Abra Lopati

Tychus Marcaius's page

581 posts. Alias of Orodhen.


Classes/Levels

LN Human Bolt Ace 5/Sanctified Slayer 4| HP 72/72 | AC 27, T 20, FF 19 | Fort +11, Ref +15, Will +10 | Perception +20 | Grit: 4/4

About Tychus Marcaius

Build:
Male human (Taldan) gunslinger (bolt ace) 5/inquisitor (sanctified slayer) of Abadar 4
LN Medium humanoid (human)
Init: +12; Senses: Perception +20
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Defense
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AC 27, touch 20, flat-footed 19 (+5 armor, +7 Dex, +2 shield, +2 deflection, +1 dodge)
hp: 72
Fort +11, Ref +15, Will +10
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Offense
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Speed 30 ft.
Melee: +1 flaming scimitar +10/+5 (1d6+2/18-20 + 1d6 fire)
Ranged: Dignity's Barb +16/+11 (1d10+16/19-20/x3)
Special Attacks: deeds (gunslinger's dodge, sharp shoot, vigilant loading, gunsligner initiative, pistol-whip, shooter's resolve), grit (4), sneak attack 1d6
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +9)
2nd (2/day)—align weapon, see invisibility
1st (4/day)—cure light wounds, divine favor, expeditious retreat, protection from evil, remove fear
0 (at will)—detect magic, detect poison, disrupt undead, guidance, light, oath of anonymity, read magic, sift[APG], stabilize
Domain Reformation inquisition
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Statistics
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Str 12, Dex 24, Con 12, Int 10, Wis 16, Cha 7
Base Atk: +8; CMB: +9; CMD: 29
Feats: Coordinated Shot, Point-Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Weapon Focus, Abadar's Crossbow, Ranged Disarm
Traits: magical knack, young reformer
Skills: Acrobatics +11, Climb +5, Diplomacy +7, Intimidate +11, Knowledge (dungeoneering) +7, Knowledge (engineering) +5, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (planes) +4, Knowledge (religion) +9, Perception +20, Perform (oratory) +11, Profession (barrister) +14, Profession (gambler) +7, Profession (tinker) +7, Ride +11, Sense Motive +16, Sleight of Hand +11, Spellcraft +5, Stealth +11, Survival +11, Swim +5
Languages: Common
SQ: crossbow maven, heart of the streets, monster lore +3, stern gaze +2, nimble +1, track +2
Gear: +1 mithral chain coat, dagger, dagger, +1 flaming scimitar, Dignity's Barb, repeating crossbow bolts (35), Alabaster Trapping, ring of protection +2, ring of evasion, belt of incredible dexterity +2, headband of inspired wisdom +2, cloak of resistance +2, Eyes of the Eagle, spider-silk sling, bedroll, candle (2), flint and steel, grappling bolt, iron vial (2), masterwork backpack, mess kit, piton (2), silk rope (50 ft.), silver holy symbol of Abadar, torch, waist pouch, waterskin, 1 588 gp, 0 sp, 7 cp
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Special Abilities
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Blessed Correction (3/day): Roll twice for Diplomacy, Intimidate, or Perform (oratory) checks & take best roll.
Coordinated Shot: If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deeds: Use Grit to perform special abilities with your firearms.
Detect Alignment (At will):Detect chaos, evil, good, or law at will.
Divine Fighting Technique (Abadar's Crossbow): Attempt ranged steal, substituting Dex for Str in maneuver.
Grit: Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Heart of the Streets: +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Nimble +1: +1 AC while wearing light or no armor.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.
Monster Lore: +3 to Knowledge checks when identifying the weaknesses of creatures.
Stern Gaze: +1 to Sense Motive and Intimidate.
Studied Target: Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1: Add the listed bonus to Survival checks made to track.

Background:
Tychus Marcaius traces his lineage back to the founding of Taldor, but you've probably never heard of them. Unimportant people doing uninteresting jobs. For generations the family has toiled underneath Taldor's glory, proud of their nation but invisible to most. The only thing of note was their venture out to Cheliax, and their inevitable return a few decades later.

Most of Tychus's early memories revolved around the constant feeling of hunger. The Narrows can be quite inhospitable to the weak, but the family was accustomed to it. They made do by skipping meals, performing menial labour for copper coins, gambling, or in the really hard months, theft.

Tychus's father, Albern, was a tinker of unusual talent, especially considering his family. He developed clocks and other tiny mechanisms for his shop in the Narrows, along with his gnomish colleagues. They didn't make much money after paying for the material costs, but at least it was something.

After some nobles happened upon his shop by accident, they were enthralled by the beauty and quality of his work, and offered to sponsor a workshop for him in Grandbridge. The family was ecstatic, finally seeing a light at the end of the tunnel. No longer would they have to scrape by, saving every copper for foods and necessities. For a while they thrived, living a comfortable life they were unaccustomed to.

