Valeros

Sir Gareth d’Orionus's page

334 posts. Alias of Jubal Breakbottle.


Full Name

Sir Gareth d'Orionus

Race

Human

Classes/Levels

Knight | HP 33/47

Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Gender

Male

Size

Medium

Age

25

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Infernal

Occupation

Knight

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Sir Gareth d’Orionus

APPEARANCE:
Sir Gareth d’Orionus is a big knight towering 6 feet 4 inches wearing impressive full plate armor without decoration. He carries a greatsword, morningstar, and a heavy steel shield. While he has a commanding presence, a savage scar on the left side of his face makes him quite ugly. When adventuring, he shoulders a full backpack, composite shortbow, and two quivers. When he attends noble events without armor, his outfit is classically cut with muted colors.

Lawful Good Male Human (Taldan)

Alternate Racial Trait:
Focused Study (All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.)

Class Fighter (dragoon) 1 / Inquisitor (infiltrator) 5
Favored Class Inquisitor
Age 25 Height 6-ft, 4-in Weight 200 lb.
Hair Black Eyes gray

GAME MECHANICS:
Initiative +4 (Cunning Initiative); Senses Perception +12
Hero Points 1

==DEFENSE==
AC 21, touch 11, flat-footed 20 (+10 armor +1 dex)
HP 47 (1d10 +5d8 +6x2 Con)
Fort +9, Ref +3, Will +8
Armor +1 Full Plate Armor
Defensive Abilities
- Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects)
- Shake It Off (+1 save per adjacent ally)
- +5 Will vs. lie detection (Necessary Lies)
Special Defenses Cloak of Resistance +1

==OFFENSE==
Speed 20 ft/x3 (Heavy armor)
Melee Power-attacking +1 Greatsword +9 (2d6+13) 19-20/x2
Melee Masterwork Cold Iron Morningstar +9 (1d8+4) 20/x2
Melee Spiked Gauntlets +8 (1d4+4) 20/x2
Ranged +1 Adaptive Composite Shortbow +6 (1d6+5) 20/x3 Range 70-ft.
Special Attacks
- Power Attack with Furious Focus +4/+6 damage one/two handed weapons
- Justice Judgment +1 attack
- Ride-by Attack and +1 attack higher ground
- Bane 5 rounds per day, +2 attack +2d6 damage

==STATISTICS==
Str 18, Dex 13, Con 14, Int 12, Wis 16, Cha 8
BAB +4, CMB +8, CMD 19

Feats
Skill Focus (Diplomacy) - Human (focused study)
Armor Proficiencies (Light, Medium, Heavy) - Fighter (dragoon)
Shield Proficiencies (excluding tower shields) - Fighter (dragoon)
Weapon Proficiencies (Simple and Martial) - Fighter (dragoon)
Skill Focus (Ride) - Fighter (dragoon)
Mounted Combat - Fighter (dragoon)
Ride-by Attack - 1st
Power Attack - 3rd
Furious Focus - 5th
Shake It Off - Inquisitor 3rd

Traits Birthmark, Keeper of the Secret Scrolls, Chivalrous

Skills 4+8+8+8+8+8 = 44 ranks (+1 Int +1 Human)
(6) Bluff +15 (Guileful Lore & Charm of Wisdom)
(1) Climb* +8/+3*
(6) Diplomacy +19 (Skill Focus, Chivalrous, Guileful Lore & Charm of Wisdom)
(1) Heal +7
(1) Knowledge (arcana) +7
(0) Knowledge (history) +3 (Chivalrous & Keeper of the Secret Scrolls)
(0) Knowledge (local) +5 (Ring of the Sophisticate)
(1) Knowledge (nobility) +6 (Keeper of the Secret Scrolls)
(1) Knowledge (religion) +7
(1) Knowledge (planes) +7
(3) Intimidate = +12 (Guileful Lore & Charm of Wisdom)
(6) Perception +12
(1) Profession (knight) +7
(6) Ride* = +13/+8* (Skill Focus)
(6) Sense Motive +16 (Ring of the Sophisticate)
(3) Spellcraft +8
(1) Swim* +8/+3*
* = Armor Check Penalty –5 (+1 Full Plate Armor, Heavy)

Languages Common, Taldan, Infernal

ABILITIES:

Conversion Inquisition Charm of Wisdom (Ex) (You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks)

Misdirection Always set to Neutral. At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

Guileful Lore At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

Forbidden Lore While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

Necessary Lies An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

Judgment 2 per day, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
- Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2.
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
- Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.

