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Sebastor Jhaltero - Noble Spymaster


Maester1216

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APPLICATION STATUS - Reviewed

Sebastor Jhaltero

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“If you want to rebel, rebel from inside the system. That's much more powerful than rebelling outside the system.”

Details

Alignment: Lawful Neutral

Gender: Male
Deity: Kelinahat
Age: 29 (Born 10th of Desnus, 4686 AR)
Height & Weight: 5'9" & 175 lbs
Eye & Hair Colour: Greenish Yellow, Auburn


Theme Song: You Know My Name

Ability Scores & Hero Points

Hero Points: 1

Strength: 10(+0) Intelligence: 16+2 from Half-Elf Ability Modifier(+3)
Dexterity: 14(+2) Wisdom: 14(+2)
Constitution: 10(+0) Charisma: 14(+2)
Racial Traits

Size: Medium

Speed: 30 feet

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Sophisticate: Gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.

Multitalented: Half-elves choose two favoured classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Round Ears: Gain the human’s skilled racial trait. In addition, receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.

Skilled: Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages

Common(Taldane), Elven, Infernal, Halfling, Varisian

Class Details - Mastermind Investigator

Favoured Classes: InvestigatorLevel 1: +1 Skill Point & +2 HP & Ranger

Hit Points: 10/10

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armours, but not shields.

Alchemy (Su)When using Craft (Alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (Alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Diplomacy, or Intimidate skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
- Inspiration Pool: 4/4

A Quiet Word (Ex): At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.

Formula Book

Formula Known: 1st Level - 5

Extracts per Day: 1st Level - 2

Spell DC: 1st Level - 14

- Crafter's Fortune1st Level
Casting Time: 1 standard action
Duration: 1 day/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

- Disguise Self1st Level
Casting Time: 1 standard action
Duration: 10 min./level (D)

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamour gets a Will save to recognize it as an illusion.

- Heightened Awareness1st Level
Casting Time: 1 standard action
Duration: 10 minutes/level (D)

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

- Pierce Façade1st Level
Casting Time: 1 standard action
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target gains a +5 insight bonus on Perception checks to see through disguises. This bonus increases to +10 at caster level 7th.

- Urban Grace1st Level
Casting Time: 1 standard action
Duration: 1 minute/level

You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance travelled.

Skills & Feats

*Class Skill

Skill Points at each Level: 6 + Int modifier (1 extra point from Skilled, 2 points for Background Skills).

Skill Point at 1st Level: 1 (Favoured Class).

Skill Totals: BluffCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Craft (Alchemy)Intelligence Modifier +3; Class Skill +3; Rank+1; Investigator Competence Bonus +1* - +8, DiplomacyCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Disable DeviceDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, DisguiseDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, Escape ArtistDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, IntimidateCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Knowledge (History)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Racial Bonus +2* - +9, Knowledge (Local)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Trait Bonus +1, Racial Bonus +2* - +10, Knowledge (Nobility)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Noble Scion Bonus +2* - +9, PerceptionWisdom Modifier +2; Class Skill +3; Skill Rank +1* - +6, Sense MotiveWisdom Modifier +2; Class Skill +3; Skill Rank +1* - +6, Sleight of HandDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, StealthDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6

Feats: Noble Scion - House JhalteroPrerequisites: Charisma 13 or Child of Kintargo trait,
must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility)
checks, and Knowledge (nobility) is always considered
a class skill for you.

Jhaltero: You have access to the family’s extensive
information network. Whenever you use Diplomacy to
gather information, roll twice and take the better result.
, NemesisStory Feat

Prerequisites: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.

Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

Goal: Slay your nemesis. Causing your nemesis’s death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn’t count.

Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.

Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.
, Deadly AimPrerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
, Combat ExpertisePrerequisites: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Traits

Reason for Protest - Meeting a ContactYou gain a +2 bonus on all Perception and Sense
Motive checks made during the protest itself
, Urban Sleuth - Silver RavensKnowledge (History) & Knowledge (Local) (+1)

Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result
, AffableYou gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you., Chelish GuerrillaGain a +2 trait bonus on Knowledge checks to identify devils (and their special powers and weaknesses) and a +1 trait bonus on weapon damage rolls against devils., Betrayed(Drawback)You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.

