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Agath

Gaius Gracci's page

244 posts. Alias of PoorWanderingOne.


Full Name

Gaius Gracci

Race

Half Elf

Classes/Levels

Stormborn Bloodline sorcerer 2, Rogue 1

Gender

Male

Size

5' 11"

Age

Early twenties

Special Abilities

Half-Elf and bloodline abilities. Left handed

Alignment

Chaotic Good

Deity

None, Worships the storm and the sky

Languages

Common, Elven, Dwarven

Occupation

None, Freelance bum

Strength 11
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Gaius Gracci

Background, Appearance and personality:

Personality and Background.
Gaius cannot legally claim the name Gracci, as half elves are forbidden family names but nonetheless he is a member of the vast and disorganized Gracci clan that straddles the southern border of the marches.

Gaius has always been a wanderer. Tromping through forest and moor, always seeking the high open places. He was training, more or less, as a hunter when it happened.

If there had been anyone around to ask him he would have told them he was climbing Otho's spike An isolated rock formation not to far from his village to get a better view and maybe see the strayed sheep he was supposed to be looking for. But there was no one to ask so Gaius did not have to lie.

If there had been anyone around they might have also pointed out that rock climbing is not advised when that kind of thunderhead is approaching on a dry summer day. But there was no one around so Gaius climbed.

Strangely enough he remembers the lightning stroke. He remembers how hot his bones felt at the sky grounded itself through him. He remembers gathering that heat, that life into the center of his chest and trying to hold it there, to contain it. He remembers laughing when it burst through him.

He awoke at the bottom of Otho's peak. A bit banged up and with strange burns on his chest and back. He walked home through the worst thunderstorm in living memory.

Since then Gaius's wanderlust has only increased. When people ask him why he has to leave he can only say "There is something in the air. A strange taste, a sound. Something new. I need to find it."

So that is why Gaius is in Three Oaks. The caravan he was working on arrived a week ago. Giaus is spending his wages on a garret room and spending more and more time in high places, feeling the wind, listening for something.

Appearence.
He still has the scars.

Combat stats:

Perception +10/11 traps low-light vision

Saves, Fortitude +1, Reflex +5, Will +3
Immune to sleep, +2 saves vs enchantment

AC/Flatfoot AC 13/10
Touch AC 13

CMB +1
CMD 14

Hit Points: 15

BAB +1
Initiative +5

Speed 30/30

Spells and bloodline abilities:

Bloodline
-+1dc to electric and sonic spells
-Thunderstaff, add shock(+1d6 electric) to weapon for 1/2 level
--3+cha per day. 6 uses

Spell DC 13+ spell level

Spells per day.
Cantrips -
First level 5/

Second Level
Third level
Fourth level
Fifth level
Sixth level
Seventh level
Eighth level
Ninth level

Spells known.

Cantrips:
Detect magic
Jolt
Mage Hand
Message
Prestidigitation

First Level:
Color Spray dc 14
Silent image dc 14

Rogue abilities:

Trap finding +1
Sneak attack +1d6

Traits and Feats:

Traits:
Elven reflexes, +2 init
Highlander, +1 Stealth. +2 in hills/rocks

Feats:
Skill focus Perception +3/+6
First level, Toughness +3hp +1/lvl after 3
Third level, Allied spellcaster. Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Skills:

-*Acrobatics, +3
*Appraise, +1
*Bluff I, +7
-*Climb 1, +4
*Craft: Bows, +1
*Diplomacy 1, +7
-*Disable Device 1, +8
*Disguise, +3
-*Escape Artist 1, +7
-*Fly, +3
Handle Animal -
Heal , +0
*Intimidate 1, +7
*Knowledge Arcana 1, +5
*Knowledge Dungeon
*Knowledge Local 2, +6
*Knowledge Nature 1, +5
*Perception 3, +11
Ride,+3
*Sense Motive 1, +4
*Spellcraft 2, +6
-*Stealth 1, +8/9 in hills rocks
Survival, +0
-*Swim, +0
*Use magic Device 1, +7

Hand to hand Weapons:

Dagger +1 1d4 19/2 S/P

Touch spell +1

Ranged:

Dagger +4 1d4 P/S 10'
Two Throwing daggers +5, blue winnis poison (Injury; Fort DC 14, two rounds. Initial 1 con damage secondary ko for 1d3 hours. Cure 1 save.)

Sling +4 1d4 B 20/2 50'
12 bullets

Ranged touch +4

Armor and Shield:

None

Expendable items:

Magic gear:

Everburning torch

Mundane gear:

Backpack, masterwork
-Small faded red tent.
-bedroll
-winter blanket
-Cold Weather outfit
-3 candles
-Flint and Steel
-4 days rations
-1 lb soap
-2 vials of antiplague
-1 dose of blue whinnis poison
-3 flasks of alchemist's fire
-5 vials of acid

-Scroll case
--5sheets of rice paper
--2 ink pens
--1 vial black ink
--sealing wax
--59pp 9gp

Faded black belt-pouch
-1 days rations
-1 sunrod

Rabbit fur belt pouch
-50' string
-5 tindertwigs
-10gp 10sp 10cp

Sling and dagger on right hip
bullet pouch and throwing knives on left

30 days of rations, ye gods!
Winter clothing
Snow shoes.

Cash:

59pp 19gp 10sp 10cp

Unassigned party loot



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