Solo Tactics At 3rd level, 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.

Teamwork Feat As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane 5 rounds per day. At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

SPELLS:

Spell-casting
Caster level check to overcome spell resistance +5
Concentration check +8
Spell DC = 3 + spell level
Spells reset at dawn to honor the Light of the Sword

Spells Known
0th level: (at will) Create Water, Daze, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Sift, Stabilize (+3 known Favored Class)
1st level: (5 per day - 3 used) Cure Light Wounds, Divine Favor, Keep Watch, Litany of Sloth, Shield of Faith, Ear Piercing Scream (+2 known Favored Class)
2nd level: (3 per day) Knock, Silence, Invisibility

EQUIPMENT:
Gear
Worn
(100 gp) signet ring d'Orionus
Ring of the Sophisticate
(100 gp) Brooch of Cleanliness
(2,650 gp) +1 Full Plate Armor – 50 lb.
(170 gp) Masterwork Heavy Steel Shield – 15 lb.
(2,350 gp) +1 Greatsword – 8 lb.
(3,375 gp) +1 Adaptable Composite Shortbow – 3 lb.
(1,000 gp) +1 Cloak of Resistance – 1lb.
(316 gp) Masterwork Cold iron morningstar – 6 lb.
(5 gp) Spiked Gauntlets – 1 lb.
(2 gp) flight arrows (19/5 silver) – 3 lb.
(2 gp) blunt arrows (20/5 silver) – 3 lb.
(5 gp) silver weapon blanche used on 10 arrows
(61 gp) durable adamantine arrow (1)
Potion of Cure Serious Wounds

(9 gp) Fighter’s kit – 29 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Bird Feather Token
Soft brown Cap of Human Guise
- The legal documents do not bear a name for the bearer, merely indicating he is an agent of a recognized power. The nobleman is not educated well enough on Andoran practices to recognize the authenticity of that document, but the Taldan writ is very much legal, penned and signed by Philien Petain. A distant but favored cousin of Grand Prince Stavian, he holds a ranking position in Yanmass' bureaucracy.

(1 gp) to Conner losing bet
Currency 112 gp

Tab at the Welcome Wench Inn
(1 gp) 1 night
(1 gp) 1 breakfast

Load 119 lb., Medium load

Saddlebags – 20 lb.
(1 gp) Grooming kit – 2 lb.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
(75 gp) Noble’s outfit – 10 lb.
(free) Explorer’s outfit – 8 lb.

(300 gp) Horse, heavy (combat-trained)
(250 gp) Masterwork Parade Barding
(16 gp) Riding kit

(100 gp) Investment (10% share) in Master Shylocke's caravan

MOUNT:

Heavy Horse named Hunter
Neutral Male Large Animal
Initiative +4; Senses Perception +8, Low-light vision

==DEFENSE==
AC 18, touch 13, flat-footed 14 (+3 armor +2 natural armor +4 dex -1 size)
HP 19 (2d8+10)
Fort +8, Ref +7, Will +3
Armor Masterwork Parade Barding
Special Defenses Mounted Combat

==OFFENSE==
Speed 50 ft./x4
Melee Bite +5 (1d4+5) 20/x2
Melee (2) Hooves +5 (1d6+5) 20/x2

==STATISTICS==
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
BAB +0, CMB +7, CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8

==COMBAT TRAINING==
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel:
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come (DC 15) The animal comes to you, even if it normally would not do so.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.

==EQUIPMENT==
(250 gp) Masterwork Parade Barding – 40 lb.
(16 gp) Riding kit – 54 lb.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.

200 lb. – Gareth
119 lb. – Personal equipment
20 lb. – Saddlebags
94 lb. – Horse equipment
433 lb. = Current Load

Carrying Capacity 468 – 932 lb. Medium Load

BACKGROUND:

Sir Gareth d’Orionus was born the fourth son of the noble Taldan house of Orionus. With two healthy older brothers to survive becoming knights before him, he was truly a spare heir. His childhood was of privilege, and he properly squired and trained to be a noble knight as was expected. Although busy, his father made a point to personally instruct Gareth in the noble history of his family (Keeper of the Secret Scrolls). When he was knighted at 18 years old, his father revealed the secret history of the house of Orionus.