Equipment

Remaining Gold: 0/130

Carrying Capacity(L/M/H): 33/34-66/67-100 lbs

Burglar's OutfitThis outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons. - 5 lbs; Free Outfit

Leather ArmourLeather armour is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armour, the flexibility it allows wearers makes it among the most widely used types of armour. - 15 lbs; 10 GP

Investigator's KitThis kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one. - 37 lbs; 40 GP

Disguise KitThis kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses. - 8 lbs; 50 GP

Shortsword x2Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword. - 4 lbs; 20 GP

Daggers x5A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. - 5 lbs; 10 GP

Combat Details

Saving Throws: Fortitude +0, Reflex +4, Will +4

Attack Bonuses: Melee +0, CMB +0, Ranged +2

Armour Class: With Leather Armour - 14, 12(Touch, Flat-Footed); Without Leather Armour - 12(Touch), 10(Flat-Footed)

Combat Maneuver Defense: 12, 10(Flat-Footed)

Attacks: Shortsword - +0 AB, 1D6 Piercing Damage, Light; Dagger - +0 AB/+2 AB(Thrown), 1D4 Piercing or Slashing Damage, Ammunition 5, Light, Thrown

Edited by Maester1216 (see edit history)
Name
Starting Wealth
130
3d6*10 2,6,5
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Appearance

Sebastor is slim without being willowy, tending towards a wiry and athletic build. His features are passably Chelaxian - fair skin, narrow features and a thin, pointed nose, high cheekbones, and rounded ears - but his auburn hair and yellow eyes are uncharacteristic of his countrymen. Keener eyes might also note his high brow and almond-shaped eyes and suspect the elven blood in his lineage. He has a thin duelling scar going down his right eye.

Personality

WIP

History

- As Sebastor would himself attest, his childhood was altogether typical for a bastard son of Chelaxian nobility. While the product of a tryst between any member of the highborn and an itinerant adventurer would normally invite scorn and scandal, neither force has particularly dogged his life. Perhaps it's because he can pass for a Human to all but the most trained eye (the benefit of your mother only being a quarter-elf); perhaps it's because he's so far removed from the line of succession (if the heraldists are correct Sebastor is only a second cousin twice removed of Baron Canton Jhaltero) that no one heard the rumour, or cared if they did. Like as not though it was because Sebastor's father, Lord Rainare Jhaltero, was already well known as a dissolute and ill-reputed rake amongst Kintargo's aristocracy. How could keeping such a child damage his reputation anymore than it already was?

- Unburdened by the demands of succession yet still moneyed thanks to his father's position in Kintargo's Counting House, Sebastor could have turned into as drunken a lout as Rainare. But Sebastor had no intention of proving his detractors right with such a course of action or of repeating the mistakes of his father. He would not be a burden or disgrace to House Jhaltero, but rather its greatest champion. That loyalty ultimately drew Sebastor into the Jhaltero's intelligence network at a young age; when other children were playing or roistering Sebastor was learning how to gather intelligence and move unseen in a crowd, in addition to matters of history and politics. At 18 he enrolled at the Alabaster Academy, studying the alchemical arts amongst other fields of use to a Jhaltero agent. It was during this training that Sebastor's own views on the Thrice-Damned Thrune's began to coalesce, coming to see Cheliax's imperial family as self-serving tyrants dragging Kintargo into the Pit with them out of spite and pique. That closely guarded opinion has lead him to study tactics effective against the denizens of Hell.

- Sebastor also opposed the more insidious tools House Thrune used to control Kintargo. Imperial redactors had destroyed or obfuscated much of the Silver City's history in the name of the Thrunes, but rumour and urban legend is not so easily stamped out. He has made a point of seeking out these hidden truths, especially as they pertain to the Silver Ravens who once defended Kintargo during the Chelish Civil War. Sebastor has mostly conducted this research on his own, but in the last six months he has been contacted a handful of times by an unknown individual or individuals. Contact has been made through letters encrypted in Jhaltero code and left at dead drops only known to operatives of House Jhaltero, and end with the explicit order to burn after reading. Much of the information within has simply confirmed what Sebastor already knew about the Silver Ravens, though the contact (and implications around them) have reinvigorated Sebastor's desire for the truth.

- Those plans have been... setback somewhat in the week since Barzillai Thrune arrived and imposed martial law in Kintargo. According to Sebastor's sources the Silver Ravens have gone dark - rumours abound that their leaders have all been captured or killed, and no sign of the rank-and-file members can be found. Certainly he hasn't heard anything from his secret admirer. Sebastor is starting to worry, and he hope to find out what happened to the group. After doing a bit of research, he was contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. He doesn't know who this contact is or even his name, but he does know that he’s a human man, and that he’s arranged to meet with him at a protest being organized in Aria Park. He’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. So, with hood drawn and a few weapons hidden just to be safe, Sebastor makes for Aria Park to finally find answers to age old questions...

