Sosiel Vaenic

Valmont Lafayette's page

1 post. Alias of The Thing from Beyond the Edge.


About Valmont Lafayette

Valmont Lafayette (neutral good)/The Baryog (true neutral)
half-orc (overlooked mastermind) vigilante (gunmaster) 2

languages Common, Orc, Draconic, Giant, Androffan
senses darkvision 60'
+4 perception

Valmont Lafayette- Lafayette appears human with a hint of orc blood. He is tall and muscular with black skin and black hair. He is also well-groomed and his accent is a combination of Galt Taldan and Garundi.
The Baryog- the Baryog is a tall and muscular half-orc who looks rough and dresses poorly. He has a deep, gruff voice.

back story:

Valmont was born and raised in Liberthane. His birth was the result of an unpleasant "incident" involving his mother and an orc member of a gang of marauding bandits from Numeria. His mother, Adia Malika, was a Garundi gunslinger from Alkenstar who was also a skilled engineer. His (step-)father, Corbyn Fabron, was an aristocrat who was forced to flee with Adia and their son (David) when the political winds of change in Galt changed for the worse. Corbyn's love for Adia was so great that he raised the half-orc boy (Valmont) as his own son, to make her happy, alongside his other son, David.

As a child, Valmont had strange dreams and visions. It would not be until later in his life that he realized his visions were the result of him being reincarnated. His soul is shared with that of an ancient Androffan human whose blood was carried in the genes of his orc father who came from Numeria.

But, all would not end well. The chaos in Galt had long arms and an assassin found them, killing all save Valmont. He survived because the assassin's client did not feel a half-orc child worth the trouble of killing. Afterward, Lord Achille Parsall, the protector of Liberthane, ensured that Valmont received what was left of the Fabron wealth.
As he continued to grow into manhood on his own, Valmont wondered at the senselessness of his mother's death. He ventured into Galt looking for answers. What he found was chaos and hopelessness and corruption. There, Valmont was often the subject of prejudice for being a half-breed and his anger at the populace grew. He nursed and developed his grudge by creating an alter ego, the Baryog. The Baryog was a half-orc with heavily orcish features who ran the streets at night. The Baryog would act as a runner and scout for fight clubs and the like. While developing this alternate identity, he took to making himself appear even more human in the daytime under the name Valmont Lafayette, a tall and ebon skinned human with slightly noticeable orcish heritage.

But, that did not last long. Like his mother, he was a builder, a creator. When Valmont found an opportunity to leave and make something of himself, he pursued it.

Attributes
13 Strength 3 points
16 Dexterity 5 points, +2 race
12 Constitution 2 points
14 Intelligence 5 points
10 Wisdom 0 points
10 Charisma 0 points
18/18 Hit Points

Armor Class
15 AC 10 base + 2 armor + shield +3 dex + dodge + deflection + misc
12 Flat-footed 10 base +2 armor + shield + deflection + misc
13Touch 10 base +3 dex + dodge + deflection + misc

Saves
+01 Fortitude +0 base +1 con + resistance + misc
+06 Reflex +3 base +3 dex + resistance + misc
+03 Willpower +3 base +0 wis + resistance + misc
Valmont/The Baryog gains a +2 trait bonus on saving throws against fear and death effects (Reincarnated).

combat:

+01 BAB
+02 melee +1 BAB +1 strength
+04 melee finesse +1 BAB +3 dexterity
+04 ranged +1 BAB +3 dexterity

light mace
vigilante +04 to hit, 1d6+2 (+1 strength, +1 lethal grace) damage
social +04 to hit, 1d6+1 damage

dagger
vigilante +04 to hit, 1d4+2 (+1 strength, +1 lethal grace) damage, crit 19-20
social +04 to hit, 1d4+1 damage, crit 19-20

brass knuckles
vigilante +04 to hit, 1d3+2 (+1 strength, +1 lethal grace) damage
social +04 to hit, 1d3+1 damage

masterwork pistol
+05 to hit, 1d8 damage, misfire on a 1, range 20'
reload: standard action with normal shots or move action with alchemical (paper) cartridges

skills:

