Azmur Kell

Cassius Cunningham's page

3 posts. Alias of Euan.


Full Name

Cassius Cunningham

Race

Human

Age

56

Alignment

CG

Languages

Common, British, French, German, Norwegian, Russian, Spanish

Strength 10
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 11
Charisma 18

About Cassius Cunningham

Cassius Cunningham
Male Human Witch, Hedge Witch, Healing Patron, 4
CG Medium humanoid (human), Age 56
Init +3; Senses Perception +7, low light vision, darkvision 60’

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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex) (NOTE: Often +4 mage armor)
HP 32 (1d6 + 2 con/level)
Fort +4 (1 +2 con), Ref +5 (1 +3 dex), Will +5 (4)
+1 resistance (applied)
+2 vs poisons, spells, & spell-like abilities (unapplied)

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Offense
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Speed: 30 ft.
Melee:
Pocket Knife +2 (1d4, 20/x2)
Ranged:
32 Long Colt light revolver +7 (1d6+1, 19-20/x3, 20’, B/P, clip 5) (1.5#) concealable attuned
9mm pistol, MW +7 (1d8, 19-20/x3, 30’, B/P, clip 9) (1.5#)
303 British bolt action rifle, MW +7 (2d6, 19-20/x3, 100’, B/P, clip 5/8/10) (9#)

Innate Magics (Caster Level 4, Concentration +9)
Feather Fall (at will), Levitation (1/1d)
When in water terrain (Caster Level 4, Concentration +9)
Create Water (1/1d), Guidance (1/1d), Know Direction (1/1d) & Touch of the Sea (1/1d)
Spells Memorized (Caster Level 4, Concentration +9)
. . . 0 (15): Detect Magic, Light, Mending, Read Magic
. . 1st (16): Adhesive Spittle, Diagnose Disease, Mage Armor, Ray of Enfeeblement, Snowball
. . 2nd (17): Glitterdust, Investigative Mind, Merge with Familiar

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Statistics
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Str 10, Dex 16, Con 14, Int 20, Wis 11, Cha 18
(86 point buy, +2 Int (human), +1 Dex (lvl 4))
Base Atk +2; CMB +2; CMD 15

Race Traits
Ability Scores: +2 to one ability score (Int).
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. (1: heal)
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. (Water: Create Water, Guidance, Know Direction & Touch of the Sea)
Low Light Vision: Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character (Diplomacy, Perception).
Languages: Humans begin play speaking Common and their ethnic language (British). A high intelligence means additional languages (French, German, Norwegian, Russian, Spanish)
Darkvision: Dwarves can see in the dark up to 60 feet.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Traits
Wandering Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st. You can also forage for an hour to assemble a makeshift healer’s kit (usable by yourself, but not others). (Campaign)
Precise Treatment: (link) +1 trait to heal and use Int (magic)
Unblemished Barrel: (link) (combat)

Feats (1 bonus + 1 per level = 5)
Skill Focus (heal) (link) (race)
Simple Weapons (link) (class)
Alertness (link) (class - familiar within reach)
Precise Shot (link) (bonus)
Healer’s Hands (link) (first)
Weapon Focus (modern firearms) (link) (second)
Point Blank Shot (link) (third)
Rapid Shot (link) (fourth)