Nemesis - Hadriana Dureanz, Asmodean Advocate

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Born on the 15th of Lamashan in 4676 AR, Hadriana is the only child from Rainere's first marriage, a loveless (albeit politically advantageous) union to a daughter of House Dureanz in distant Absalom. Hadriana has always had little love for her father and how his dissolute ways shamed her mother, but that disdain has festered into a cold hatred over the last 30 years since her mother's passing from Grey Pox. She seeks nothing less than the ruination of Rainere and everything he holds dear before delivering him to a slow, excruciating death at the hands of a Bone Devil. Sebastor is not exempt from this crusade unfortunately; in fact his existence is one Hadriana delights in tyrannizing all its own, finding the "half-breed's" life a particularly grievous dishonour to be corrected. This she has done in every manner and at every opportunity for as long as Sebastor can remember.

Sebastor for his part suffered all this in silence for most of his life, recognizing where the balance of power weighed between the two (and finding more pity than hatred in his heart for his half-sister). That changed in 4709 AR when Hadriana reported Sebastor to the local Inquisitors on charges of treason, an experience that haunts him to this very day. It was only by the intervention of Baron Canton Jhaltero himself that the charges were ultimately dropped and Sebastor was released, but in that moment he came to a realization; if he was to have any sort of life, Hadriana needed to die.

Hadriana is a devoted Asmodean and a Chelaxian patriot, who wishes to see Kintargo more fully integrated into Cheliax like the other Archduchies. This has prompted a break with House Jhaltero, a fact made clear to any and all by her use of her mother's name over that of her father's. She serves the local Church of Asmodeus as an advocate on matters of law, a matter she is exceedingly well-versed in. She is also a master wordsmith, able to find exploits and loopholes in even the most ironclad contracts or laws.

Hadriana is willful, ambitious, and possesses a low cunning. She is greedy for power but is subtle and politically astute enough to understand the value of patience. Even still she never forgets a slight, whether real or imagined. She does not shy away from any tool or asset that would serve her ambitions.

 

Edited by Maester1216 (see edit history)
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spacer.png Sebastor Jhaltero

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spacer.png Statistics Block

[URL=http://www.myth-weavers.com/sheet.html#id=2837727][B][SIZE=+1]Sebastor Jhaltero[/SIZE][/B][/URL] Male LN Half-Elf Investigator(Mastermind), [B]Level[/B] 1, [B]Init[/B] 2, [B]HP[/B] 9/9, [B]Speed[/B] 30 [B]AC[/B] 14, [B]Touch[/B] 12, [B]Flat-footed[/B] 12, [B]CMD[/b] 12, [B]Fort[/B] , [B]Ref[/B] 4, [B]Will[/B] 4, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 0, [B]Action Points[/B] 1 [B]- Shortsword (-) [/B] +0 (1D6, 19-20/x2) [B]- Shortsword (-) [/B] +0 (1D6, 19-20/x2) [B]Light, Thrown Dagger (5) [/B] +0/+2 (1D4, 19-20/x2) [B]- Leather Armour[/B] (+2 Armor, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 10, Int 16, Wis 14, Cha 14 [B]Condition[/B] None
Sebastor Jhaltero
Male LN Half-Elf Investigator(Mastermind), Level 1, Init 2, HP 9/9, Speed 30
AC 14, Touch 12, Flat-footed 12, CMD 12, Fort , Ref 4, Will 4, CMB 0, Base Attack Bonus 0, Action Points 1
- Shortsword (-) +0 (1D6, 19-20/x2)
- Shortsword (-) +0 (1D6, 19-20/x2)
Light, Thrown Dagger (5) +0/+2 (1D4, 19-20/x2)
- Leather Armour (+2 Armor, +2 Dex)
Abilities Str 10, Dex 14, Con 10, Int 16, Wis 14, Cha 14
Condition None

 

spacer.png Actions

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Edited by Maester1216 (see edit history)
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@Naimless,

Alrighty I'd say the essential stuff is taken care of and Sebastor is ready for some review. I intend to flesh out his nemesis/betrayer, thinking older half-sister whose moved up from bullying to orchestrating his death. She's cut ties with House Jhaltero and serves the Temple of Asmodeus and its allies as a barrister. Thoughts?

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