Guard

Alfonso's page

347 posts. Alias of PoorWanderingOne.


Full Name

Alfonso de Calientia

Race

stats:
Per +4/6. Initiative +1. AC/touch/flat 11/11/10 . CMD11 . Fort +2. Ref +1. Will +.2

Classes/Levels

Abyssal Tattooed Sorcerer 1

Size

5"10" 136 pounds

Special Abilities

Abyssal bloodline Tattooed Sorcerer.

Alignment

N and very cynical

Deity

None, He has learned to distrust powerful things professing an interest in him.

Languages

Common/Taldane (Cheliax accent). Abyssal, Skald, Thassalonian

Occupation

Noble. Remittance man. Fop.

Strength 10
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Alfonso

Background, Appearance and personality:

Background.

Alfonso killed his mother.

This is a fact and one he has never been allowed to forget. His mother Calsenica, was a favored daughter of the house de Calientia with a great future before her. Unfortunately she loved not wisely and too well. Her paramour, going under the name of Kaithen at the time he appeared to be a minor and slightly dissolute Cheliaxan noble. Not the best choice, thought the family, but someone we can work with.

They were wrong.

Kaithen was layer on layer of lies with a succubus at the core. Maybe it was chance. Maybe it was a plot by another family. No one knows. By the time the pregnancy was noticed Kaithen had vanished. The pregnancy was difficult with priests and doctors in constant attendance. They were confident that the birth would be successful.

They were wrong, only Alfonso survived.

The effect of the demonic blood manifested early. He nearly killed his governess when a petulant slap raked her from shoulder to hip. Something had to be done. Many voices called for his death. He was an embarrassment, a danger to the family. His grandfather did not agree. Alfonso was de Calientia and would be treated as one. An old ally of the family was called in. Magister Rynard de Entragolo was a respected, powerful and very traditional wizard, a leader of sorts among those studying Thassilonian magic. The child was given to into his care. If anyone could remove the abyssal taint it was the Magister.

He failed.

The methods he used were barbaric. Days packed in Asmodean sanctified salt, nights suspended by hooks over summoning circles. Alfonso was poked and prodded by doctors and alchemists, devils and other things.
Ultimately the Magister bound powerful wards into the very body of the child that prevented the abyss from further corrupting Alfonso.
Able to do no more and unwilling to be constantly reminded of his failure The Magister and the de Calientia family decided that Alfonso should be fostered, preferably somewhere far from the prying eyes and edged tongues of Cheliax.

And so the boy came to Sandpoint, fostered to Madame Niska as a way to pay an obscure debt owed to or by the Magister.

Personality.
Alfonso is a cynic. Quick of mind and sharp of tongue. Friendly if you prove you are not a fool. He can be surprisingly loyal to those he cares about but those so favored are few in number.

Appearance.
Neat. No matter what else you can say about the man Alfonso keeps his appearance at a high standard. He tends to red and tans for colors as he feels they set off his features. One thing that is notable is his habit of always being gloved. Currently his favored pair is rust red kidskin and they extend well under his sleeves.

Combat stats:

Perception +4/6
Initiative +1
Speed 30

Saves,
Fortitude (+2con) 2
Reflex (+1dex) 1
Will (+2) 2

AC/Flatfoot AC /
Touch AC

CMB +
CMD 10

Hit Points: 8/

BAB +

Magic:

Concentration {1Caster+3Cha+2trait} +6
~+1 Conjuration & Bloodline spells

Spell DC {10+cha+spell level}

Spells.
t, Conjuration or bloodline spell +1 caster level
c, Conjuration +1dc

Cantrips:
~Dancing Lights
~Detect Magic
~Mage Hand
~Prestidigitation
~Ray of Frost

First Level:{3+1cha} 4/day DC14
tc Grease dc15 cl 2
tc Mage Armor cl 2

Traits, Feats, and Bloodline abilities.:

Traits:
Campaign, Friend of the Family:As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.

Magic, Focused Mind: +2 trait bonus on concentration checks.