Skills (4 + 5 Int + 1 favored class)(2 background skills)
Acrobatics = +3* (+3 dex)
Appraise = +5 (+5 int)
Athletics = +6* (2 +4 hex)
Bluff = +9 (4 +4 cha +1 racial)
Craft, chemistry = +10 (2 +3 class +5 int)
Craft, mechanical† = +10 (2 +3 class +5 int)
Craft, weapons† = +10 (2 +3 class +5 int)
Diplomacy = +12 (4 +3 class +4 cha +1 racial)
Disguise = +4 (+4 cha)
Drive = +8 (2 +3 class +3 dex)
Fly = +3* (+3 dex)
Heal = +16 (4 +3 class +5 int +1 trait, +3 feat)
Intimidate = +4 (+4 cha)
Knowledge, arcana = 10 (2 +3 class +5 int)
Knowledge, history = 10 (2 +3 class +5 int)
Knowledge, nature/biology = +13 (4 +3 class +5 int +1 trait)
Knowledge, planes = 12 (4 +3 class +5 int)
Knowledge, social sciences = +7 (2 +5 int)
Linguistics = +5 (+5 int)
Perception = +7 (4 +3 class) (+2 with Sherlock)
Profession, doctor† = +7 (4 +3 class)
Ride = +3* (+3 dex)
Sense Motive = +0 (+2 with Sherlock)
Spellcraft = +12 (4 +3 class +5 int)
Stealth = +6* (+3 dex +3 cat)
Survival = +0
Use Magic Device = +4 (+4 cha)
*Armor Check Penalty -0
† Background Skill

Languages Common, British, French, German, Norwegian, Russian, Spanish

Gear
Comfortable clothing
32 Long Colt light revolver (1d6, 19-20/x3, 20’, B/P, clip 5) (1.5#) concealable
9mm pistol, MW (1d8, 19-20/x3, 30’, B/P, clip 9) (1.5#)
303 British bolt action rifle, MW (2d6, 19-20/x3, 100’, B/P, clip 5/8/10) (9#)
Pocket Knife

Rucksack (2#)
- Ammunition (xx revolver, xx pistol, xx rifle)
- Craft firearms kit, MW (5# ?)
- Grooming Kit (2#)
- Healer’s Kits (10/10/10) (3#)
- Scrubs (spare) (4#)

Weight: 28# (medium load >34#, heavy load > 67#)
Total Cash: -

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Special Abilities
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Defensive Bonus: +1
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. This comes from the Hedge Witch archetype.
Hexes (DC 17)
Flight: The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Healing: A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Murksight: The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature.

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Sherlock, cat familiar
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N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size +2 nat armor)
hp 16 (4HD)
Fort +1, Ref +4, Will +1

Offense
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)

Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Spells Known
1) Adhesive Spittle, Air Bubble, Detect Secret Doors, Diagnose Disease, Enlarge Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Remove Fear, Snowball, Unseen Servant
2) Glitterdust, Investigative Mind, Lesser Restoration, Merge with Familiar, Perceive Clues

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Automatic Bonus Progression
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Resistance +1
Armor Attunement +1
Weapon Attunement +1

Appearance:
On the short side and a bit fat, it can certainly be said he’s barrel chested. Unfortunately there’s no strength in that stout frame, or at least not much. Enough to get by. Still, he’s well dressed as a professional man, maybe even from the higher echelons of society. However, the threadbare nature of some of his clothing keeps that thought from lingering overlong. Still, perhaps he came from money.

He moves gracefully, and is long fingered. He is often seen with his pet cat, a white creature he’s taken to naming Sherlock after the fictional detective. The cat is all white, and often stares overlong as if it knows what you’re thinking - though of course it does not. Uncanny beast though. Seems quite intelligent, though as with all cats it’s quite independent so it’s hard to say. Still, it’s clear she shares a bond with Cassius. They are inseparable.

Background, Private Details:

Character Concept
Cassius is a doctor. Though he was once a surgeon in a reputable hospital a drinking problem brought him notoriety and infamy. Though he didn’t actually kill anyone, there were a few questionable calls and poor cutting. Eventually even the medical establishment had to let him go before he did too much damage.

However, he was still skilled, and though he hadn’t quite hit bottom, he manage to find work at a desperate clinic in a questionable neighborhood. To get back and forth to work safely, he trained a bit with firearms, though he’d hunted as a child of course. He always carries a little extra protection just in case - a small revolver stuffed in his overcoat pocket.

Still, he did not expect some of the frankly odd things that would come his way in this out of the way clinic. Some of the injuries and illnesses he was seeing were quite unnatural. They shook his faith, and he pushed the bottle shakily from his hand. Though he’s still tempted by hard drink, he hasn’t had a drop in a few years now - though his reputation keeps him from treating any but the most desperate folk.

