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About Castor DreyStats:
Castor Drey lvl 5 Male human (Varisian) wizard 5 N Medium humanoid (human) Init +8; Senses Perception +12 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 37 (5d6+15) Fort +4, Ref +4, Will +6 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4-1/19-20) Ranged mwk light crossbow +5 (1d8/19-20) Wizard Spells Prepared (CL 5th; concentration +11) . . 3rd—clairaudience/clairvoyance, haste, seek thoughts[APG] (DC 19) . . 2nd—burning arc (DC 18), make whole, page-bound epiphany, see invisibility, blank slot . . 1st—cultural adaptation, grease, mage armor, true strike, vanish[APG] (DC 17), blank slot . . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 8, Dex 15, Con 14, Int 22, Wis 12, Cha 10 Base Atk +2; CMB +1; CMD 13 Feats Alertness, Craft Wondrous Item, Improved Initiative, Merciful Spell[APG], Point-blank Shot, Scribe Scroll Traits outcast's intuition, seeker Skills Appraise +10, Diplomacy +8, Fly +6, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +14, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +11, Perception +12, Sense Motive +10, Spellcraft +14 Languages Common, Draconic, Hallit, Kelish, Osiriani, Polyglot, Skald, Sylvan, Varisian, Vudrani SQ arcane bond (squeeky, thrush), forewarned, prescience Combat Gear cold iron crossbow bolts (20), pearl of power (1st level), scroll of air bubble, scroll of alarm, scroll of ant haul, scroll of blood biography, scroll of burning gaze, scroll of burning hands, scroll of color spray, scroll of comprehend languages, scroll of detect charm, scroll of detect secret doors, scroll of detect undead, scroll of discern next of kin, scroll of ear-piercing scream, scroll of endure elements, scroll of enlarge person, scroll of enlarge person, scroll of expeditious retreat, scroll of glitterdust, scroll of gravity bow, scroll of grease, scroll of heightened awareness, scroll of invisibility, scroll of mage armor, scroll of magic missile, scroll of magic weapon, scroll of merciful flurry of snowballs, scroll of merciful frost fall, scroll of mirror image, scroll of obscuring mist, scroll of resist energy, scroll of share memory, scroll of shield, scroll of spider climb, scroll of true strike, silver crossbow bolts (20), wand of color spray (30 charges), wand of protection from evil (30 charges), alchemist's fire (2), tanglefoot bag, thunderstone; Other Gear crossbow bolts (20), dagger, mwk light crossbow, cloak of resistance +1, headband of vast intelligence +2, blank book (worth 15 gp, 3 lb), candle (5), chalk (5), flint and steel, ink, black, masterwork backpack, paper (8), scroll case, spell component pouch, spellbook, travelling spellbook, waterproof bag, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded 1320 gp invested in guard station Available funds: 800 gp, 2 sp -------------------- Special Abilities -------------------- Arcane Pool +1 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned 2 (Su) Can always act in surprise rounds. Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage. Missing Memories You've spent your life wondering what happened to your early memories, and trying to get them back. The round after being affected by a compulsion effect you may roll a new will save to end the effect. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Outcast's Intuition +1 to your Caster Level against dispel attempts. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Up close with a crossbow A crossbow is a dangerous weapon to use up close; the first shot has to take them down. You're very, very good at that. You are treated as possessing the focused shot feat (add into to damage) when shooting at a target within 5ft. Used items: scroll of merciful flurry of snowballs, scroll of enlarge person
Backstory:
Personal account of Castor’s life before coming to Quantium as told to the rest of the squad: So you want to know how I got here? Well, the short version is I met the ...(tba) during his stay at the Valknar Gladiatorial College in Tymon. Not that I am a gladiator, far from it. But that might actually be the reason he liked me and spent so much time with me. For month we spent the evenings after his lectures together discussing all manner of historical events. I always loved history and his extended knowledge fascinated me. We stayed in contact ever since, regularly exchanging letters concerning all many topics, always with ties to history. We became quite close during his stay in Tymon, but I would not say we were close friends per se. As it looks we have some time and you do not mind me talking, I might as well tell you the longer version if you wish. First the important thing to understand is that my country is not a really a country. The River Kingdoms share some similarities but they are not a coherent region in any way. There are the Freedoms that are more or less observed in all the parts and they are geographically connected, but that is it. Also the name might be misleading. While the Selen river and all her tributaries are very defining features of the region and justify the name “River”, there are not really any kingdoms there in the traditional sense. The individual territories have widely different forms of government. Some of them even do not have any government to speak of. The rest are more city states than anything else. Foreigners often look down on us as they say any bandit may proclaim to be a king there and rule as far as his military might reaches. This may be true in some of the territories, but Tymon, where I grew up, is quite different. The thing to remember is that it was founded by a gladiator and has always been run by one. The whole society is based on gladiators and they are the only true citizens with full rights. Although this might sound scary, it is not such a bad thing. For one there are no bandits in Tymon, at least never for long. And if there is one piece of information any outsider knows about River Kingdom, it is that there are awfully many bandits there in general. As every landowner and tavern keeper is an ex-gladiator, nobody really wants to take chances with banditry in Tymon. Also, as Tymon borders with Razmiran, the gladiators are probably the only reason the country has not be overrun by the mad priests of the Living God and their thugs. But more on this later. The downside is, if you are not gladiator materiel, you are never going to achieve any significant position in the territory. And unfortunately, the fate really frowned upon me in this regard. I am one of the people with absolutely no skill or inclination for gladiatorial combat. I was growing up on a farm near the Razmiran border a day’s travel from the city. My older brothers were both attending the Valknar College, when I turned six. They are ten and twelve years older than me. The