Osirionologist

Tatienne Talbot's page

428 posts. Alias of Fighting Chicken.


Full Name

Tatienne Talbot

Race

| HP: 32/32 | AC: 18/20 (22 w/shield spell); ( 12 Tch, 17/19 Ff) | CMB: +5, CMD: 17 | F:+6 (+7), R:+3 (+4), W:+6 (+7) | Init: +6 | Perc: +7 (+9), SM: +7

Classes/Levels

| Speed 30 ft | Insp 4/4 | Spells: 1st: 2/4 2nd: 2/2 | Active conditions: Focus: Abj (2/2); Div (3/4); Trans (2/4);+1 res. to saves; +2 per; +2 enhancement to STR, weapon +6 (1dX+3 or +4); lowlight;

Gender

LE Female Human (Chelaxian) Occultist 4 // Bard

Strength 14
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 12

About Tatienne Talbot

Advancement Choices:

Variant Multiclass Bard
1st: Occultist
2nd: Occultist
3rd: Occultist
4th: Occultist

Crunch:
Female Human (Chelish) Occultist 4 // Bard Age 24
LE Medium Humanoid (Human)
Init +6; Senses ; Perception +7

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DEFENSE
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AC 18/20 w/shield, touch 12, flat-footed 18 (2 dex, 6 armor, 2 shield) ACP-4/-6 w/shield
HP 28 (4d8+8)
Fort +6, Ref +3, Will +6

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OFFENSE
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Speed 30 ft.
Melee dagger +5 (1d4+2/x2)
+1 trident +6 (1d8+3/x2; 10ft)
...PA +5 (1d8+5/x2)
...2H +6 (1d8+4/x2)
...PA 2H +5 (1d8+7/x2)
heavy flail +5 (1d10+3/19-20x2)
...PA +4 (1d10+6/19-20x2)
Bardiche +5 (1d10+3/19-20x2)
...PA +4 (1d10+6/19-20x2)
Ranged
longbow +4 (1d8/x3)
trident +5 (1d8+3/x2; 10ft)
Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Implements 3

- Weathered cloak (Abjuration). This weathered brown traveling cloak is a little threadbare in places, though it contains an edging of ermine fur, indicating that it was once quite fine (acquired as part of her traveler's outfit).

- Cracked Glasses (Divination). These glasses are wire-rimmed, with a large crack across the left lense. The glasses were gifted to Taty by the group's mysterious patron.

- Dagger (Transmutation). This dagger is rather unremarkable. The hilt is slightly worn, the blade showing little sign of use. It was given to Taty by their mysterious patron.

Focus Powers

- Resonant Powers (DC 16)

-- Physical Enhancement: The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

-- Third Eye: The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

-- Warding Talisman: The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

- Base Focus Powers (DC 16)

-- Legacy Weapon: As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

-- Mind Barrier: As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess.

It lasts until the start of your next turn or until exhausted.

For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

-- Sudden Insight: As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before

You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.

- Focus Powers (DC 16)

-- Size Alteration (Sp) (Transmutation): As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size.

You can increase or decrease the creature's size by one step, as enlarge person or reduce person but not limited by the creature's type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can't use this ability on a creature that is already subject to an effect that alters its size.

-- Sudden Speed (Sp) (Transmutation): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Knacks

Mental Focus (10/day) [Default Focus: Abjuration (2) Divination (4), Transmutation (4)]

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STATISTICS
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Str 14, Dex 14, Con 14, Int 18, Wis 10, Cha 12

Base Atk +3; CMB +5; CMD 17 FFCMD 15

Traits:

Blasphemy (Crime): +2 to knowledge (religion checks)

Pragmatic Activator (magic)

Reactionary (combat)

Strike first, strike ruthlessly, and thus be victorious (Bonus): Cardinal Thorn has taught you to never to shirk or hesitate in combat. You gain a +2 trait bonus on Initiative checks.