Skills
+03 Acrobatics* 0 ranks +3 dex + class + misc
+06 Appraise* 1 ranks +2 int +3 class + misc
+06 (+8) Bluff* 1 ranks +0 cha +3 class +2 racial (+4 v humanoids) misc
+01 Climb* 0 ranks +1 str + class + misc
+06 Craft* alchemy 1 ranks + 2 int +3 class + misc
+06 Craft* hand tools 1 ranks +2 int +3 class + misc
+06 Craft* mechanical 1 ranks +2 int +3 class + misc
+06 Craft* precision measuring instruments 1 ranks +2 int +3 class misc
+07 (+09)Diplomacy* 2 ranks +0 cha +3 class +2 racial (+4 v humanoids) misc
+11 (+13)Diplomacy (social identity)* 2 ranks +0 cha +3 class +2 racial (+4 v humanoids) misc +4 social grace
+08 Disable Device* 2 ranks +3 dex +3 class + misc
+05 (+25) Disguise* 2 ranks +0 cha +3 class (+20 circumstance) misc
+-- Escape Artist* 0 ranks +3 dex +3 class + misc
+-- Fly 0 ranks +3 dex + class + misc
+-- (+00) Handle Animal 0 ranks +0 cha + class + misc
+00 Heal 0 ranks +0 wis + class + misc
+04 Intimidate* 1 ranks +0 cha +3 class + misc
+-- Knowledge (arcana) 0 ranks +2 int + class + misc
+-- Knowledge (dungeoneering) * 0 ranks +2 int +3 class + misc
+07 Knowledge (engineering) * 2 ranks +2 int +3 class + misc
+-- Knowledge (geography) 0 ranks +2 int + class + misc
+-- Knowledge (history) 0 ranks +2 int + class + misc
+-- Knowledge (local) * 0 ranks +2 int +3 class + misc
+-- Knowledge (nature) 0 ranks +2 int + class + misc
+-- Knowledge (nobility) * 0 ranks +2 int + class + misc
+-- Knowledge (planes) 0 ranks +2 int + class + misc
+-- Knowledge (religion) 0 ranks +2 int + class + misc
+03 Linguistics 1 ranks +2 int + class + misc
+05 Perception* 2 ranks +0 wis +3 class + misc
+00 Perform* 0 ranks +0 cha + class + misc
+04 Profession* metrologist 1 ranks +0 wis +3 class + misc
+03 Ride 0 ranks +3 dex + class + misc
+06 (+08) Sense Motive* 1 ranks +0 wis +3 class +2 racial (+4 v humanoids) misc
+-- Sleight of Hand* 0 ranks +3 dex +3 class + misc
+-- Spellcraft 0 ranks +2 int + class + misc
+08 Stealth* 2 ranks +3 dex +3 class + misc
+00 Survival* 0 ranks +0 wis + class + misc
+01 Swim* 0 ranks +1 str + class + misc
+-- Use Magic Device* 0 ranks +0 cha +3 class + misc

skill ranks
1. disguise 2 ranks
2. diplomacy 2 ranks
3. bluff 1 rank appraise 1 rank
4. sense motive 1 rank intimidate 1 rank
5. disable device 2 ranks
6. perception 2 ranks
7. knowledge engineering 2 ranks
8. craft precision measuring instruments 1 ranks linguistics 1 rank (Androffan)
9. stealth 2 ranks
background skills
1. craft mechanical 1 rank, craft hand tools 1 rank
2. craft alchemy 1 rank, profession metrologist 1 rank

feats:

1st weapon finesse

vigilante gunmaster 1 gunsmithing- Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Note: vigilante gunmaster allows restoration of the original firearm as if a gunslinger

traits:

1. social- rich parents- +750 gp starting gold
2. faith- Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
Note: see backstory

racial:

type humanoid (orc, human)
darkvision
orc blood
Overlooked Mastermind: Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.

vigilante:

dual identity- Valmont Lafayette (neutral good), The Baryog (neutral)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

seamless guise
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

vigilante specialization- replaced by gunmaster

gunmaster- At 1st level, a gunmaster gains the gunslinger’s gunsmith ability. Additionally, the Gunsmithing bonus feat allows the gunmaster to repair and restore his initial battered firearm as if he were a gunslinger. At 5th level, and every 4 vigilante levels thereafter, the gunmaster gains a +1 bonus on attack and damage rolls with all firearms.
gunslinger gunsmith ability- At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Nimble- Starting at 4th level, a gunmaster gains a +1 dodge bonus to AC while wearing light or no armor.
Anything that causes the gunmaster to lose her Dexterity bonus to AC also causes the gunmaster to lose this dodge bonus. This bonus increases by 1 for every 6 vigilante levels beyond 4th (to a maximum of +3 at 16th level).
This ability replaces unshakable.

