Toff Ornelos

Walther's page

105 posts. Alias of ZanThrax.


Full Name

Walther

Race

Half-Elf

Classes/Levels

Vampire Hunter 2 / Detective 1 [HP 10/14 | AC 14 t10 ff14 | F3 R2 W10 | Percep +16 Init +5 (+8 one time) | Bard Spells (1) 2/2 Inquisitor Spells (1) 3/4

Gender

Male

Size

M

Age

104

Alignment

NG

Deity

Desna

Location

Korvosa

Languages

Common, Dwarven, Elven, Necril, Shoanti, Sylvan, Varisian

Occupation

Writer

Homepage URL

Character Sheet

Strength 8
Dexterity 10
Constitution 8
Intelligence 16
Wisdom 20
Charisma 16

About Walther

Statblock:

Old Male Half-Elf Inquisitor (Vampire Hunter) 2 / Bard (Detective) 1
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +16
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Defense
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AC 12, touch 10, flat-footed 12 (+2 armor)
hp 14 (3d8-3)
Fort +3, Ref +2, Will +10
+2 vs. enchantments
+2 trait bonus vs. charm and compulsion
+2 vs. cowering, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, or sickened effects. (Butterfly Mark)
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6-1/×2)
Ranged repeating heavy crossbow +1 (1d10/19-20/×2)
Special Attacks bardic performance (careful teamwork, countersong, distraction, fascinate); judgement (destruction, justice, piercing, smiting)
Bard (Detective) Spells Known (CL 1st; concentration +4):
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—ghost sound (DC 13), know direction, mage hand, message
Inquisitor (Vampire Hunter) Spells Known (CL 2nd; concentration +7):
1st (4/day)—command (DC 16), forbid action (DC 16), interrogation (DC 16)
0 (at will)—detect magic, disrupt undead, light, read magic, stabilize
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Statistics
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Str 8, Dex 10, Con 8, Int 16, Wis 20, Cha 16
Base Atk +1; CMB 0; CMD 10
Feats Alertness, Breadth of Experience, Skill Focus (Diplomacy)
Traits birthmark, deathtouched (+1 Fort), butterfly mark, regrettable knowledge
Skills Acrobatics +4, Appraise +9 (+11 for small or highly detailed items when using a magnifying glass, +11 on items valued by weight when using scales), Bluff +9, Craft (alchemy) +11, Diplomacy +12 (+13 to gather information), Disable Device +3, Disguise +9, Intimidate +10, Knowledge (local) +6 (+11 to identify the abilities and weaknesses of creatures), Knowledge (all other) +5 (+10 to identify the abilities and weaknesses of creatures), Linguistics +9, Perception +16, Perform (oratory) +7, Profession (Any / All) +9, Sense Motive +15; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Necril, Shoanti, Sylvan, Varisian
SQ elf blood, eye for detail, judgement (1/day), liberty's blessing, domain (freedom), monster lore +5, track
Combat Gear potion of comprehend languages, potion of anticipate peril (CL 3), wand of cure light wounds (30 charges); Other Gear lamellar cuirass, darkwood repeating heavy crossbow, quarterstaff, repeating crossbow bolts (20), sleeves of many garments, traveler's any-tool, belt pouch, book of letters, ink, black, inkpen (10), journal, magnifying glass, merchant's scale, paper (20), pathfinder chronicles (10), masterwork thieves' tools, 491 gp
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TRACKED RESOURCES
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Bardic Performance (standard action) (7 rounds/day) - 6/7
Judgement (1/day) (Su) - 1/1
Liberty's Blessing (8/day) (Su) - 8/8
Potion of comprehend languages - 1/1
Repeating crossbow bolts - 20/20
Wand of cure light wounds (30 charges) - 26/30
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Special Abilities
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Bardic Performance (standard action) (7 rounds/day)
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Birthmark +2 save vs. charm & compulsion
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Inquisitor (Vampire Hunter) Domain (Freedom) Associated Domain: Liberation
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Liberty's Blessing (8/day) (Su) Allow target to re-attempt a save.
Low-Light Vision See twice as far as a human in low light, distinguishing colour and detail.
Magnifying glass +2 Appraise for small or highly detailed items.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Silversmith +1 Gain +1 bonus on Craft or Spellcraft checks to create a silver item that bypasses DR/silver
Sleeves of many garments Transform current clothes into any non-magical new form.
Track +1
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
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GM Bennies:
Butterfly Mark: Though wise, you do not know how the heavens operate, but you genuinely believe that Desna has a stake in keeping you alive. You draw from that, able to persevere because of your belief, or by a divine hand itself. You gain a +2 to all saving throws against effects that would cause cowering, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, or sickened effects.

