Royster McCleagh

Tabar Ballast's page

38 posts. Alias of The Emerald Duke.


Race

Human

Classes/Levels

Investigator (Majordomo) 1 | HP 10/10| AC 13 T 10 FF 13| F +1 R +2 W +4 | Inspiration 3/4 | Init 0| Perc +6| Sen. Mot. +6

Gender

Male

Size

Medium

Age

28

Alignment

LN

Deity

Abadar

Languages

Common, Elven, Draconic, Azlanti, Celestial

Strength 13
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 14
Charisma 14

About Tabar Ballast

Inspirational image

Skills:

  • Appraise (Bonus = 8)
  • Diplomacy (Bonus = 7)
  • Knowledge: Arcana (Bonus = 7)
  • Knowledge: Engineering (Bonus = 7)
  • Knowledge: Geography (Bonus = 7)
  • Knowledge: History (Bonus = 7)
  • Knowledge: Local (Bonus = 9)
  • Knowledge: Nature (Bonus = 7)
  • Knowledge: Nobility (Bonus = 8)
  • Knowledge: Religion (Bonus = 7)
  • Linguistics (Bonus = 8)
  • Perception (Bonus = 6)
  • Sense Motive (Bonus = 6)

Racial Traits:

+2 to One Ability Score (INT): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Fast Learner: You progress gain extra versatility. When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Improvisation: You can figure out how to do almost anything. You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated "trained only" untrained.

Collective Recollection (Teamwork): You and your allies can quickly jog each other’s memories to remember essential facts. When an ally who also has this feat attempts a trained Knowledge skill check while within 30 feet of you, you may attempt an aid another check as a free action to improve that ally’s skill check. You must have at least 1 rank in the Knowledge skill to be aided in order to use this feat. If you succeed at the aid another check, you automatically know any information your ally gains from the Knowledge check as if you had rolled the Knowledge check. Whether or not your aid another check is successful, you cannot attempt a Knowledge check to determine the same information as your ally after using this feat.

Traits:

Senatorial Hopeful: While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Class Features:

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Paper Trail (Ex): A majordomo is trained to uncover forgeries and trace down discrepancies in paperwork in order to ferret out intrigue. She adds half her investigator level (minimum 1) to Linguistics and Profession checks to spot a forgery, deal with paperwork, and notice discrepancies in paperwork.
A majordomo who analyzes the handwriting of a document and succeeds at a Linguistics check against a DC equal to 20 + the writer’s Bluff bonus gets a hunch about whether the document’s writer was lying or otherwise nervous. This ability doesn’t work if the document was dictated to someone who thought the contents were legitimate. (This ability replaces trapfinding.)

Delegate (Ex): In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don’t meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter.
At 4th level, a majordomo can use her delegate ability and designate a single noncombat task that could make use of the teamwork feat (for instance, designating the Cooperative Crafting feat and a session of crafting). As long as the allies pursue the task uninterrupted, instead of experiencing the benefits for a number of rounds equal to 3 + the majordomo’s investigator level, her allies retain the benefits until the task is complete, to a maximum of 8 hours. Additionally, the majordomo can use her delegate ability as a move action instead of a standard action.
At 7th level, a majordomo can use her delegate ability to grant two teamwork feats to her allies, instead of one feat. At 10th level, she can also use her delegate ability as a swift action. At 13th level, she can grant up to three teamwork feats to her allies when she uses delegate.
At 16th level, she can spend 1 minute and use her delegate ability to grant a single teamwork feat to all of her allies until the next time she recovers uses of her delegate ability. As usual for multiple uses of the same ability, if she later uses delegate to grant three teamwork feats, the two uses don’t stack to grant four bonus teamwork feats, but the longer-duration teamwork feat returns after the three shorter-duration feats expire.
(This ability replaces the alchemy and swift alchemy abilities. Additionally, a majordomo can’t take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.)

Random Crunch:

Hit Points: 10/10
Hit Dice: 1d8
Armor Class: 13
Touch Armor Class: 10
Flat-Footed Armor Class: 13
Saving Throws:
Fortitude: 1
Reflex: 2
Will: 4
Initiative Bonus: 0
Base Attack Bonus: 0
Melee Attack Bonus: 1
Ranged Attack Bonus: 0
CMB: 1
CMD: 11
Spell Resistance: N/A
Inspiration: 4/4
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less

Items Equipped:

Armor
Taldan Parade Armor: AC: +3; Max DEX: 5; AC Check: -1; Arcane Spell Failure: 15%; Weight: 20 LB; Speed: 30 FT; Special: +2 Diplomacy/Intimidate to influence Taldans.

Weapon
Sword Cane: DMG: 1d6; Crit: x2; Type: P; Weight: 4 LB; Special: Draw as Swift action (free with Quick Draw feat); DC 20 Perception check to realize not a walking stick (DC 10 if allowed to handle); Weapon Finesse eligible, no 1 1/2 two hand.

Items Owned:

Name*****Weight*****Value
Parade Armor (Taldan)*****20 LB*****25 GP
Sword Cane*****4 LB*****45 GP
Investigators's Kit (minus Alchemy Crafting Kit)*****32 LB*****15 GP
Signet Ring*****N/A*****5 GP
Traveler's Outfit*****5 LB*****1 GP
Courtier's Outfit*****6 LB*****30 GP
Total Weight & Value: 56 LB / 90 GP

Wealth:
0 PP 20 GP 0 SP 0 CP

Backstory:

Tabar grew up in one of the northern prefectures of Taldor. Third son and fourth child to Lord Nasir and Lady Wendi Ballast, he was raised even from an early age to know that he would have to make his own way in life. Well, so much as any of the nobility ever really have to "make their own way" that is. His eldest brother, Nasim, was the heir apparent to his father's lands and title. His middle brother, Ralthan, was groomed from an early age to join the priesthood of Abadar. His eldest sister (as well as his younger two) had arranged marriages set up, though none of them desired them. This left Tabar with some modicum of freedom to pursue his own path when he was older.

When he was a child, however, he was not as free as any of his siblings. Lord Nasir valued education above all else, and spared no expense on tutors and teachers for his children. But where his siblings spent maybe two or three hours a day learning topics, Tabar was given seven or eight per day. Where his older brother only learned about history and nobility, or about religion in the case of his middle brother, he was taught languages, geography, theoretical magic (though he never did have any aptitude for actually applying that skill), and how to determine the worth of items and services. Had he been of a different temperament, Tabar might have bucked or rebelled against all of this learning. Instead, he thrived in the classroom environment, and still looks back fondly on this time period.

One thing became apparent to him, however, as he studied: his country was not as great as it once was. Its laws and bureaucracies were strangling it into non-existence. While he was not about to run off and change things radically, he is supportive of a gradual change in climate. Toward that end, he has set his sights on replacing the current Senator for his region and bringing about change the correct way: gradually and legally.