This was short lived, however. As business started to boom, other merchants in the area started to take notice. At first it was just competing sales and aggressive counter-advertisement. But soon legal notices started appearing, accusing his father or copyright violations or other nonsense offences. Regardless of his obvious innocence, he was quickly inundated in legal proceedings and fines. The system that was supposed to be there to protect the people was being used to oppress it. And no one cared.

One fateful night, Tychus came home to find his father's workshop ablaze. Once the flames were put out, he discovered that his parents had perished inside, his father's remains sitting at his usual worktable. He couldn't prove it, but he had the awful nagging feeling that the arson was self-inflicted.

Thus, parent-less and homeless, he had no choice but to return to his family's ancestral grounds, the Narrows, with nothing but a few gears and gadgets left over from his father. Luckily his years there had hardened and honed his ability to stay alive.

A few years later, a merchant cart happened to get stuck in the mud near his hovel. He offered to help the old man leading the cart with getting the cart moving. Within the man's cloak he noticed and odd golden key hanging from his neck. Upon looking into the cart, he noticed several sacks bulging with what he assumed was gold. In a moment of weakness, he sneakily tucked one of the sacks into his clothes. Once the old man was on his way, he peeked inside the sack, and saw several silver pieces, and a single golden coin bearing the same odd key shape from the man's necklace.

With hunger gnawing at his thoughts, he started to head to the nearby market, when his attention was caught by some men huddling in an alley. He could hear the sound of dice clattering, and his heart started to race. If he managed to double (or even quadruple!) his money, he'd be eating nicely for the next little while.

So off he went. He emptied the entire contents of his newly acquired sack. The men eagerly accepted his wager and the game was off. But the gods had decreed that on this day, luck would not be on his side. With one fel swoop of the dice, his money was gone. He shuffled off dejectedly, and lay on the ground with his back against the wall as the rain started to pour.

His vision started to blur, and he raised his hand to the sky, rejecting his fate in life. As he lowered his hand, he noticed, sitting in his palm, the very same golden key coin from earlier, somehow still in his possession. A voice, as if coming from the coin, beseeched him on a deep level, to stand. Not only out of the mud he was wallowing in, but to stand against them. The corrupt. The greedy. Those misusing the law for their own benefits.Those who took his parents from him. And so Abadar bade him.

His legs, acting as if of their own mind, stood him up and started walking. He didn't stop until he found himself at the entrance of a cathedral. The doors bore a now familiar golden key. Inside he found the old man from before, bearing a knowing smile. He spread out both of his arms, in one he collected the golden coin, and the other, took Tychus by the hand.

His next few years were at least filled with meaningful work and a full belly. His fathers gears he managed to put to use in a wonderfully crafted crossbow, a reminder of what he was fighting for.

He spent his days at the church, but at night he sought to right the wrongs of Taldor. He wouldn't rest until the corrupt systems that propped up this rotting government were torn down. Whether through due process or through a bolt from his crossbow, he aimed to free his poor countrymen from years of oppression.

Through this, he gained the attention of Lady Lotheed.

Appearance:
Tychus has short sandy brown hair and poor complexion. A thin beard frames his face. He's of average height with a slim build. His piercing dark eyes barely detract from the eternal bags beneath them.

A large crossbow can usually be found strapped to his back, with several pommels sticking out of his clothes at odd angles.

While most Abadarans sport clean and bright clothes, his rarely stay that way for long. Grime and mud seem to cling to him, regardless of his efforts. His gold and silver vestments are covered by a dark cloak bearing Abadar's golden key symbol.

Personality:
Tychus's past on the streets has left a lasting impact on his demeanour. Growing up poor, he was taught to fend for himself and for those around him, for a man alone can't survive long in the Narrows. He isn't quick to warm up to people, but those that manage to stick around past his taciturn outside find a cold but loving inside.

While not conventionally charming, he still has a way with words, especially with those of lower standings. Upper-class families find him off-putting and awkward.

Oddly well learned for a kid from the streets, he uses his analytical mind to figure out the best course of action in all situations. He maintains an increasing knowledge of Taldor and her laws. Those who break these laws for personal gains are greeted with cold contempt.

Common Macros:

[dice=Crossbow Attack Roll]1d20+16[/dice]
[dice=Crossbow Damage Roll]1d10+16[/dice]
[dice=Crossbow Attack Roll (PBS)]1d20 + 17[/dice]
[dice=Crossbow Damage Roll (PBS)]1d10 + 17[/dice]
[dice=Crossbow Attack Roll (PBS, ST)]1d20 + 18[/dice]
[dice=Crossbow Damage Roll (PBS, ST)]1d10 + 18[/dice]

[dice=Initiative]1d20 + 12[/dice]

[dice=Perception]1d20 + 20[/dice]

[dice=Fortitude Saving Throw]1d20 + 11[/dice]
[dice=Reflex Saving Throw]1d20 + 15[/dice]
[dice=Will Saving Throw]1d20 + 10[/dice]