Xerxes

Sicarius Brood's page

297 posts. Alias of John Hathaway.


Classes/Levels

retired

About Sicarius Brood

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Sicarius Brood
Seh-CAHR-ee-us BROOD
elf (elf, humanoid) magus [kensai] 4
Ht: 6'6" // Wt: 245 lbs // Age: 94
Favored Class: magus (+1hp/lvl)
Alignment: Neutral Evil
Languages: Common, Elven
Senses: low-light vision

==============STATS=============
Str: 16 (+3) // Dex: 16 (+3) // Con: 10 (+0)
Int: 18 (+4) // Wis: 10 (+0) // Cha: 11 (+0)
================================

Base Stats (25 point buy):

Str 16 (10 pts)
Dex 14 (5 pts)
Con 12 (2 pts)
Int 15 (7 pts)
Wis 10 (0 pts)
Cha 11 (1 pt)
+2 Dex, +2 Int, -2 Con (racial, lvl 1), +1 Int (lvl 4)

Combat Info
HP: 27 (8+1), (5+1)
BAB: +3
CMB: +6
CMD: 19
Initiative: +3
Speed: 30

AC: 18 (17 T / 11 FF) (+1 armor, +3 dex, +4 dodge)
Fort: +4 (4 base + 0 con)
Ref: +4 (1 base + 3 dex)
Will: +4 (+2 vs enchantment) (4 base + 0 wis)
(immune magic sleep effects)

Equipment
Coins: 7.1gp
tidewater cutlass
cutlass
daggers (5)
light crossbow
bracers of armor +1
bolts (20)
backpack
bandolier
bedroll
belt pouch (2)
candle (10)
compass
flint and steel
hammock
ink (3)
ink, invisible (simple)
inkpen
parchment (10)
silk rope (50ft)
sunrod (5)
tindertwig (5)
traveler's outfit (2)

starting gear:

cutlass ... 15gp
daggers (5) ... 10gp
light crossbow ... 35gp
bolts (20) ... 2gp
backpack ... 2gp
bandolier ... 0.5gp
bedroll ... 0.1gp
belt pouch (2) ... 2gp
candle (10) ... 0.1gp
compass ... 10gp
flint and steel ... 1gp
hammock ... 0.1gp
ink (3) ... 24gp
ink, invisible (simple) ... 2gp
inkpen ... 0.1gp
parchment (10) ... 2gp
silk rope (50ft) ... 10gp
sunrod (5) ... 10gp
tindertwig (5) ... 5gp
traveler's outfit (2) ... 2gp

Starting Gold: 140gp
Spent: 132.9gp
Remaining: 7.1gp

Class Abilities
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: As full round action, cast standard action or quicker spell with 1 hand + attack w/ other hand (equivalent to 2 weapon fighting) w/ -2 penalty to melee attacks; Can take penalty on attack roll (up to Int Mod) and add to concentration check if spell is cast defensively.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.

Arcana:
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Traits, Feats, and Skills
Traits: Besmara's Blessing (campaign), Reckless (combat)
Feats: Combat Casting (Lvl 1), Weapon Focus (Mag 1), Uncanny Concentration (Lvl 3)
Racial Traits: low-light vision, elven immunities, elven magic, keen senses, arcane focus (replaces weapon familiarity)

Detailed Traits:

Besmara's Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Detailed Feats:

Combating Casting: (Prereqs: none)
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Weapon Focus (Cutlass): (Prereqs: waived)
Benefit: +1 bonus to attack rolls with chosen weapon

Uncanny Concentration: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Detailed Skills:

Skill Points/level: 6 = 2(class) + 4(int)
class skill // Armor Check Penalty = 0 // Total Ranks: 21

