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Davos "Scrag" Kir - Exiled Baron


TheRaconteur

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image.png.52dc4aae5a1ca6c151ead71eedcf34fb.pngDavos Kir
Half-Elf (Versatile) • Bandit • Kineticist (Air) 1
Medium • Lawful Neutral • Humanoid


"Come now, just the wind whispering, nothing to fear."
[Character Sheet]


Abilities
• Strength 12 (+1) 
• Dexterity 16 (+3)
• Constitution 18 (+4) 
• Intelligence 10 (+0) 
• Wisdom 12 (+1) 
• Charisma 10 (+0)

Boosts
• Ancestry: Con, Dex
• Background: Con, Dex
• Class: Con
• Free: Str, Con, Dex, Wis


Adventuring & Combat
HP 20/20
Perception +5 • Trained 4 • Wis +1 • Item 0 • Senses Low Light VisionYou can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
Speed 25ft.
Class DC 17 • Trained 3 • Base 10 • Str 4 • Item 0


Armor and Shields
AC 18 • Trained 3 • Base 10 • Dex 3 • Item 2
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws 
 Fortitude +9 • Expert 5 • Con 4 • Item 0
 Reflex +8 • Expert 5 • Dex 3 • Item 0
 Will +4 • Trained 3 • Wis +1 • Item 0

Weapon Proficiencies
• Expert: Simple

Dagger +6 • Trained 3 • Str 1 • Item 0 • Damage 1d4+1 • Agile, Finesse, Thrown 10ft., Versatile S
Throwing Knife +6 • Trained 3 • Str 1 • Item 0 • Damage 1d4+1 • Agile, Finesse, Thrown 20ft.


Skills
Acrobatics +3 • Untrained 0 • Dex 3 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +1 • Untrained 3 • Str 1 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +0 • Untrained 3 • Cha 0 • Item 0
Intimidation +3 • Trained 3 • Cha 0 • Item 0
Lore: Terrain +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +4 • Trained 0 • Wis +1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +6 • Trained 3 • Dex 3 • Item 0 • Armor -0
Survival +4 • Trained 3 • Wis +1 • Item 0
Thievery +6 • Trained 3 • Dex 6 • Item 0

Languages: Common


 Actions and Powers
Elemental BlastHit: +7

Attack Impulse Kineticist Primal

With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.

• Air 1d6 electricity or slashing, 60 feet

Critical Success The target takes double damage.
Success The target takes full damage.

Level (+4) The damage increases by one die.
action_single_black.png?v=dm-1 or
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Channel ElementsAura Kineticist Primal

Requirements Your kinetic gate isn't active.

You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
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Air Impulse JunctionAir

Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.

Aerial BoomerangAir Impulse Kineticist Primal

A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it.

Level (+2) The damage increases by 1d4.
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Air CushionAir Impulse Kineticist Primal

Trigger A creature within 60 feet is falling.

Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect.

Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.
paizo.com - Community / Paizo Blog
Base KinesisImpulse Kineticist Primal

It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.

• Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.

Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
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Four WindsAir Impulse Kineticist Primal

Mimicking the anemoi - monarchs of the four winds - you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed.

Level (10th) The targets move up to full Speed instead of half.
 
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Whisper on the WindAir Auditory Illusion Impulse Kineticist Linguistic Primal

You speak in a whisper, a soft wind carrying your words far away. This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect.

Level (4th) The range is 1 mile.
Level (14th) The range is planetary plus the Plane of Air.
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Low Light VisionYou can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.


Feats
Ancestry 0 • Natural AmbitionHuman

You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
 
Class 1 • Air CushionAir Impulse Kineticist Primal

Trigger A creature within 60 feet is falling.

Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect.

Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.
paizo.com - Community / Paizo Blog
Class 1 • Whisper on the WindAir Auditory Illusion Impulse Kineticist Linguistic Primal

You speak in a whisper, a soft wind carrying your words far away. This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect.

Level (4th) The range is 1 mile.
Level (14th) The range is planetary plus the Plane of Air.
action_double_black.png?v=dm-1
Free 0 •  Group IntimidationGeneral Skill

Prerequisites trained in Intimidation

When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.


Inventory
Money: 10 GP
Bulk 2/9 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1)

Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin

Arms and Armor

Studded Leather • Bulk 1 • Notes
Dagger • Bulk L • Notes
Throwing Knife • Bulk L • Notes


Appearance
Height • 5'7"
Weight • 187 lbs.
Skin • Pockmarked and tan
Hair • Black
Eyes • Green

With his thin black hair receding hairline, square shaped face, and flat nose, no one would ever accuse Davos of being handsome. 

