Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Artemis Entreri

Quintus of Taldor's page

1,440 posts. Alias of John Woodford.

Full Name



AC 27/14/25, HP 107/107


F: +10+1, R: +6+1, W: +14*+1








Common, Celestial



Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 17
Charisma 14

About Quintus of Taldor


Current XP 0/??
Male Taldan human cleric 12
NG Medium humanoid (human)
Init +2 (+2 DEX) Perception +6 (+6 WIS)

Daily Consumables:
Channel Energy*: [x] [x] [x] [ ] [ ] [ ]
Rebuke Death: [x] [x] [ ] [ ] [ ] [ ] [ ]
Nimbus of Light (rounds): [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

AC 27, touch 14, flat-footed 25 (+2 Dex, +6 armor, +1 armor bonus, +2 shield, +2 shield bonus, +2 deflection, +2 natural)
hp 107 (12d8+24+2)
Fort +10+1, Ref +6+1, Will +14+1 (+2 vs. charms & compulsions)
Resistances/Immunities Fire resistance 1, immune to normal fire

Speed 20 ft.
Melee +1 scimitar +13/+8 (1d6+4/18-20/x2) or +1 scimitar power attack +10/+5 (1d6+10/18-20/x2) or dagger +12/+7 (1d4+3/19-20/x2) or dagger power attack +9/+4 (1d4+9/19-20/x2) or light mace +12/+7 (1d6+3/x2) or light mace power attack +9/+4 (1d6+9/x2)
Ranged light crossbow +11/+6 (1d8/19-20/x2)
Special Attacks Channel energy; 8d6* healing or 8d6* + 12 damage to undead; save DC 19*; 6*/day

Spells Memorized:

6th (3+1)- blade barrier, (empty), heal (D)
5th (4+1)- communal air walk (cast), breath of life, (empty), flame strike (DC 19 Reflex) (D)
4th (4+1)- communal protection from energy, holy smite , freedom of movement, death ward, CCW (D)
3rd (5+1)- create food & water, magic circle vs. evil, prayer, searing light (cast as CSW), CSW (D) (cast)
2nd (6+1)- bull's strength, owl's wisdom, bear's endurance, bear's endurance, spiritual weapon, CMW (D)
1st (6+1)- protection vs. evil, protection vs. evil, bless, shield of faith, divine favor, CLW (D)
0 (4)- stabilize, light, guidance, resistance

Str 16, Dex 14, Con 14, Int 10, Wis 19+4, Cha 16*
Base Atk +9/+4; CMB +12; CMD 24
ACP -4


Selective Channel (L1): Can exempt CHA bonus (three*) creatures in his channel energy area of effect from its effects.

Skill Focus (Healing) (Human bonus): +6 on Heal checks.

Scribe Scroll (L3): Can create scrolls of any spell he knows.

Power Attack (L5): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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 Reflexes (L7): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Cleansing Burst (L9): Your channeled energy wards off disease. When you channel positive energy to harm or turn undead creatures, any undead creatures in the area lose the ability to cause disease with their melee and ranged attacks for 1d4+1 rounds. If an undead creature successfully saves against your channeled energy, this duration is reduced to 1 round for that creature. Immunity to positive energy negates this ability. When you channel positive energy to heal living creatures, any living creatures in the area gain a +4 sacred bonus on saving throws against disease for 1d4+1 rounds. Creatures not healed by positive energy receive no benefit.

Spell Penetration (L11):


Knowledge (Religion) +15 (+12 ranks, +3 class skill)
Spellcraft +15 (+12 ranks, +3 class skill)
Healing +27/+29 (+12 ranks, +6* WIS, +3 class skill, +6 skill focus, +2 for healer's kit)
Diplomacy +13* (+4 ranks, +3* CHA, +3 class skill, +3 from circlet)
Sense Motive +13 (+4 ranks, +6 WIS, +3 class skill)
Linguistics +4 (1 ranks, +3 class skill) (Celestial)


Birthmark: Quintus has a birthmark on his right hand, a silhouette of Sarenrae's angel holy symbol. It functions as a holy symbol, and it allows him to add +2 to saves vs. charms and compulsions.
Flame of the Dawnflower: +2 points of fire damage on critical hits with a scimitar.
Cleansing Light: Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy, you can reroll any damage die that shows a natural 1.