farm was run by our ex-gladiator father and his second wife and they had three farm hands to do all the chores that needed doing and to protect the farm from Razmiran thugs. Although there has not been open war with our neighbors, the border skirmishes always have been quite common. That is all I can tell you about my childhood, because for the events of one autumn night. The house was burned down, all animals and people slaughtered. All except one. Me. I was found alone in the woods not far from the house. Sitting and shivering with cold, dressed only in my nightgown, dirty and stained. My once black hair was totally white. And I had amnesia. I did not even remember my name. And I have never remembered anything from that night or my childhood before. As the following years ran by I noticed that I would not be able to follow in the footsteps of my brothers. The experience of that fateful night changed me somehow. I was fast, dexterous and quite bright a child. I was even healthy and sturdy. But my strength was always very limited and I never learned to use any of the weapons my brothers were so proficient with. As living on the border with Razmiran is dangerous, I at least learned to use a crossbow so I could protect myself against the occasional incursions from southwest. And I got very proficient with the weapon up close. I was staying with our neighbors helping them with their farm for another four years. Then a great opportunity presented itself. My oldest brother Nestor, already a bloodied fighter in the Arena, saved the life of the dean of Valknar College, an elf named Erevil Antelo. And the dean swore to repay his debt in any way Nestor wanted. So I became part of the college. Not as a student, but as an apprentice to Master Antelo. Although he did not like me overmuch, the oath has been given and it was unthinkable for him to break it. He slowly started to teach me the mysteries of the arcane. I grew up being part apprentice, part clerk, part librarian, part a go-to person for anything-that-needed-doing-but-nobody-wanted-to-do-it and later even a lowly diplomatic emissary for Antelo. He probably thought I was an expandable asset, so he sent me on dangerous missions around the River Kingdoms. Fortunately I became quite skilled in negotiations and diplomacy and it saved me my neck on several occasions. I also knew when to run which proven to be just as necessary during some of those diplomatic missions. Several of those missions required some investigation and I found I like that part of my duties very much. Many years passed by. I loved spending time in the library even when I no longer worked there and knew it better than the designated librarian at the time. And the great library was the place where I first met ... (tba). His first steps after arrival to Tymon led him to that place, and as I found out later, the library was the reason he came to the Gladiatrial College in the first place. I told him the system for placement of the books as the catalogue had some quite large gaps and showed him several he was most interested in. Then I visited some of his lectures and slowly our mutual interest in history ensured we became quite close. The good professor was very intrigued by my childhood experience and asked me extensively about it. Unfortunately there was not much to tell him. When he was leaving Tymon, he promised to stay in touch and even told me he would continue to investigate the strange event from many years ago. to be added:
Castor's aims:
Snippets: Arclord Agrella Kisk, great-grandchild (and namesake) of Agrellus Kisk. Agrellus has been leader of the Arclords for hundreds of years, and is one of the three most powerful counsellors in Quantium. Agrella is 45 years old. She's had the finest of magical educations and has led expeditions throughout Golarion to gather (and copy) knowledge. Possibly her descriptions of Quantium were flavoured by her privelleged upbringing. She's an Arclord, and in good enough standing to get you an invite if you want one (once you qualify). While she has not discovered the secretes of immortality her grandfather has she does make use of spells to stay looking - and acting - younger. You lot are part of a "special squad". You don't have scheduled duty, but you are on call 24/7.
You may all start in The Guard Staff Association if you wish. This is a simple club most of the Guard Sorcerers belong to. Dues are extremely reasonable, but you are expected to share any good tricks or spells you find or come up with. There is a broadsheet that goes out each month, and a pub that the club takes over once a week. In theory there is a rotating library and shared equipment, but in practice anything that hasn't been stolen is in terrible condition. MAKING UP UNIVERSITIES
Familiar:
Squeeky Male thrush (Pathfinder RPG Ultimate Magic) N Diminutive magical beast (animal) Init +2; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size) hp 18 (1d8-2) Fort +0, Ref +4, Will +6 -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (average) Melee bite +1 (1d2-5) Space 1 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6 Base Atk +2; CMB +0; CMD 5 Feats Skill Focus (Perception) [b]Skills Acrobatics +2 (-6 to jump), Appraise +0, Diplomacy +3, Fly +12, Knowledge (arcana) +4, Knowledge (dungeoneering) +0, Knowledge (geography) +0, Knowledge (history) +1, Knowledge (local) +2, Knowledge (nature) +1, Knowledge (planes) +1, Linguistics +1, Perception +13, Sense Motive +5, Spellcraft +4 Languages Common SQ improved evasion -------------------- Special Abilities -------------------- Flight (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Spellbook:
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark Level 1: Air Bubble, Alarm, Animate Rope, Ant Haul, Burning Hands, Color Spray, Comprehend Languages, Detect Charm, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Gravity Bow, Grease, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Protection from Evil, See Alignment, Shield, Silent Image, True Strike, Unseen Servant, Vanish Level 2: Burning Arc, Burning Gaze, Glitterdust, Invisibility, Levitate, Mirror Image, Resist Energy, See Invisibility level 1, 2 and 3 spells to be added as per Discussion thread...
Guard Station:
room/team gp Alchemy Lab 390 Common Room 300 Cell 180 Cell 180 Storefront 190 Storage 120 Storage 120 Storage 120 Infirmary 370 Kitchen 160 Lavatory 120 Lodging 430 Office 120 Office 120 Sewer Access 110 Magical Repository 730 Book Repository 460 - Knowledge (history) Free space 100 Guards 100
Building is eight stories. Top 3 (and a bit) are currently used by a squad of something you're not classified to know about, but requires a skyline view. They've got their own lavatory, their own construct-powered lift and some serious security.
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