Regrettable Knowledge: Because of your experience and wealth of knowledge, you gain a +2 to all Knowledge checks relating to supernatural or undead creatures, but not for the purpose of identifying weaknesses. Your writings on the topic have caught the attention of the various academics in Korvosa, and you gain a +1 bonus to all Charisma checks made to influence scholars familiar with your work.

Walther can barely remember his life from before. Before the pain. Before the terror. The humiliation. The degradation. The horror, the shame, the evil. A time before the Count.

Walther was little more than a boy when he was first given to the Count. Walther can no longer recall the details - he may have been taken from his family, or given willingly as tribute. The people who gave him up may have thought they were condemning him to a painful death or granting him a life of luxury - Walther has no knowledge of these things. The one thing that he does know is that he lived somewhere in Ustalav as a boy, and that at some point the entire household moved to Nidal.

For more than eight decades, Walther's life was a cycle of total domination, then willing servitude. First prisoner then jailer; victim, then abuser. The Count, or one of his various offspring, would keep Walther dominated for years at a time, forcing him to commit unspeakable atrocities. Then, for no apparent reason, they would allow Walther control over himself for several months. It is the acts that he committed during these times that Walther remains ashamed of to this day. Many of the screams that were elicited by Walther over the years came during those times where no one was directly forcing his hand. That Walther was himself subjected to the same abuses does little to assuage the guilt that he still feels.

As the decades went by, Walther learned a great deal from the various victims that came and went at the Count's various dwellings. Including the power of faith. Walther encountered those whose strength of faith carried them through horrifying punishments - sometimes at Walther's own hand - on several occasions. While Walther had little sense of who he was before his current life, the Varisians who he met over the years often recognized him as one of their own, and shared their knowledge of Desna with him.

Two years ago, a cleric of Desna, who'd been captured the previous month told Walther something he had never realized. He could leave. If he ran away from the Count's household during the day, he had a chance to be free of the evil. A chance to be a better person.

And so he did. The next day, when he went into the village, as he often did. But instead of collecting a new townsperson to bring back for the amusement of the master and his family, Walther purchased a fast horse and began riding north. When his absence was first noticed, the youngest of the Count's offspring - who were responsible for this latest period of free will - began to search. In their rush to recover their master's favourite mortal, they simply spread out, believing that whichever of them found Walther would be able to bring him back easily.

Walther, though, had learned a great deal about Vampires and other monsters over the years - and about a wide variety of subjects for that matter - from the hundreds of mortals that had been brought to the master's court. Combined with his new-found faith, he was able to defeat the fledgling vampire. And while he survived the fight, his horse did not, and Walther himself was gravely wounded. He abandoned his horse, along with nearly all the gear he had taken with him, and resumed his northward journey, limping badly.

Walther doesn't remember passing out that day, but it must have happened, because he next woke a week later, in one of the wagons of a varisian caravan. They found had him unconscious on the road and had been tending to his wounds and his fever in the days since. With his fever broken and his strength somewhat returned, Walther rose from his sickbed to discover something astonishing - a butterfly shaped birthmark on his chest that he was certain had not been there before. Walther remains convinced to this day that Desna personally kept him alive during his escape.

