Fadil Ibn-Kazar

Dexter Quigley's page

368 posts. Alias of Dennis Harry.


Race

Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Languages

Common

About Dexter Quigley

Dexter Quigley:

Human Male Rogue

HP = 11
AC = 14

Initiative - +10

Strength 17
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 8
Charisma 8

Bab: +0
Attack: +3

CMB - +3
CMD - 17

Fort 0
Ref +6
Will -1

Traits:
Reactionary +2 Initiative
Bladed Magic - Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Special Abilities:
Sneak Attack 1d6
Trapfinding

Feats:
Toughness
Improved Initiative
Weapon Proficiency: Warhammer
Weapon Proficiency: Simple, Hand Crossbow, Rapier, Sap, Shortbow, & Short Sword
Armor Proficiency: Light

Class Skills 2+4+1 (Ranks):

Acrobatics
Appraise +5 (1)
Bluff +3 (1)
Climb
Craft Alchemy
Craft Armor +7 (1)
Craft Blacksmithing +7 (1)
Craft Weapons +7 (1)
Diplomacy
Disable Device +8 (1)
Disguise
Escape Artist
Handle Animal
Intimidate 0 (1)
Knowledge Arcana +5 (1)
Knowledge Dungeoneering
Knowledge Local +8 (1)
Knowledge Nobility
Knowledge Religion
Linguistics
Perception +3 - =1 (1)
Perform
Profession
Ride
Sense Motive +3 (1)
Sleight of Hand
Spellcraft +5 (1)
Stealth +8 (1)
Swim

Gear:

Dexter Gear:
Waterskin
Sledge
Shaving Kit
Rope 50'
Pot, common
Oil (10)
Lamp (2)
Gear Maintenance Kit
Drill
Crowbar
Cot
Cooking Kit
Chest Medium
Candle Lamp
Blanket
Bedroll
Backpack
Hammer (4 varying sizes)

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XP = 402

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Goblin Fight - 6 Gp, 6 SP and 6 Cp in miscellaneous coin.

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Appearance:
Dexter is a large tall man standing at 6’6” tall weighing nearly 300 lbs. He has no hair on his head but facial hair on his face. His body is all muscle from long days in the smiths as a young man and an adult.

He is 28 years old.

Background:

Dexter is the seventh in a long line of smiths who dwell in the Kingdom. His family for as long as anyone can remember is from THE City. No matter the ruling family, smithing work, especially the forging of weapons, armor, and high quality goods have been sought after and the smiths who can perform such work, spared from the upheavals of the Nobility.

Dexter’s family by the time of his birth has gathered significant prestige and wealth. Dexter grew up though wanting to be something more than a smith. He spent long days in the forge helping his father as it was his duty, even as a young man.

Through many hours of discussions, Dexter convinced his father to allow him to attend University, his argument was that with the proper knowledge, he could begin to forge items of great power using the secrets of wizardry. Greed has long been a vice for the Quigley family and the coins amassed from such works filled his fathers’ head.

Dexter was sent to university to learn to become a wizard. While there Dexter learned a great deal about the mysteries of the arcane. Dexter was able to make significant contacts in his time at University, what he was not able to do was display any arcane abilities whatsoever.

Despite understanding the theories and recognizing many arcane and divine spells on sight, he simply could not master the hand gestures and recite the proper articulation to make the effects happen for him.

Unable to complete the upper echelon training, Dexter was sent away from the University to a furious father who did not want to hear about his son being a failure, especially after laying out so much coin on the scheme. The family business was handed to his younger brother, Ruthven and Dexter had to make his own way in the world.

Fortunately for Dexter, the contacts he made proved to be most valuable. Many Noble fops failed the tests as well and landed places in the military hierarchy of the Kingdom. It was there that Dexter saw an opportunity to strike back at his father. He began competing for business his father had held for a long time, after all, Dex was a better craftsman than his brother.

Once his reputation as intact he developed a scheme to make money the likes of which his family had never seen and he probably would not have made as a wizard staring at dusty tomes anyway.

Dex began purchasing weapons from dealers who created poor quality goods either off island or from other cities. Dex would fill in their maker’s mark, impress his own, and place a sheen finish on the weapons so they appeared to be of masterwork craftsmen make and quality.

For four years, Dex made enough money to practically buy into the Nobility. His own father begged him to come back and take over the Quigley family business again. Before Dex could come back and gloat in his father’s face, disaster struck. A group of Knights exploring the Savage North entered into a fierce combat and many perished as Dex’s poor quality goods failed to stand up to the tests that practice combat would never require.