Backstory
He came from a wealthy upper-crust background and always had a knack for healing - even beyond what should be strictly possible with the knife and some of the newfangled drugs being discovered. He was from a distant country family to the south of London and is an avid swimmer and boater.

Well educated at the finest schools, he even did a year in the United States in high school - part of an exchange program between two sisters schools - both called Cranbrook. One in the south, just outside London, and the other just north of Detroit. In college he was a member of Crew, and his rowing team did very well - though he never made the top teams owing in part to his flaccid muscles even then.

But his hands were lithe, and seemed to dance to their own muse. His natural inclinations drew him to medical school where he did very well. It was during the stresses of medical school that he took in that stray white cat… and things changed. Mystical things began to happen around him, and he quickly figured out it was him, and learned to control most of it. And keep it quiet.

He feels blessed by his unnatural talents, though he only uses them in the most egregious cases so as not to develop a reputation for such things. Instead he cultivates the idea that, as a doctor, he's just that good.

Personality & Motivation
Cassius is a healer first and foremost. He wants to heal the sick, and help the confused. Adept with various healing techniques, he’s also skilled in diplomacy. Often patients need to be calmed before he can work, and he doesn’t have the strength to physically pin folks down, so he does it with a quiet word. He’s motivated, in part, to undo the damage he’s done in his past. He has vowed that he will never again work on a patient inebriated or otherwise compromised.

He knows he has ‘special’ powers. Though rumors of fey in his family tree are quietly spoken only around the family table, he believes them. He knows there is more in the darkness than we have seen in the light. He’s seen what it can do. And he'll battle it if he can.

Alignment, and Morals
He’s Chaotic Good, and firmly believes in peoples right to choose, even when it’s against their own self interest. That’s where diplomacy comes in. But at the end of the day, some folks just don’t want to be fixed. And that’s fine - it’s their call. He doesn’t believe you should always get better.

He firmly believes in ‘first do no harm’, and his spell selection reflects that with only one offensive spell. However, come at him or threaten what he hold dear, and he’s not opposed to vigilante justice. It’s a dichotomy that doesn’t bother him. He knows there’s evil in the world. He saw it in the First World War as a medic. Something that started his drinking in the first place.

Connections
Jaden Harrison is a nurse who has followed Cassius for a little while now and generally works directly for him. He knows the good work that Cassius can do, and often gives him advice. Though he’s much younger, he’s wise for his years. Jaden wasn’t around during Cassius’s worst drinking, having only begun working for him after the fall, and so he doesn’t perhaps see the dark side to Cassisus’s personality - only his latter successes.

Kara Wallace is Cassius’s girlfriend of a few years now. She too is in her 50’s and really wants to settle down with [I[someone[/I] but Cassius feels so unsettled himself and cannot see a life with Kara beyond their regular dating. She wants more, and may well wander off in search of something more permanent if Cassius doesn’t come around. She works ‘in the city’, aka the financial district, and does quite well.

Aleeza Berry is the ruler of the clinic where Cassius works. Sure there are higher ups, but she’s in charge at the local level. Though she’s much younger than Cassius, she’s a ferocious advocate for the clinic and its patients. She has little patience for Cassius at times, but she recognizes his skills - so long as he remains sober.

Peter Roberts is a friend who plays the occasional game of chess with Cassius. Cassius is not particularly skilled at the game, but his intellect, and luck, seem to carry him more often than not. Peter is quite skilled and becomes frustrated, in a friendly way, when Cassius does something stupid - and wins anyway!

Race
His drinking brought on a lot of his weight. Rather than give up the fight though, his liver took on the poison (alcohol) and fought it off. His body, during the years of very heavy drinking, was a wreck. But he’s built up a strong tolerance for poisons (and spells too apparently) through his suffering.

His eyes have always been good in the dark (low light vision from his fey heritage), but when he began his relationship with the strange white cat, now called Sherlock but she was known as Spooky at first, his eyes truly improved. Not only could he see with very little light - he could now see with no light at all!