Walther believes that his Goddess preserved his life so that he could destroy the monsters in the world that prey on mortals. He knows that he is no great warrior, nor a powerful spellcaster. What he has is knowledge. Both of general information about a variety of monsters, and of specific details of many of the powerful creatures in Ustalev and Nidal. And his plan for making the world a safer place for mortals is to spread knowledge, both by sharing what he knows, and by encouraging others to do the same.

Walther has started a new life in Korvosa, which, by his standards, is a wonderful place to live. He spends most of his days writing; either short, analytical works regarding specific supernatural and otherworldly creatures or on the memoir of his life in the Count's household. The memoir is important to him both as catharsis and as memory aid - he knows that he isn't going to live all that much longer, and wants to be certain that there is a record of all the harm that he and his former master have done. Each time that he is able to recall the name of a victim, Walther seeks to find and contact their family, so that they may at least know what happened to their missing loved ones.

He's been in Korvosa for more than a year now, and has started to be known to some of the locals as a potential source of information about the various things that go bump in the night; supplying that information has enabled him to keep a roof over his head while he works on his books.

contacts:

Galatea (Wench)
Galatea works at Gusto's tavern. She's a notorious flirt, and not above going home with a customer from time to time, but her attention isn't for sale.

Gusto (Barkeep)
Gusto is the bartender at, and presumably the owner of Walther's favourite tavern. Walther is Gusto's preferred sort of customer - one who quietly eats his meal and never starts any fights.

Ingnio Canzoneri (Fence)
Ingnio runs a curio shop a few blocks from Walther's apartment. Since many of the items in the shop were not sold to Ingnio by their legitimate owners, he's often able to sell Walther small silver items or other reagents at sufficiently low prices that Walther's never felt the need to mention Ingnio's name to Zeno.

Inna (Wench)
Inna is another of the serving girls at Gusto's tavern. Unlike Galatea though, her affection is for sale.

Marcella Peri (Artisan)
Mrs. Peri has a dress store in the same building as Walther's office space, and is always eager to tell anyone who will listen (which Walther always does) about any "suspicious characters" she sees hanging
around the building when Walther's not there.

Milo (Petty Criminal)
Milo is a young housebreaker. He doesn't know anything specific about the criminal organizations in the city, but he does know which houses are off-limits. And sometimes he can tell Walther about the ones that
aren't safe because they've paid their protection money, but because the inhabitants are rumoured to be especially dangerous.

Orso Senne (Merchant)
Orso is one of several merchants in the city who know a little of Walther's history. But as a seller of good luck charms and similar knickknacks, she's the one most likely to come across the occasional victim or lackey of supernatural threats that can be brought to Walther's attention.

Syira (Wench)
Syira is the third of the severing girls at Gusto's tavern. She doesn't flirt with the customers at all, and quickly cools toward any customer who tries. She's much more observant of the people who come to the bar, and to the general goings on in the city as well. She's also the only one of the servers to show any interest or aptitude for the actual business of running the bar. Some day she and Gusto may realize that they're both interested in the other.

Zeno Germani (Watch Guard)
Zeno is a city guard of no rank or influence whatsoever. But while he has no prospect of advancement in the force, he does have enough savy to know that the locals often know a great deal more about what's going
on that his fellow guards. Including knowing that the old decrepit half-elf that spends a lot of time at Gusto's can offer him good advice about staying alive when things start getting spooky in the neighbourhood.

Walther's Office:

Earnings: Gold +11, Influence +11
Take 10 values (choose 1): 2 gp and 1 sp, 2 Influence
Rooms: 1 Bedroom, 1 Book Repository (Knowledge [religion] (+3 untyped bonus w/ 1 hour of research)), 1 Office
Size: 10 squares

Walther's office includes a small bedchamber and a good sized religious library. While there is an impressive amount of information about the gods and religions of Golarion, the main focus of the collection is undead in general and vampires in particular. There is also a decent sized collection of Pathfinder Chronicles (one for each Knowledge skill), including a volume that he wrote last year about Spring Heeled Jack.