Racial Traits:

Bonus Feat
Comprehensive Education (All knowledge skills are class skills, class skills gained from classes gain a +1 bonus; replaces skilled)

Feats:

Extra Mental Focus (human)

Iron Will (Level 1)

Amateur Investigator (level 3) 4 inspiration

Feat Tax:

Combat Expertise

Deadly Aim

Power Attack

Class Abilities:

Bardic Knowledge (VMC)
Magic Item Skill
Object Reading

Skills (48 Points - 16 class, 0 race, 8 bonus, 8 background*, 16 int):

**ACP: -4/-6

*Appraise +8 (1 ranks, 3 class, 4 int)
Bluff +5 (4 ranks, 1 cha)
Diplomacy +8 (4 ranks, 3 class, 1 cha)
**Disable Device +11 (4 ranks, 3 class, 2 dex, 2 mw)
*Disguise +6 (2 ranks, 3 class, 1 cha)
Knowledge [Arcana] +11 (1 ranks, 3 class, 4 int, 1 race, 2 bardic knowledge)
Knowledge [Dungeoneering] +10 (1 ranks, 3 class, 4 int, 2 bardic knowledge)
*Knowledge [Engineering] +11 (1 ranks, 3 class, 4 int, 1 race, 2 bardic knowledge)
*Knowledge [Geography] +10 (1 ranks, 3 class, 4 int, 2 bardic knowledge)
*Knowledge [History] +13 (3 ranks, 3 class, 4 int, 1 race, 2 bardic knowledge)
Knowledge [Local] +10 (1 ranks, 3 class, 4 int, 2 bardic knowledge)
Knowledge [Nature] +10 (1 ranks, 3 class, 4 int, 2 bardic knowledge)
*Knowledge [Nobility] +10 (1 ranks, 3 class, 4 int, 2 bardic knowledge)
Knowledge [Planes] +11 (1 ranks, 3 class, 4 int, 1 race, 2 bardic knowledge)
Knowledge [Religion] +15 (3 ranks, 3 class, 4 int, 1 race, 2 trait, 2 bardic knowledge)
*Linguistics +10 (3 ranks, 3 class, 4 int)
Perception +7 (4 ranks, 3 class)
Sense Motive +7 (7 ranks, 3 class)
Spellcraft +10 (3 ranks, 3 class, 4 int)
**Sleight of hand +7 (2 ranks, 3 class, 2 dex)
Use Magic Device +11 (2 ranks, 3 class, 4 int, 1 magic item skill)

Favored Class: Occultist 4 [4/6 focus power]

Languages: Common (Taldane), Goblin, Infernal, Draconic, Necril, Ignan, Abyssal, Celestial

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SPELLCASTING
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Spells Per Day:
- 0: ∞
- 1: 4
- 2: 2

Spells Known:
- 0 (DC 14): Guidance, Mending, Resistance
- 1 (DC 15): Heightened Awareness, Lead Blades, Shield
- 2 (DC 16): Augury, Resist Energy, TBD

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GEAR/POSSESSIONS
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Location: On Persons: Traveler's Outfit; Agile breastplate; dagger; heavy shield; +1 trident; heavy flail, bardiche

Consumables:

-potion of CLW

Carrying Capacity Light: 58 lbs. Medium: 59-116 lbs. Heavy: 117-175 lbs.

Money: 399 GP 5 SP CP

Total Weight: 5 lbs.

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GEAR WISHLIST
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Glaive, Lucern Hammer, Greataxe, or other 2-handed weapon
Occultist's kit
Nice clothing / jewelry (at least 150 gp worth)
Various MW skill kits that would help with exploration and research
Mithral breastplate
Mithral Light Shield or Darkwood Light Shield
Wand of Remove Fear
Wand of Spectral Hand
Muleback Cords
Handy Haversack
Metamagic Rods:
-Heighten
-Quicken
-Logical
-Piercing
Servants
Horse-drawn carraige
Chests of books, clothes and mundane gear

Background:

It could be said, truthfully, that Tatienne Talbot simply would not exist were it not for Fiero Thrune, the great Chelish illustrator and writer. Fiero's books, among them the well-received Elnora the Diabolic Explorer series, could be found in most any Chelish child's bedroom, such was the pull of his works, the imagination of Chelish tots stoked in every corner of the Empire with Elnora's tales of bravery and pluck.