A curious affair, given that he seems to be born of Restov blood, and his mixed Aztanti, Keleshite, and Elven heritage should have produced something much more pleasing to the eye. His tan skin and green eyes should be exquisite, mesmerizing even. Yet like so many of his particular Noble House, there is something rotten within him, something that spoils his fair looks and instead fills any space he occupies with an uneasy aura.

He is of middling height, albeit a rather thin build, though there no shortage of muscles on his ripcord lean body. He favored the latest Taldan fashions, but the road does not allow for the fine cloth to which he was generally accustomed. He has taken to roughing it in a simple grey wool tunic, canvas breeches, and black vest, all worn over his dueling leathers. When he can get away with it, he prefers to lose the tunic and instead go bare chested. Northern climes do little to warm his Southern blood, however, and he frequently needs to bundle up.

His most distinguishing features are the three bright red scars across his throat, souvenirs of an assassin's garrote that he only just managed to limp away from during his twenties.


History

Davos was born to the House of Kir, a family of spice merchants who gained enough wealth to purchase themselves a minor title within Restov nearly 13 nears ago. Although relatively new money in the grand scheme of things, a decade is hardly enough time for most of the stink of new money to wear off, yet the House of Kir are generally tolerated within high society as full members of the landed gentry. The fact that they can directly trace their lineage to the great grandfather of one of the seated Swordlords certainly helps.

It is a lie, of course.

The blood of Kir are indeed distant relatives of a Taldan noble line, but one which fell to a corruption in ages past. It brings about madness in some of them, seeing things that cannot be seen, talking to voices that only they can hear. Their line was discovered and removed in a bloody night, their name stricken from the records. They came back nearly five decades later, integrating with a more established House. They did not even need to assassinate the Nobles to assume their position, for with their family fortunes nearly spent, the Lord of the House of Kir was only too happy to accept the offer of betrothal from the wealthy merchant Clan. Thus, the House was infiltrated not through death and impersonation, but through marriage and the birth of children.

Davos is thus of the first generation of these mixed blooded Kir, born the second child to a Duke of the House. His father passed of natural causes shortly after his birth, leading to his mother assuming control of the House. The fact that it was natural causes might have been a matter of some surprise, save that. the Duke had years before been brought into his wife's secrets, and had accepted things as she presented them. Thus, Davos grew up among his own household not needing to hide what he was. Outside the walls, it was the House's most important secret, but inside he was free to be his true self. As an adolescent, Davos was sent to the Aldori Academy, as it was expected that his elder sister would inherit the leadership House. Despite the ambitious nature of his blood, he did not begrudge her this, for he'd realized early that she was vastly more clever than he. He was thus content to be her right hand, the blade who watched over her back. Yet it was then that the first sign of his Clan's madness began to take him. He quickly flunked out of the Academy, the voices whispering to him within the metal of the Aldori dueling sword he was supposed to be wielding far too distracting.  He was quickly brought back to the House, but not before he was observed by his peers whispering to the wind.

And more importantly, before the wind was heard whispering back.

With that public of a performance, with more than a dozen witnesses, it was decided among the House of Kir that Davos sadly needed to be removed from the picture. When he met with his mother (the Clan's Matriarch), there were two duelists waiting for him with a garotte at the ready. What none were expecting was the extent to which his "curse" had already manifested, for Davos didn't just speak to the wind, he could call on it. He leapt from the family's walled estate to escape the would be assassins, and rather than smashing his skull open on the cobblestones below, the winds embraced him and deposited him gently on a distant rooftop.

That was twelve years ago, and Davos has since adjusted to life away from the creature comforts that were his birthright. The adaptation was hard, and he certainly looks the worse for it, but he's first and foremost a survivor. He spent a little time as a second story man in Restov, but soon his mother's Hounds drove him away, and he instead turned to highway banditry to keep his belly full. Yet he found himself wanting more, the wind whispering to him of the stories of his youth, the tales of the great Baron Sirian Aldori. Should he build such a legend about himself, the rumors of his earlier school days would only make that legend grow, rather than be a risk.

Or at least, so the winds whisper to him.

How to build such a story though? Banditry was no path to infamy. Within the Stolen Lands though, he realized a realm that could provide him all the glory he needed. He found a caravan heading North, and signed up as a simple mercenary guard. The first step on a long journey, the first dance of a thousand. When his long exile ends, he intends to return to the city of his birth as a living incarnation of the great Baron, honed by a hundred campaigns of conquest and adventure in the wilds of the Stolen Lands.