Acrobatics: +10 = +4(ranks) +3(trained) +3(dex)
Appraise: +4 = +0(ranks) +4(int)
Bluff: +0 = +0(ranks) +0(cha)
Climb: +9 = +4(ranks) +3(trained) +2(str)
Craft (): +4 = +0(ranks) +4(int)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device: +3 = +0(ranks) +3(dex)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +3 = +0(ranks) +3(dex)
Fly: +3 = +0(ranks) +3(dex)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +0 = +0(ranks) +0(wis)
Intimidate: +5 = +2(ranks) +3(trained) +0(cha)
Knowledge (arcana): +10 = +3(ranks) +3(trained) +4(int)
Knowledge (dungeoneering): +4 = +0(ranks) +4(int)
Knowledge (engineering): +4 = +0(ranks) +4(int)
Knowledge (geography): +4 = +0(ranks) +4(int)
Knowledge (history): +4 = +0(ranks) +4(int)
Knowledge (local): +4 = +0(ranks) +4(int)
Knowledge (nature): +4 = +0(ranks) +4(int)
Knowledge (nobility): +4 = +0(ranks) +4(int)
Knowledge (planes): +8 = +1(ranks) +3(trained) +4(int)
Knowledge (religion): +4 = +0(ranks) +4(int)
Linguistics: +4 = +0(ranks) +4(int)
Perception: +3 = +0(ranks) +0(wis) +2(racial) +1(trait)
Perform (): +0 = +0(ranks) +0(cha)
Profession (sailor): +10 = +4(ranks) +3(trained) +0(wis) +1(trait) +2(hat)
Ride: +3 = +0(ranks) +3(dex)
Sense Motive: +0 = +0(ranks) +0(wis)
Sleight of Hand: +3 = +0(ranks) +3(dex)
Spellcraft: +11 = +4(ranks) +3(trained) +4(int)
Stealth: +3 = +0(ranks) +3(dex)
Survival: +0 = +0(ranks) +0(wis)
Swim: +10 = +3(ranks) +3(trained) +2(str) +2(hat)
Use Magic Device: +0 = +0(ranks) +0(cha)

Background:
Sicarius Brood is looking for his place in the world, but all he's found so far has been violence and pain. He was introduced to suffering early in his life, having been born to a drunk and abusive father who beat him regularly. The first time Sicarius ever took a life was an act of patricide, striking his father down too late to save his mother from her husband's angry, alcohol fueled fists.

The event scarred the young elf drastically, and he was taken in by Sarenrae's church in the wake of the tragedy. Sicarius didn't speak for a long time after, but he watched the clerics closely as they tended to him. While he appreciated the care afforded to him by the Dawnflower's faithful, the other orphans did not take kindly to the quiet, brooding elf who watched them with narrowed, suspicious eyes and who never spoke. The other children took to calling Sicarius "Brood" for his unsocial behavior, and it did not take too long before verbal jabs escalated to physical ones. When a trio of older boys cornered him one afternoon, Sicarius dealt with his assailants the only way he knew how: with extreme violence. One of the boys perished whle the other two were greivously wounded, and the altercation, unsurprisingly, ended Sicarius' time with Sarenrae's flock.

As the elf grew, he was shuffled from orphanage to orphanage, each one run by a different faith. He spent time tutored at the feet of Irori's stoics, a year tilling fields and hunting game alongside Erastil's priesthood, and several years with Nethys' followers searching through arcane libraries within a gray, stone tower.

In all these places and more, Sicarius never found a home. Though he stayed longest with those faithful to Nethys, something inside kept him restless and unsettled. Nearing his 94th year now, Sicarius has returned to Port Peril, the first home he'd ever had and the place he first spilled blood. He can't articulate why he's come back, after all, he swore to himself he'd never return, but he steps into the Formidably Maid nonetheless.

In all his travels and studies at various temples with a vast assorment of faiths, Sicarius never learned of Besmara. As such, Sicarius has no idea that the Pirate Queen marked little Sicarius on the day of his birth and that she has now, at last, called him home; not to Port Peril, but to the sea.

Personality/Mannerisms:
Having lived a life defined by violence, Sicarius has little regard for life now and is more than willing to settle things with a blade if he feels that's his only option. Despite all his tutelage at all the various churches and temples, he often feels that violence is the only solution to any conflict.

Sicarius' movements are fluid and graceful, not uncommon traits for an elf such as he, but his extremely thick frame and barrel-like chest and shoulders often times make him stand out in a crowd. For this reason, he prefers loose fitting, baggy clothes with a broad, weathered cloak to disguise his bulk.

Sicarius keeps his head clean shaven, having learned from a nasty scuffle in the past how hair can give an opponent something to grab on to during a close struggle. His dusky red skin, pupiless eyes, and long pointed ears (one of which is missing an inch off the tip) otherwise all plainly betray his elven heritage. His face is darkened by an almost perpetual scowl, but his eyes remain sharp and bright as he absorbs and considers all he observes. Despite his intellectual sharpness, Sicarius is a quiet sort, rarely offering more than a few words at a time when he has to speak.