The maker’s mark of DQ was traced with ease back to his smithy. His wealth was gone, his prestige gone. The scandal, too much for his father caused him to have a massive heart attack and die once Dex was charged.

Ruthven the new Patriarch of the family disowned Dex. Dex was found guilty of his crimes with barely a trial and stripped of his wealth and status. His Brother's pay off to the powers that be is the sole reason he is now an obscure blacksmith and not in prison for his crimes.

In a short time, Dexter has become quite the bitter man. This is not fair!

Old Dex:

Neutral Evil

Expert 1 - Rogue 1 - Artificer 2

Strength 14
Dexterity 14 (Level 4 Increase)
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

HP = 37
AC = 15 (Dexterity Bonus +2 + Studded Leather)

Initiative +6

Base Attack - +1

Melee Attack - +3

Melee Damage [dice]1d8+2[/dice] x2.

Ranged Attack - +3

Sneak Attack +1d6

Damage

CMB = +2
CMD = 16

Movement – 30’

Saving Throws:
Fortitude +2
Reflex +4
Will +5

Special Abilities:
Artificer Knowledge Unlike normal spellcasters, artificers count as both casters for the purposes of creating magical items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers. They still need the necessary item creation feats, but the artificer can continue the item creation process with only a working knowledge of each spell or power needed.

Artisan Bonus An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.

Brew Potion Per the Feat.

Ingenuity An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. 6
This pool refreshes when an artificer regains his infusions for the day. While points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not involve an attack roll to cast it with close range instead. This increase in range for touch based infusions does not stack with with any other source that alters the range of an infusion.

Scribe Scroll Per the Feat.

Trapfinding An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Rugged Craftsman At 2nd level, when an artificer is crafting magical items while adventuring on in a dangerous environment, he gains the full benefit of 4 hours per day, rather than the normal 2 hours of work for 4 hours of effort. The amount of gold piece value achieved per hour is still based on the normal 8 hours per day and divided normally. The artificer can also create multiple magical items in single day, provided that the total gold piece value is still within his gold piece limit per day for enchanting.

Unravel Starting at 2nd level, the artificer can spend a point of his ingenuity pool to disrupt the magical energies that power magical and psionic items. At 5th level and every three levels thereafter, this ability improves.

Suppression (Su): By spending one point of ingenuity and a full-round action that provokes, the artificer can attempt to suppress an unattended magical or psionic item or an unattended object that is the subject of a magical or psionic effect for a number of rounds equal to his Intelligence modifier. Doing so requires the artificer to touch the item and succeed in a caster level check against a DC equal to 11 + the caster or manifester level of the item or the effect on the item. Using this ability on magical or psionic traps causes the trap to be bypassed for as long as it is suppressed. This ability can used to suppress a cursed item, although removing a suppressed cursed item does not always remove the effects of the curse. If the artificer knows the item is cursed before he attempts to suppress it, he is not subject the effects of the cursed item.
If necessary, the artificer can spend another point of ingenuity as a free action to immediately end the suppression.

Skills: (* Skill Point Expenditure) Class Skills = Any 10 Skills+Bluff Skill Points 16 - Rogue 13 - Artificer Level 1 +9 +1 Artificer Level 2 4+4+1+1 - Favored Class = 42

Acrobatics +6(1)
Appraise +10 (4)
Bluff +8 (3)
Climb
Craft Alchemy +12 (4)+1
Craft Armor +12 (4)+1
Craft Blacksmithing +12 (4)+1
Craft Weapons +12 (4)+1
Diplomacy
Disable Device +8 (3)
Disguise
Escape Artist
Intimidate +7 (1)
Knowledge Arcana +10 (3)
Knowledge Dungeoneering
Knowledge Local
Knowledge Nobility +8 (1)
Knowledge Religion +10 (3)
Linguistics
Perception +7 (3)
Perform
Profession
Sense Motive +5 (1)
Sleight of Hand
Spellcraft + (2)
Stealth +5 (1)
Swim
Use Magic Device +11 (4)

Feats:
Weapon Proficiency – Simple Weapons
Armor Proficiency – Light Armor
Improved Initiative
Toughness
Skill Focus (Use Magic Device)
Extraordinary Artison (When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.)