Elnora fought Andoran spies in The Threat of Freedom, watched with pride as her older brother became a sacrifice to Asmodeus in The Liar in the Pyre (a willing sacrifice it should be noted - Fiero's works were children's books, after all), and traveled back in time to fight in the glorious Everwar. Taty's favorite of the Elnora books, however, were the ones where the young explorer went on the hunt for ancient and eldritch Asmodean artifacts, braving the dangers of countless tombs, angels, and other twisted and horrific tests.

==============

Tatienne, born of a minor branch of the Leroung Noble family, grew up a sickly child, ravaged at a young age by the yellow blight, which left her growth stunted, her physique physically weak, and with any exertion, her constitution prone to spells of dizziness and fatigue. Her family, as any proper Chelish family would be, was deeply ashamed, and ushered her into a shuttered existence, Taty’s reclusive childhood spent in an attic bedroom, closed off from the world behind shut doors and heavily curtained windows.

In those early years, Elnora the Explorer was a constant companion, and through Elnora's adventures, Taty learned much of the outside world, of the Empire's important and illustrious role in it. And as Taty aged, so did Elnora, a whole generation or Chels growing up with the fictional character, Fiero Thrune imparting the wisdom of the ruling class, the right of might, and the glory of Asmodeus onto his young readership with his protagonist's journey into adulthood.

Taty was an apt student. When she read The Sixfold Manifest, the young Leroung Lady knew that her parents would soon do her in, just as Elnora's tried to - for Taty was approaching adolescence an unwanted and unloved child, the perfect age for a virginal sacrifice.

Of course, like Elnora, Taty had no plans to be a victim. She had much to accomplish in this world, much glory to bring Cheliax and Asmodeus, if only she would be given the chance. So the young girl set about forming a plan. She befriended a slip, a halfling maid by the name of Agnes, a plump and dim woman perfectly suited for her position in life. As Elnora had shown in Fiero's Slip in the Night, halfings were galling little creatures, completely unworthy of their station, as they always hungered for more; more food, more praise, more freedom. It was the three vices of Agnes' people that Taty abused. First, the young lady spent two months in the process of befriending the woman, showering her with compliments on her clean-swept floors, her well-pressed outfit, her timely chamber pot emptying. Soon, Taty began to sneak food from the kitchen, or pocketing some at mealtime, and giving it to Agnes when the woman came to clean. Agnes got plump(er), and she got friendlier with Taty as the months wore on. Next, Taty began to whisper sweet nothings in Agnes' ears, promises of freedom for Agnes, her husband and their children for the long years of maid's faithful service to her house. The freedom would only come once Taty came of age and was able to legally provide it, of course. In the meantime, all Agnes had to do was follow Taty's directions to the letter.

Perhaps it was the child's shuttered existence that pulled at Agnes' heartstrings, or perhaps it was the irresistible lure of freedom; regardless, in time Agnes belonged to Taty, in heart and deed.

Eventually, the final phase of the child’s plan came into motion. Agnes would steal various household ingredients and spirit them away to Taty’s attic bedroom. The ingredients would be put to good use, Taty showing the maid an illustration of Elnora the Explorer happily working away in her alchemists’ lab as proof. The ingredients, Taty explained, slowly and clearly to Agnes, the maid clearly befuddled by the girl’s request, would be used to make a love potion. Surely Agnes could not deny that the relationship between Taty’s parents was a cold one, bereft of any real fondness; a marriage of cold calculation? What child, Taty pleaded, could benefit growing up in the household of such a thing? That the book from which Taty showed Agnes the picture was one of Fiero’s less regarded works, dry in nature (but with exceptional artwork), a part-fiction, part-textbook titled Elnora the Explorer’s Perfidious Poison Primer... well, that Taty neglected to mention.