 


Personality

Despite his looks, Davos rarely makes any attempt to obscure his features behind hoods or cowls. Like all of the upper classes of Restov, he is proud of his appearance, even if the reality of his face does little to conform to the more traditional standards of high society. A lifetime of bitter scorn and constant mockery from his peers has done little to dampen his spirit, for as a duelist, the only who dared to utter such slights were usually provably his betters. Thus, he braves insults from his superiors with easy familiarity, and can even laugh in appreciation of a particularly clever jest. From those he perceives as inferior? Well, then the winds start whispering to him.

He is, despite everything, still dedicated to protecting his family. It is the reason he is slumming it in the Stolen Lands at all, the promise of a glorious return. While many outside of Restov would struggle to understand that he even has a moral code, those of his birth city would see him as an honorable man with his priorities straight. The House is the only thing that matters, and Davos holds no grudges for his exile. It has not even dulled the fire of his ambition, for the Stolen Lands provides an outstanding opportunity for him to prove his worth. He means to make the most of it, to return some day to the city of his birth with enough wealth and glory that the not even the Swordlords could stomach keeping him away.

Edited by TheRaconteur (see edit history)
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And.... done @youngaberration

So I had this idea all ready to go, and it's a real easy fit for Kingmaker.

Fired him off and got him formatted in an evening so that you can see I mean it when I say with confidence that the thing I can 100% promise you is consistency. I will post, I will post frequently. If you're going to go to all the effort of running a game, I think it's really rude for me to not show up and not give it consistent and quality posts.

Hope you like him. I'll be moving into Rogue with the free Archetype to really hammer home the idea of him as a Scout, and then as he grows give him more and more skills that he's quite good at to show him becoming more "lordly." He'll always be a scallywag at heart though, and just a bit rotten.

 

Edited by TheRaconteur (see edit history)
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Yep or maybe my hobgoblin worked for your family maybe employed goblins maybe an orphan. When you were exiled I came along siding with you. If that does not work then we met as bandits and have been doing this ever since. Whichever is easier. I am going to me more muscle then charismatic.

Edited by dtspurrier (see edit history)
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Okay, so I don't see why the House would employ a Hobgoblin, so let's say they met as bandits.

Specifically, they were low status members of two rival bandit gangs that operated in Rostland. They plied their trade on the same road, and the two gangs ever came to blows once or twice. In fact, the two gangs were in the middle of exactly that sort of skirmish when they were set upon by a company of Brevoyian Knights in service to House Garess. The two gangs were virtually wiped out, and the few survivors banded together as a single bandit company and fled North. They could have even spent a year or three together before the gang eventually fell apart.

Perhaps the two traveled together to the Stolen Lands to start over?

Thoughts, changes, suggestions @dtspurrier?

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@dtspurrier So you've seen Dovas fight then, and know that something is a little off about the man.

He talks to himself a lot, whispers lost in the wind, and more than once you've sworn you heard the wind talking back.

He also fights with an Aldori Dueling Sword made of... well... air.

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Nice Druknar is more of a "steal from rich and bad families and give to others." revised my background and look and see if you like. I added the story about how we met and i figured two years will go by from Temporary allies to friends

 

Edited by dtspurrier (see edit history)
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3 hours ago, youngaberration said:

Very interesting. I'll definitely have to read kineticist. Are you focusing air or are gonna branch out?

Branching out.

I will be adding Fire at level 5, and then Earth at level 9, as more and more things start whispering to him.

Barely going to do any Impulses at all that aren't Air though, so thematically he will be mostly Air. Like I think literally the only Impulse I'm taking from Earth is a compound Air/Earth Impulse that adds a little grit to my normal routine.

Desert WindA vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is concealed from any creature outside your kinetic aura, and creatures outside the aura are concealed from creatures inside the aura other than you. Your air impulses carry sands that cut at great speed. When you use a damaging air impulse that affects at least one creature in your kinetic aura, that impulse deals 1 additional slashing damage, or 2 if the impulse has a single target.

Level (+2) The extra damage increases by 1, or 2 if the impulse has a single target.

Edited by TheRaconteur (see edit history)
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It's a really fun one.

At level 1 I'm starting with only one Element, Air. At level 5 you get to decide if you're going to add a new one or gain power with Air.

I'll be adding Fire. I'll take it slow, so you can learn the class with me! Assuming you like him, of course. I tried to make something really good for Kingmaker, someone with a bandit's black heart and a Noble house to one day reclaim.

Edited by TheRaconteur (see edit history)
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