Crime: Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment:
Life at hard labor in the salt mines.
Benefit:
You receive a +2 trait bonus to Bluff checks ad Bluff is always a Class skill.

Accelerated Drinker. You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Source: Pathfinder Companion: Cheliax, Empire of Devils.

"You will outfit out armies." You have a permanent +1 bonus to all craft skill checks

Concentration +6

Cantrips An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Infusions Per Day:
1st - 3

Infusions

Gear:
A heavy mace. 12 GP.
Studded Leather Armor. 25 GP.
10 Glass Bottles. 20 GP.
Thieves Tools. 30 GP.
Flint and Steel. 1 GP.
20 Torches. 2 CP.
1 Waterskin. 1 GP.
1 Belt w six small pouches for vials. 7 GP.
8 Candles. 8 CP.
1 Winter Blanket. 5 SP.
1 Backpack. 2 GP.
1 Hammer 5 SP.
4 Pints of Oil. 4 SP.
2 Common Lamps. 2 SP.
10 Flasks (Empty). 30 CP.

Magical Gear:
1 Potions Cure Light Wounds.

Appearance:
Dexter is a large tall man standing at 6’6” tall weighing nearly 300 lbs. He has no hair on his head but facial hair on his face. His body is all muscle from long days in the smiths as a young man and an adult.

He is 28 years old.

Background:
Dexter is the seventh in a long line of smiths who dwell in the Kingdom of Talingarde. His family for as long as anyone can remember is from Matharyn. No matter the ruling family, smithing work, especially the forging of weapons, armor, and high quality goods have been sought after and the smiths who can perform such work, spared from the upheavals of the Nobility.

Dexter’s family by the time of his birth has gathered significant prestige and wealth. Dexter grew up though wanting to be something more than a smith. He spent long days in the forge helping his father as it was his duty, even as a young man.
Through many hours of discussions, Dexter convinced his father to allow him to attend University in Matharyn, his argument was that with the proper knowledge, he could begin to forge items of great power using the secrets of wizardry. Greed has long been a vice for the Quigley family and the coins amassed from such works filled his fathers’ head.

Dexter was sent to university to learn to become a wizard. While there Dexter learned a great deal about the mysteries of the arcane as well as the Divine, after all, the damn Mitrans constantly force religion upon the populace. The same force feeding of Religion was instituted into arcane mystery courses, going as far as to say that arcane power was the creation of the divine and therefore a mere offshoot of divine energies wielded by the Mitrans.

Dexter was able to make significant contacts in his time at University, what he was not able to do was display any arcane abilities whatsoever.

Despite understanding the theories and recognizing many arcane and divine spells on sight, he simply could not master the hand gestures and recite the proper articulation to make the effects happen for him.

Unable to complete the upper echelon training, Dexter was sent away from the University to a furious father who did not want to hear about his son being a failure, especially after laying out so much coin on the scheme. The family business was handed to his younger brother, Ruthven and Dexter had to make his own way in the world.

Fortunately for Dexter, the contacts he made proved to be most valuable. Many Noble fops failed the tests as well and landed places in the military hierarchy of the Kingdom. It was there that Dexter saw an opportunity to strike back at his father. He began competing for business his father had held for a long time, after all, Dex was a better craftsman than his brother.

Once his reputation as intact he developed a scheme to make money the likes of which his family had never seen and he probably would not have made as a wizard staring at dusty tomes anyway.

Dex began purchasing weapons from dealers who created poor quality goods either off island or from other cities. Dex would fill in their maker’s mark, impress his own, and place a sheen finish on the weapons so they appeared to be of masterwork craftsmen make and quality.

For four years, Dex made enough money to practically buy into the Nobility. His own father begged him to come back and take over the Quigley family business again. Before Dex could come back and gloat in his father’s face, disaster struck. A group of Knights exploring the Savage North entered into a fierce combat and many perished as Dex’s poor quality goods failed to stand up to the tests that practice combat would never require.

The maker’s mark of DQ was traced with ease back to his smithy. His wealth was gone, his prestige gone. The scandal, too much for his father caused him to have a massive heart attack and die once Dex was charged.

Ruthven the new Patriarch of the family disowned Dex. Dex was found guilty of his crimes with barely a trial and sent on his way to of all places the notorious Branderscar Prison. In a short time, Dexter has become quite the bitter man. I will seek retribution against the Kingdom should I ever get out of here. Everyone does it, why should I go to jail for it! This is not fair!

But Dexter will likely never see the outside of hard labor ever again…