Orionus served under a mortal Iomedae in the Knights of Ozem. When she ascended into divinity, he continued to follow her. Sixth generations later, when Iomedae served as herald of Aroden, she tasked the house of Orionus with a great burden. Iomedae discovered that the enemies of Aroden were well-hidden. She became enlightened into the power of information, even for the divine. She needed agents who could travel into enemy territory with their true faith undiscovered. She requested the house of Orionus to take this task. Over the following generations, they developed methods of obfuscation and training. On the surface, Orionus is just another Taldan noble house producing knights and aristocrats. Below the surface, they secretly maintain a network of intelligence for the church of Iomedae.

Sir Gareth began his additional training, which included frequent travel and his sword brand (birthmark). He uses his status of noble knight to travel where he is directed. Besides intelligence gathering, he has also been sent on missions where obvious trappings of Iomedae would be disadvantageous.

Canoness Y'dey, the head of the church of Iomedae in the small town of Hommlet, has been reporting her suspicions to the Church for years. Things are not what they appear to be, and a disease is metastasizing. Recently, the House of Orionus was tasked to send an agent to Hommlet to investigate. To provide his cover story, Sir Gareth was given a letter of introduction for the Eagle Knight, Sir Romidar Averigus, from an Andoran-friendly, Taldan noble. Sir Gareth has leave to stay in Hommlet for as long as a noble, Taldan knight is needed. Of course, no mention of his true mission is intimated.

PERSONALITY:

Sir Gareth d’Orionus is an obvious noble knight and hidden zealot of Iomedae. On the surface, he is confident, eloquent, and the epitome of a noble knight. Under the surface, he is cautious, shrewd, and curious in what is really going on.

ADVANCEMENT:

6th level: Add Bane; Invisibility & Ear Piercing Scream
7th level: Add Escape Route & Cornugon Smash; add Resist Energy & Expeditious Retreat

POSTING HABITS:

During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone.

INVESTIGATION:

FACTS
1. Witness D'witt followed Jaroo into Glenna's shack, which has no other exit.
2. Witness D'witt found only Glenna in Glenna's shack, which has no other exit.
3. Witness D'witt saw Glenna transform with claws and sliver blood
4. Witness boy found Jaroo's staff in Glenna's shack
5. Witnesses found body in Glenna's shack
6. Witnesses determined body is probably Glenna's, dead for weeks
7. Witnesses found Jaroo's journal without an entry for weeks
8. Witnesses said that Jaroo messaged a problem within days of last entry
9. Witness Calmer said Jaroo knew of Carlson's imminent arrival and warned Canoness Y'dey four days before the murder
10. Witness Calmer last saw Canoness Y'dey alive after shuttering the church the night before.
11. Canoness Y'dey's body shows signs of having been beaten, battered and stabbed, all while being restrained. It is obvious to you, more than one assailant was involved.
12. Witness Conner says the tracks of the murder scene indicate that the attack itself looks like it was conducted by multiple assailants. Assuming which are Y'dey's prints, she appears to have been lead off the road by a set of soft sole prints, into an ambush involving two other assailants. The soft soles, plus a pair of sturdy prints, heavy set, restrained Y'dey after a brief struggle. A third set, iron-toed prints, did most of the beating and ultimately the killing blow.
13. Witness Conner discovers a pair of strange prints, narrow cloven hooves like those of a two legged deer, may have watched the murder nearby, but did not approach the actual struggle. All tracks lead back to the roadway and are lost amid the traffic of the day.
14. Witness Angel detected several evil entities within the mill: one very strong and several lessers. The underwater entrance to the mill is in the area where the witch/doppleganger was seen diving.
15. Witnesses said Jaroo had not been sleeping at the Lodge, but elsewhere.
16. Witnesses saw Jaroo freqenting Glenna's shack, enough to suspect that he was breaking his vow of celibacy.
17. Witness Jaroo said that Carlson Haddix murdered Canoness Y'dey
18. Witness Carlson Haddix received his meal last night in his room at the inn from the red headed barmaid. He awoke the morning with a splitting headache and had barely stumbled downstairs and spoken a few words to the innkeep when men burst in and took me into custody.

CONCLUSIONS
1. A doppelganger replaced Glenna from FACTS 2,3,5,6,16
2. A doppelganger replaced Jaroo from FACTS 1,3,4,7,15,16
3. There was more than one assailant from FACTS 11,12
4 Carlson Haddix is innocent of the murder from FACT 17 and CONCLUSIONS 2,3
5. The red headed barmaid is involved in the conspiracy to commit the murder of Canoness Y'dey from FACT 18

LEADS:

1. Lady Mayor's husband "killed" by wolves. Talk to Elmo.
2. Apothecary missing