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zachol
31st of May, 2010, 02:36
Arbiter Lynn (http://kingmaker-pbp-at-orp.blogspot.com/2010/06/lynn.html)
Lynnaewris, Adopted Daughter of Ennis and Jennifer of Abadar, "Ice Eyes,"
Native of Port Ice, Bearer of the Golden Key

http://dl.dropbox.com/u/364173/Games/astrid3.jpg

"A pound of flesh? Well, you did agree to the deal. Fair is fair."



Lynn is of average height, with brown hair, and utilitarian brownish clothing. Her face is cute but unmemorable, and her most striking feature is her eyes, which are an odd pale blue-grey, "like ice." She does clean up nicely on occasion. Lynn is an acolyte, a native of Port Ice She was an orphan, left at the Church of Abadar, where she was raised. She's grown into an arbiter, a semi-official judge, like many of the clergy of Abadar, and wears his Golden Key.
Bizarrely, for an arbiter, and a theoretically staunch faithful of Abadar, Lynn has the ability to easily switch legal context. She feels just as comfortable pronouncing a sentence of death in a back alley under some "pirate code" as she does handling a disagreement about scales in the marketplace (and she's done both).

She also loves barfights. Really, fights in general. Especially the pain and blood. She rationalizes this by only getting into fights in the ass-end of town, "where everyone's already forfeited their claim to a reasonable level of courtesy and order anyway, so in a sense it's not like I'm actually breaking any laws." That is, the "law" that is actually used in practice in that area doesn't particularly frown on barfights, or brawls in an alley, or sneaking up on suspicious characters nobody cares about and gutting them, so it's all alright. People voluntarily enter into this context, the disorderly law of the "wrong part of town," and so they can't complain. Similarly, Lynn, because she has voluntarily forfeited her privilege and safety by entering into that situation herself, feels she has forfeited her own claims to "reasonable treatment."
Again, this is completely just rationalization. There's nothing more enjoyable than smacking some overconfident idiot into the floor with a chair, and the churchy law stuff came after the fights, so it's been adapted a little.

Her adopted father is a priest of Abadar named Ennis, who along with a now-deceased priestess, Jenny, raised her through childhood. Ennis became the Judge, the local highest authority, of the church of Abadar in Port Ice, after the former Judge Michael retired two years ago.
There are many accusations of favoritism leveled at Ennis, which have helped encourage him to send her off "somewhere."

Lynn's sense of justice is exceedingly strange. Roughly, she prizes contracts above all else; a contract entered into willingly, not under duress, should not be broken. Period. Laws are nothing more than a nebulous, society-wide set of informal contracts. Someone who goes against their society has, essentially, broken that contract, and forfeits any claim to being treated decently. Not that they deserve some punishment, rather that they no longer are afforded its protections.
Society and the individual have a two way contract, "don't be a dick." If one goes against this, so can the other. A system of law merely defines what "being a dick" means, and what the usual sort of retaliation or revenge should be on society's part. However, Lynn takes a very dim view of laws: after all, nobody (or very few people) have actually willingly entered into a formal contract with society. Laws are guidelines or suggestions, and "law" in general is a very weak thing, unimportant in contrast with formal, "real" contracts.



Scheihest the Mute, "Seh"

http://dl.dropbox.com/u/364173/Games/hclip.png

"..."

One of Lynn's few significant friends, Seh is a mute elf. He often wields a shorter curved sword, a "machete," as well as what can only be described as a "combat sawblade," an extremely long, thin and flexible strip of metal with a serrated edge. Although the saw is heavy enough that he has to use both hands to wield it, when in combat Seh is deceptively graceful, the blade moving in long, shallow arcs that result in devastating ragged wounds.

He wears a dark red scarf, which hides rather fearsome-looking scars on his neck. Besides the muteness, he seems like a fairly normal elf. His default expression is "enigmatic smile."
Seh doesn't talk (that is, write) about his muteness, or what happened, but as far as Lynn can determine, about five years ago someone or some group intentionally cut into his throat to render him mute as some sort of punishment. This occurred in his homeland, and he left soon after, either banished or in self-exile.
Although Seh is mute, he can make a surprisingly large range of sounds; what's damaged is his throat, not his tounge or mouth. Voiceless consonants, whistles, clicks, and even strident "vowels" can be all formed, and can communicate quite a lot in a pinch.

Seh usually works as a wilderness guide, and Lynn convinced him to come along for a wage and a portion of her profits. He's mostly just humoring her, as he could easily get more doing other activities, but he also doesn't exactly require money, and is interested in this business to the south.
He's still charging her, though.

