievery (legendary if already master).

TRICK MAGIC ITEM
‾‾‾‾
Trick an item you normally can't use into activating for you.

____________________
GEAR

Item Array Choices
‾‾‾‾
Messengers ring (10)
Pendant of the Occult (9)
Greater Persona Mask (9)
Resilient rune (8)
Greater hat disguise (7)
wand of mind of menace (7)

Purchases (500 GP)
‾‾‾‾
Armor potency (160)
Glamered (140)
Striking sbow (100)
Ventriloquist Ring (60)
Dagger (0.2)
Adve Pack (1.5)
Disguise Kit (2)
Lesser Healing Potion (12)
Repair Kit (2)
Snapleaf (9)
Retrieval Prism (Bow) (12)
Remaining GP 1.3
Stipend from King: 1000 GP
Infiltrator thieves tools 50
Pick x3 9
Greater Choker Elocution (Abyssal, Shadowtongue, Necril) (-850 GP)
----
New remaining go: 92.3

____________________
LEVELING

See Leveling Spreadsheet

____________________
HERO POINTS

- Spent one at Pharasmin's ball on failed check
- Awarded 1 after meeting Saliah
- Awarded 1 after Blake poem
- Used 1 on Bishop Saving Throw
- Awarded 1 after amazing victory