social talents
1 social grace (diplomacy)

vigilante talents
2 lethal grace

equipment:

048 lbs encumbrance
15.60 gp- 2pp, 2 gp, 34 sp, 20 cp
traveler's clothes
leather armor
light mace
brass knuckles
(repaired) masterwork pistol
bandolier
> dagger
> common thieves tools
> flint & steel
> 5 paper alchemical cartridges
belt
> pouch
> pouch- 30 firearms bullets (1/2 pound)
> 10/10 doses of black powder in powder horn
> waterskin
> rope 50'

backpack
> gunsmith kit
> grooming kit- comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

cart and mule and contents:

cart with harness and mule
10 sq yard canvas for covering to protect from elements
anvil
saw (x5)
shovel
handaxe
drill
gear maintenance kit
sledge
cooking kit
flint & steel
sack (x10)
artisan's outfit (smith)
traveler's outfit
peasant's outfit (x2)
artisan's tools precision measuring instruments
artisan's tools smith's tools
artisan's tools mechanic's tools

recruited teams brought along:

1 driver
1 craftspeople team (smiths)
1 laborers team

money allocated to business:

0370.00 gp 000 lbs forge
0190.00 gp 000 lbs storefront
0180.00 gp 000 lbs courtyard

question #1:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Valmont held considerable animosity for the country and people of Galt before he ever went there due to the long arm of the eternal revolution murdering his mother. He journeyed there from Liberthane to see for himself and his worst assumptions were confirmed. His animosity grew and he was constantly at battle with his alter ego, the Baryog, to keep from going off the deep end and killing those he had grown to hate. He fed that anger at night by running interference and messages for all sorts of fight clubs and thieves' guilds.

When he saw the opportunity to leave and be a part of something new, Valmont knew he could not pass on it. He would bury his anger in his work and in crafting new things. Perhaps he would still be able to offer payback to Galt and its people from a new home.

question #2:

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

Viscount Aristide, I am both pleased and humbled that you deigned to speak with me.

My name is Valmont Lafayette and I have been earning wages as a businessman here in Galt.

Valmont paused to see if he had the Viscount's attention. I am, first and foremost, an engineer and a crafter. I know what it means to build something, whether it be a toy or a city. Valmont took another breath and then continued, I have managed to put together a small team of employees who I believe will be immensely valuable in this venture. This team includes a driver, three smiths skilled at crafting hand tools, and a handful of laborers. In order to build, you need tools, and I can ensure that you have the tools in ready supply.

Valmont stopped for a moment and looked the Viscount squarely in the eyes. I have also made arrangements and set aside the funds to purchase and build my starting business facilities.

This brings me to my last point. Valmont paused on that last word in order to draw the Viscount's attention. Although I have seen some success here, the atmosphere is not to my liking. Though the volatility lends itself to quick, one-time gains, it is not conducive to long term business growth and that is something I have always longed for. I believe this is my chance to make something of myself and I hope to become a part of it.

question #3:

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? [b]Dream as big as you like!

a. Start a business- Valmont wants to grow a business dedicated to manufacturing military equipment (specifically guns) and scientific and medical development: Lafayette Enterprises. This would include (at least) a foundry, a gunworks, a university, and a medical center. Ideally, this business would heavily employ half-orcs.
Note: this will grow from his original smith business. Although his original craftspeople may be human, he will intend to set up an apprentice program to feed in half-orcs. Think Stark Enterpises or Wayne Enterprises.

b. Establish a thieves' guild- The Baryog would like to run the night of the city while Valmont Lafayette influences the day. Or, more specifically, he would like to dominate whatever section of the city is most heavily settled with half-orcs.
Note: this will grow from his original group of laborers being upgraded into scofflaws. From there, cutpurses and such can be recruited.

c. Start a new "philosophy"- Valmont (and the Baryog) would seek to unite the half-orcs under a unified banner consisting of Lafayette Enterprises, the Baryog's gangs, and a variation of ancestor worship where one would revere the gifts of one's ancestors as a foundation for building something greater.
Note: this unification will start from a classroom being built shortly after the original smithy and it will (hopefully) have an acolyte (specifically an ancestor oracle) recruited to teach. Think of this as founding a new religious "philosophy"- the half-orc nation

Note: of course, all the half-orc stuff could be dropped and he could do everything else without it, or do none of it.