Lynn and Seh have known each other for five years, and in Lynn's mind Seh is "big brother." She's been around him long enough to know how to read his writings and interpret his sign language, and the few sounds he can make.

zachol
31st of May, 2010, 04:34
Workspace


Changes

Aug 25 '10 - APG
Skills are unchanged.
BAB, Saves, and Spells per Day are unchanged.
Number of Spells Known unchanged. APG includes several new spells. I might change things around a little, later (add tireless pursuit, possibly?).
APG includes several "subdomains." I might want to move into one of those instead (possibly Inevitable, which grants a command power). Otherwise the Domain power is the same.
Judgment gets changed to a flat +X bonus. Doesn't affect stats. There are the same nine options. Most increase by +1 for every three or five levels.
Monster Lore and Stern Gaze are the same.
I'll update the pdf when I decide on whether to change the domains or spells. Judgment doesn't affect other stats.
For Seh, I'm shifting him to a 2H style. His "sawblade" now has the stats of an elven curve blade (2h, 1d10, 18-20, finesse, +2 CMD vs sunder), and his "machete" that of a scimitar (1h, 1d6, 18-20). Two-Weapon Fighting is changed to Combat Reflexes. He'll take the two-handed weapon combat style at level 2.


Copy of the Sheet

Lynn
LN Human Inqisitor 1
Female, 17, 5'6", 130 lb
Shorter brown hair, pale grey-blue eyes
Fancypants explorer's clothing, inc. wide-brimmed hat and so on
Acolyte of Abadar
Hails from Port Ice

Str 13 (+1)
Dex 14 (+2)
Con 13 (+1)
Int 12 (+1)
Wis 16 (+3) (+2 racial)
Cha 14 (+2)

HP 9 (8, +1 Con)
AC 16 (10, +3 armor, +1 shield, +2 Dex); Touch 12, FF 14

Init +2 (+2 Dex)
Spd 30'

Fort +3 (+2, +1 Con)
Ref +2 (+0, +2 Dex)
Will +5 (+2, +3 Wis)

BAB +0
CMB +1 (+0, +1 Str)
CMD 13 (10, +1 Str, +2 Dex)

Attacks
Iron Rod (imprv. heavy mace) +1, 1d8+1 (x2), Blunt, 1h
Light Crossbow +2, 1d8 (19-20/x2), 80', Piercing, 2h
Fist Wrappings (imprv. cestus) +1, 1d4+1, 19-20, Blunt, 1h
Crossbow Bolt (imprv. dagger) +1, 1d4+1, x2, Piercing or Slashing, 1h


Skills (6 ranks, +1 Int, +1 racial; 1 pt favored class) (* indicates trained only, ++ indicates class skill (just bookkeeping notes while I figure things out))
Acrobatics +0 (+2 Dex, -2 acp)
Appraise +1 (+1 Int)
Bluff +6 (1r, +3, +2 Cha)
Climb -1 (++, +1 Str, -2 acp)
Craft (weapon) +5 (1r, +3, +1 Int)
Craft () +1 (++, +1 Int)
Diplomacy +6 (1r, +3, +2 Cha) (+1 in an official capacity)
Disable Device* -- (+2 Dex)
Disguise +2 (++, +2 Cha)
Escape Artist +0 (+2 Dex, -2 acp)
Fly +0 (+2 Dex, -2 acp)
Handle Animal* -- (+2 Cha)
Heal +3 (++, +3 Wis)
Intimidate +7 (1r, +3, +2 Cha, +1 morale) (+1 in an official capacity)
Knowledge* (religion) +5 (1r, +3, +1 Int) (+3 (wis) monster knowledge)
Knowledge* (local) +5 (1r, +3, +1 Int) (+1 for laws) (+3 (wis) monster knowledge)
Knowledge* () +1 (+1 Int) (+3 (wis) monster knowledge)
Linguistics* -- (+1 Int)
Perception +7 (1r, +3, +3 Wis)
Perform () +2 (+2 Cha)
Profession* () -- (++, +3 Wis)
Ride +0 (++, +2 Dex, -2 acp)
Sense Motive +8 (1r, +3, +3 Wis, +1 morale) (+1 in an official capacity)
Sleight of Hand* -- (+2 Dex, -2 acp)
Spellcraft* -- (++, +1 Int)
Stealth +0 (++, +2 Dex, -2 acp)
Survival +7 (1r, +3, +3 Wis)
Swim -1 (++, +1 Str, -2 acp)
UMD -- (+2 Cha)

Languages
Common
Elven (written only)
Elven Sign Language

Traits
Issian (+1 trait bonus to will vs. mind-affecting effects)
Lawbringer (+1 to Diplomacy, Intimidate and Sense Motive while working in an official legal capacity, and +1 to Knowledge (local) checks about laws, Knowledge (local) is always a class skill)

Feats (2) --
Rapid Reload (light crossbow) (reload l. crossbow as a free action)
Catch Off-Guard (no -4 penalty for using an improvised melee weapon, unarmed opponents are flat-footed against improvised melee attacks)

Abilities
Human (+2 ability (Wis), +1 skill rank, +1 feat)
Domain: Law (touch of law (sp): touch willing creature as standard action; can treat all attacks, skill and ability checks, and saving throws as natural 11s for 1 round; 6 (3+Wis)/day)
Judgment 1/day (many different effects)
Monster Lore (+3 (Wis) to knowledge monster identification checks)
Orisons (unlimited castings)
Stern Gaze (+1/2 level morale to Intimidate and Sense Motive (min +1))