He's also been a loner for a very long time, but shared trials with others will help him start to form those emotional attachments he's never really had before. While gruff and brutal in his dealings with opponents, as he learns to trust and rely on a small group of others (the other PCs), he'll begin turning his talents to defending them as well. Further, Sicarius still carries a sense of gratitude for those faiths that took him in and cared for him over the years. He'll be eager to help any members of those faiths should he encounter any on his journeys, especially so if it means that by dirtying his own hands further the pious might keep their's clean.

Beyond that, Sicarius doesn't care for direct attention. He much perfers to be a quiet observer, ready to strike should the need arise. As such, he'd be a poor fit for captain of a vessel, but he'd be an excellent enforcer/assassin type figure. The quiet, looming threat standing off to the side of the captain, ready to do what needs to be done should any threat present itself.

Progression:
Sicarius will stick with magus for his level progressions, eventually looking to pick up the Dimensional Agility feat tree down the line. His spells, severely limited by his archetype, will focus on direct-damage for the most part, with perhaps an occasional spell here or there to improve his defenses or mobility. Nearly all of them will have direct combat applications, however.

Feats to Consider: Uncanny Concentration*, Nimble Moves, Acrobatic Steps, Arcane Strike, Dimensional Agility*
*definite

Macros:

[spoiler=Status]
HP: 27/27
AC: 18 (17 T / 11 FF)
CMD: 19
F/R/W: +4/+4/+4 (+2 vs enchantment, immune sleep)
Arcane Pool used: 0/6
Tidewater Hydraulic Push (1/day): [ ]
Besmara's Blessing (1/week): [ ]

Spells Prepared:
Cantrips (3) - acid splash, flare, read magic
Level 1 (2+1) - magic missile [ ], monkeyfish [ ], shocking grasp [ ]
Level 2 (0+1) - frigid touch [ ]

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+10[/dice]
[dice=Concentration (defensive)]1d20+14[/dice]
[dice=Acid Splash]1d20+6[/dice][dice=for]1d3[/dice]
[dice=Magic Missile]1d4+1[/dice]
[dice=Tidewater Cutlass]1d20+8[/dice][dice=for]1d6+4[/dice]
[dice=Tidewater Push]1d20+5[/dice] [ooc]vs target's CMD[/ooc]
[dice=Light Crossbow]1d20+6[/dice][dice=for]1d8[/dice]

Besmara's Code:

End Your Quarrels on Shore: Whatever disagreements one sailor has with another, onboard a ship is not the place to settle them, for everyone’s survival depends on the crew working together. If one member of the crew has a disagreement with another, the place to settle it is on shore—whether this is a port or just a sandy beach.

Thirty Stripes Lacking One: The traditional punishment for a serious infraction on the ship is thirty lashes on the bare back. The captain or boatswain, however, may choose to reserve the last (30th) lash as an act of mercy if the target is repentant or unconscious. Still, the captain always has the option to make that last strike at any time—a threat to ensure better behavior from the target. Usually this “lash debt” is canceled once the ship makes port, and always if the target leaves the crew.

Truce Ends at the Horizon: While pirates recognize the need for parley, any truce is only valid until the opposing ship is past the horizon. This gives the weaker captain a head start should he fear the other captain’s intentions. Breaking this part of the code is seen as not only unsportsmanlike, but a threat to all pirates.

Sicarius' Short List:

Sicarius' short list is a stained, folded piece of paper tucked into a gap in the paper lining of the back cover of his spellbook. It bears, in the elf's crisp, jagged hand, a list of names with a few jotted notes beside each one. At the bottom of the page, a note has been appended after Sicarius' introduction to Besmara's Code: Settle all debts at shore.

Barnabas Harrigan- ultimately behind pressganging; death should be slow and painful if possible
Scourge- little more than a bully; seems emboldened by his cronies try to separate from supporters for best chance at killing him
Plugg- ordered my pressganging, small and cruel, get close to avoid cat-o-nine-tails
Aretta- likes Plugg, loud mouth
Jaundiced Jape- straight forward brute, sword strikes should come from unexpected angles to bypass his defenses

Tidewater Cutlass:

Aura faint evocation; CL 3rd
Slot none; Price 3,395 gp; Weight 4 lbs.
DESCRIPTION
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, hydraulic push
(Pathfinder RPG Advanced Player’s Guide 228); Cost 1,855 gp

Besmara's Tricorne:

Besmara’s Tricorne
Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
DESCRIPTION
This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat. The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.
CONSTRUCTION
Requirements Craft Wondrous Item, guidance, shrink item, creator must have 5 ranks in Profession (sailor); Cost 1,300 gp