Racial Modifiers none

Languages Common (Taldane), Celestial, Auran (circlet bonus), Vaati (circlet bonus)

3 Hero points

Combat Gear +1 chain mail, +2 heavy steel shield, scale armor (in storage), light wooden shield (in storage), +1 scimitar, light mace, dagger, light crossbow, 20 bolts, backpack, bedroll, belt pouch (2), traveler's outfit, flint & steel, torch (5), rice paper (20), ink, pen, sack (2), trail rations (2 days), healer's kit, wooden holy symbol, whetstone, waterskin, cloak of resistance +1, phylactery of positive channeling, pink and green sphere ioun stone (+2 CHA), amulet of natural armor +2, ring of protection +2, 2 CLW potions, potion of fly, potion of monkey fish, scrolls (1 delay poison, 1 gentle repose, 0 lesser restoration, 1 remove paralysis, 1 invisibility purge, 1 remove curse, 1 remove disease), Zosiel's Circlet (+4 WIS, +3 on CHA checks) 0 pp, 1000 gp, 0 sp, 0 cp

Favored Class: Cleric. +1 HP at first and second levels, +1 skill rank at third, fourth, fifth, sixth, seventh, eighth, ninth, and tenth levels.

Manzorian's Fountain: +2 inherent bonus to WIS.

Ability Score Increases: L4: +1 CHA L8: +1 WIS L12: +1 WIS

Domain: Healing
Rebuke Death: As a standard action, Quintus can touch a creature that's below 0 HP and heal it for 1d4+5 points of damage. Usable 7/day.

Healer's Blessing: At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain: Sun
Sun's Blessing: Whenever Quintus channels positive energy to harm undead, he adds his level to the damage done and ignores channel resistance.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Quintus is a tall, muscular man with typical Taldan coloration (brown hair and eyes, tanned skin). He is handsome despite the remaining traces of past dissolute living--pouches under his eyes, burst blood vessels in his sunken cheeks, and a slight tremor in his hands.

[spoiler=Background]Quintus doesn't talk much about where he's from, but his accent, name, and face show pretty clearly that he's pure Taldan. A big, burly man, he walked into Magnimar three or four years ago, eventually made his way to Underbridge, and now ekes out a precarious living as a healer (and occasional preacher of the word of the Dawnflower). All his spare coin goes to pay for opium. From the things he sometimes talks about after a pipe, it sounds like his addiction wasn't what got him's how he fights the memory of why he's here. But Sarenrae still hasn't turned away from him, Her mark is still on his hand, and every now and then he'll clean himself up, quit the drugs cold turkey, and stay away from the dens for a while. (His current record is fifteen days, eight hours.) Then something will happen--something that reminds him of days better left forgotten, and he'll crawl back into the pipe to hide. And so he stays in the pit, a broken man ministering as best he can to the broken. Deep inside him, though, is a spark of what he used to be, and a faint hope for a miracle--something to focus on, a noble purpose that'll rouse that spark back into a flame. Over the years, that hope has grown faint indeed, and it's not looking like he'll find that purpose before his life in Underbridge kills him.

He alternates between being an embarrassment to any organized church of Sarenrae in the area ('cause hey, junkie priest), being an excuse for them not to have to come into the worst parts of the Shadow district ('cause hey, we already have a priest there!), and being of actual value to them ('cause hey, for some reason people down there don't tend to respond well to do-gooders from outside, but they still need help). Of course, he doesn't respond well to do-gooders from outside, either...they remind him of the way he used to be, and after the first few times the outside priests figured this out and left him alone*. The formal congregation tries to support him as much as they can without him noticing, and on the rare occasion that his preaching manages to get someone to pull their lives together and get out they're there to pull them the rest of the way.

Despite his strength and physical prowess, he is by nature a gentle man; he is quite capable with the scimitar, but before his fall from grace he preferred the aspects of the goddess dealing with healing and sunlight. He was marked early on in his apprenticeship as one who would go far in the clergy (25 point character in a non-elite world :-P), and this gnaws at him as well. His time in the worst part of Magnimar has made him a harder and coarser man, and he knows it and resents more thing that drives him to the pipe. He'll use fists or a club in a fight (and heal the same people he knocked down), but he's still a priest at heart, and won't ever draw his scimitar unless it's against the truly unrepentant.


©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.