Feats:
Human, Cosmopolitan (Skald, Thassalonian languages)( Diplomacy and Sense Motive become class skills)
First level, Spell focus conjuration (+1dc to conjuration spells)

Sorcerer, Varisian Tattoo (idolis): Cast conjuration spells at +1 caster level.
~Gain Acid Splash as a spell-like ability usable three times per day.

~Familiar: Krpate a raven
~~+3 to appraise checks
~~Speaks common
~~Alertness: You get a +2 bonus to Perception and Sense Motive skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Only available while familiar within reach.

Bloodline abilities.
Bloodline Arcana: Whenever you cast a spell of the summoning sub-school, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Familiar Tattoo (Su)
Gain a familiar as a wizard equal to your sorcerer level. This familiar can transform itself into a tattoo as a move action by the familiar. In tattoo form, the familiar does not count as a creature separate from the sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

Skills:

2+1int+1human+=4 skill points/lvl

Acrobatics(Dex) , +
*Appraise(Int)(+3familiar) I, +8
*Bluff(Cha),
Climb(Str), 0
*Craft: Painting (Int),
*Diplomacy(Cha) I, +7
Disable Device(Dex), NA
Disguise(Cha),
Escape Artist(Dex),
*Fly(Dex),
Handle Animal(Cha), NA
Heal(Wis),
*Intimidate(Cha) ,
*Knowledge: Arcane(Int),
Knowledge: Dungeon(Int),
Knowledge: Geography(Int),
*Knowledge: History(Int), +
Knowledge: Local(Int),
Knowledge: Nature(Int),
Knowledge: Nobility(Int),
*Knowledge: Planes(Int),
Knowledge: Religion(Int),
Linguistics(Int), NA
*Perception (Wis)(+2familiar) I , +4/+6
Perform: Dance (Cha),
*Profession:Courtier (Wis)
Ride(Dex),
*Sense Motive (Wis)(+2familiar) I, +4/+6
Sleight of Hand(Dex),
*Spell-craft(int),
Stealth(Dex),
Survival(Wis),
Swim(str),
*Use magic Device(cha),

Weapons:

Touch +0 Ranged touch +1

Club, walking stick +0 1d6 x2 B 10' #3

Dagger +0 1d4 19/2 S/P 10' #1

Armor and Shield:

none

Expendable items:

Magic gear:

Mundane gear:

(33 lbs or less. 34–66 lbs. 67–100 lbs. current load 27#)

Gear

Carried
Hardwood walking stick AKA club #3

Worn.

Backpack
~bedroll,
~flint and steel,
~iron pot,
~mess kit,
~soap,
~Spare spell component pouch
~Scroll case containing Ink, ink pen etc
~torches (10),
~trail rations (5 days),
~wineskin, filled with a cheap red.
~Journal This is a blank, lightweight book with an oilskin cover. It has 50 paper pages. Price 10 gp; Weight 1 lb. Serves as a research/travel journal/diary. Entries are made in a mix of common, Skald and Thassalonian with occasional interjections in Abyssal.

Belt pouch,

Dagger, 1#
Spell component pouch 5gp 2#
Signet ring 5gp

Bandoleer 8slots 5sp 0#
~ Vermin repellent
~ "
~ Alchemist's Fire
~ Holy Water
~ Harpy Musk
~ "
~ Acid
~ Acid

Outfit, Explorer's 0gp 0#
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches, a belt, a shirt, a vest, gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit also includes a scarf and a wide-brimmed hat.

Cash:

7.5gp

Unassigned party loot

Kirpate my raven tattoo familiar:

Raven.
XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 familiar)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse, Alertness, Improved Evasion,
Skills Fly +6 (2 dex, +4 size) , Perception +11 (1 rank, +2 wis, +3 class, +3 skill focus, +2 Alertness) Stealth +10 (+2 dex +8 size)

SPECIAL ABILITIES
Carrying capacity 6-13-20
Share spells, Empathic link, Speak common.


Notes:

Level-by-level
Lvl I. Favored class sorcerer: Ray of Frost. HP6. Skills Appraise, Diplomacy, Perception, Sense Motive. Spells: Cantrips, Detect Magic, Prestidigitation, Mage Hand, Dancing Lights. Level 1, Grease, Mage Armor

Lvl II.