Poor trusting, dim, illiterate Agnes! Taty’s parents were dead within the week, and Agnes played her part perfectly, all the way up to the gallows - the blubbering, bawling slip slave, blaming a shut-in noble girl for her wicked deed.

Agnes had one believer, however - Taty’s aunt, the priestess Thenia Leroung. Thenia was always in the shadow of her sister, Taty’s mum, who was older, more beautiful, more charismatic than Thenia could ever hope to be. But what Thenia lacked in social skills, she made up for in tenacity and intelligence, and now, with her sister’s untimely death by servant, Thenia was also fantastically wealthy.

Taty was taken into - in some ways - a much more nurturing environment. The girl’s talents - rote learning, critical thinking, etiquette and charm - were developed, and she was exercised, sometimes mercilessly, to overcome the ravages of her childhood disease. In time, Taty became strong, mentally and physically.

Taty’s bookshelves buckled under weight - Fiero’s works were joined with works on philosophy, religion, geography, magic, and archeology. These books accompanied Tatienne to Westcrown, where she studied history, and where she first caught the trail of The Inward Facing Journey, a long lost and somewhat heretical Asmodean manuscript. The Journey was an early draft of The Inward Facing Circle, a well known work about devil binding. The Journey was said to dwell as much on the art of unlife as that of devil-binding - the parts on the art of unlife were later edited out of the work and its title changed, the art of unlife deemed anathema, being a means to thwart or delay the promise of a contract fulfilled. The work was of course one of exceeding eldritch knowledge and proportionate rarity, and one that Tatienne desperately sought. The fame of finding such a manuscript would of course be great, and the promise of the manuscript’s eldritch power was even greater.

That the Journey was located in that light-blasted, horror-filled holyscape of heaven on earth, Talingarde, was quite simply shocking. Taty couldn’t make her way there as a Leroung - certainly some meddling priest or holy-minded spy would have heard of the woman’s distinguished and powerful family line.

And so, Tatienne Talbot (a proper Taldan surname) was born. Traveling to Taldor, Tatienne hired a small staff of locals under the guise of a newly-endowed heiress, one that like all Taldan ladies, dabbled in matters of great import to society. In Taty’s case, this was the operation and funding of orphanages and asylums, with the aim to give those touched by tragedy and madness the skills to become valuable members of society.

With her hired help, Tatienne made her way across the ocean. Alas, her freedom on Talingardian soil was short-lived. Taty was arrested at port, her false-bottomed chest suspiciously heavy, and giving up its secrets quickly to the port’s inquisitors; a copy of the Asmodean holy text the Asmodean Monograph, as well as Taty’s copious notes on the supposed location of The Inward Facing Journey. Tatienne was denied the pleasure of taking her servants down with her; under scrutiny they proved to be little more than useful idiots and were - presumably - released. Taty was not so lucky; tried and convicted of blasphemy, Tatienne Talbot was stripped of her finery, and locked into a paddywagon bound for the infamous Branderscar Prison, condemned to death by burning.

Grumblejack:
Grumblejack the Ogre C R 2
XP 600
Male ogre
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Melee greatclub +8 (2d8+7)
Space 10 ft.; Reach 10 ft.
TACTICS
During Combat If given the chance to hurt someone (especially guards), Grumblejack takes it. Intelligent for an ogre but still not brilliant, Grumblejack has a very simple plan in a fight – hit it until it stops moving.
Morale In Branderscar, Grumblejack has nothing to lose. He fights to the death.
STATISTICS
Str 21, Dex 8, Con 15, Int 10, Wis 10, Cha 9
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Knowledge (nature) +2, Perception +2, Stealth -1, Swim +3
Languages Common, Giant
Gear greatclub, hide armor