Judgment Options
Destruction - +1 sacred bonus to damage
Healing - fast healing 1
Justice - +1 sacred bonus to attack
Piercing - +1 sacred bonus on concentration checks and on CL checks to overcome spell resistance
Protection - +1 sacred bonus to AC
Purity - +1 sacred bonus to saves
Resiliency - DR 1/magic
Resistance - 2 pts energy resistance against one type (acid, cold, electricity, fire, or sonic)
Smiting - weapons count as magic to bypass DR

Spells (save DC 13, + spell level)
0-level (unlimited) (4 known)
- Detect Magic
- Guidance
- Resistance
- Stabilize
1st level (2/day) (2 known)
- Expeditious Retreat
- Remove Fear

Equipment
Explorer's Clothing, 10g, 8lb
Studded Leather Armor, 25g, 20lb
Buckler, 15g, 5lb
Iron Rod, 1g, 5lb
Light Crossbow, 35g, 4lb
Wrist Sheath, spring-loaded, 5g, 1lb
- 10x Bolts, 1g, 1lb
-- 3 in the sheath, 7 at hip
Stuff, nifty, 5g, 2lb

2p, 7g, 25s, 11c

Yak, 24g
Saddle, pack, 5g, 15 lb
Treats, 1s, 10lb
Wandermeal, 60x day, 9s, 9lb
Trail Rations, 30x day, 15g, 30lb
Bolts, 100, 10g, 10lb
The Yak Carries: Bedroll, 1s, 5lb; Blanket, winter, 5s, 3lb; Block and Tackle, 5s, 5lb; 2x Bear Trap, 2g, 20lb; Map Case, 2g, 1lb; 3x Paper, 12s; Cartographer's Tools, 5g, 5lb; Compass, 1g, .5lb; Chalk, 1c; 2x Grappling Hook, 2g, 8lb; Hammer, 5s, 2lb; Hammock, 1s, 3lb; 2x Lamp, common, 2s, 2lb; 16x Oil, pint, 2g, 16lb; Manacles, simple, 35g, 2lb; Pick, 3g, 10lb; 300' Hemp Rope, 6g, 30lb; 6x Sack, 6s, 3lb; 3x Shovel, 6c, 9lb; Sledge, 1g, 10lb; 12x Spike, iron, 6s, 12lb; Tent, large, 30g, 40lb; 5x Waterskin, 5g, 20lb; Whetstone, 2c, 1lb; Weaponsmith's Tools, 8g, 5lb;




Favored Class: Inquisitor (1st, skill)


Seh
Scheihest the Mute
N Elven Ranger
Native of Celwynvian
Noncombatant (that is, "not paid for," not "not able" - hired to care for and defend the animals)
Capable fighter, wields a sawblade and machete
Attacks: Sawblade +3 (1d10+2, 18-20, +2 circ to CMD vs sunder, finesse) or Machete +3 (scimitar: 1d6+2, 18-20); Chakram +4 (1d8+2, x2, 30') or Longbow +4 (1d8, x3, 110')
AC 17, hp 10, FRW +3/+5/+2
Str 14 +2, Dex 16 +3, Con 12 +1, Int 10 +0, Wis 14 +2, Cha 12 +1
Feats: Combat Reflexes
Traits: Mute, Dilettante Artist (Perform (song))
Skills: Handle Animal +5, Perception +8, Perform (song) +5, Profession (sailor) +6, Survival +6, Swim +4
Speaks (spoke) Common, Elven, Elven Sign Language
Equipment: sawblade (elven curve blade; 1d10, 18-20, S, +2 vs sunder, finesse), machete (scimitar; 1d6, 18-20, S), spiked gauntlet (1d4, x2, P), x5 chakrams (thrown, melee -1 penalty, 1d8, x2, 30'), longbow (1d8, x3, 110'), chain shirt (+4 AC), traveler's clothes
Hireling: 5g per 7 days (paid 20g for 4 wks)



Plans

2nd level feat: Point Blank Shot
4th level feat: Persuasive


20th level - Inquisitor 10/Ranger 2/Justicar 3/(Rogue 1/Monk 4 or Champion 1/Low Templar 4 or Inquisitor 5 more)
General plan is I/R/I/R/I/J/I/X/I/X/I/J/I/J/I/X/I/X/X/I


Judgment

Destruction - +1 sacred bonus to damage (+1 /3 inq levels)
Healing - fast healing 1 (+1 /3 inq levels)
Justice - +1 sacred bonus to attack (+1 /5 inq levels)
Piercing - +1 sacred bonus on concentration checks and on CL checks to overcome spell resistance (+1 /3 inq levels)
Protection - +1 sacred bonus to AC (+1 /5 inq levels; at 10th, bonus doubled against critical confirm rolls)
Purity - +1 sacred bonus to saves (+1 /5 inq levels; at 10th, doubled against curses, diseases, and poisons)
Resiliency - DR 1/magic (+1 /5 inq levels; at 10th, changes to DR X/chaotic)
Resistance - 2 pts energy resistance against one type (acid, cold, electricity, fire, or sonic) (+2 /3 inq levels)
Smiting - weapons count as magic to bypass DR (at 6th, also count as lawful; at 10th, also count as adamantine to overcome DR (but not bypass hardness))