Aron Kir

Quiin Farso's page

124 posts. Alias of Aipaca.


Full Name

Quiin Farso

Race

Human (Chelish)

Classes/Levels

Prodigy 1 | HP 9/9 | F +1 R +5 W +3 | AC 17 T 13 FF 14 CMD 14 | Init: +3 Perception: +3 | Spell Points 1/5 | Mind Sphere DC 13

Gender

Male

Size

Medium

Age

13

Alignment

Neutral Good

Deity

Erastil

Location

Sandpoint

Languages

Common, Infernal

Occupation

Child

Strength 12
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 8
Charisma 14

About Quiin Farso

Quiin Farso
Medium Humanoid (Human)
NG Human Prodigy 1
Str 12, Dex 16, Con 13, Int 12, Wis 8, Cha 14
Init +3; Perception +3; Concentration +3

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Defense
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AC: 17 Touch: 13 Flat: 14 (4 Armour + 3 Dex)
HP 9 (8 class, 1 con)
Fort +1 (0 class + 1 Con), Ref +5 (2 class + 3 Dex), Will +3 (2 class + 2 Cha - 1 Wis)
CMD: 14 (10 + 0 BAB + 1 Str + 3 Dex)
MSD: 12 (11 + 1 level)
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Offense
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BAB +0
CMB: 3 (BAB 0 + Dex 3)
MSB: +1
Speed 30 ft.
Melee: Shortsword +3 (1d6+2, 19-20x2, +1 bleed)
Ranged: Sling Stones +2 (1d3+1, 20x2)
Spell Points: 5 (1 class + 3 Cha + 1 drawback)
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Equipment:

Shortsword
Daggers x2
Sling
Stones x10
Reinforced Tunic
Chain Shirt
Clothing
Fine Clothing x2
Backpack
Drawing of Family
3gp

Racial Abilities:

Bonus Feat: A bonus feat of your choice.
Skilled: +1 Skill Point per level.

Class Abilities:

Proficiencies: Prodigies are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Casting: A prodigy may combine spheres and talents to create magical effects. A prodigy is considered a Mid-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: A prodigy gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: A prodigy gains a combat or magic talent every time she gains a class level, according to Table: Prodigy. Prodigies use their casting ability modifier as their practitioner modifier.

Sequence (Ex): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends. A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
- Openers: An opener begins a new sequence. A newly started sequence is one link in length. Some abilities, such as possessing certain spheres, may grant additional opener options. Such options have the (open) tag. The following are basic openers:
--- Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
--- Critical Hit: Confirming a critical hit against a hostile creature.
--- Defeat: Reducing a hostile creature with a CR equal to or greater than half the prodigy’s character level to 0 or fewer hit points.
--- Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least a standard action.
--- Maneuver: Succeeding on a combat maneuver check against a hostile creature.
--- Magic Save: A hostile creature failing a save against a magic sphere effect. This sphere effect must have a casting time of a standard action or greater. This opener may only be used the first time any hostile creature fails a save against that casting.
--- Reflection: Successfully use the reflect spell class feature.

- Link Components: Successfully performing a link component increases the length of the prodigy’s active sequence by 1 link. A given action may not add more than 1 link even if it fulfills the conditions of more than one link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding spheres or the Armiger’s rapid assault ability) count as part of the original action for this purpose, though attacks of opportunity do not. All openers function as link components if performed after a sequence has been started. No link component may grant a link more than once per turn. Some abilities, such as possessing certain spheres, may grant additional link component options. Such options have the (link) tag. The following are your basic link components:
--- Abandon Focus: As a free action, the prodigy may expend martial focus.
--- Close the Gap: As a move action, the prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
--- Counting Coup: As a swift action, a prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
--- Disengage: As a move action, the prodigy may move up to half her speed. She does not provoke attacks of opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
--- Preparation: Whenever the prodigy would be granted an attack of opportunity against a hostile creature, she may choose to expend an attack of opportunity without making an attack to complete this (link). She must be capable of making the attack to use this ability.
--- Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
--- Swift Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least an immediate action.
--- Steel Mind: Pass a concentration check to maintain concentration on a sphere effect when taking damage.

- Finishers: A sequence may be ended to activate a finisher. Each finisher has a required activation action and some have a minimum sequence length. Once a finisher has been used, the prodigy’s sequence is ended. Actions taken as part of a finisher do not count toward the current sequence nor begin a new sequence. Some abilities, such as possessing certain spheres, may grant additional finisher options. Such options have the (finish) tag. The following are your basic finishers:
--- Adroit Momentum: A prodigy may end her sequence as part of making a skill check to gain a competence bonus equal to the number of links in the sequence on that skill check.
--- Arcane Apocalypse: As a 5 link finisher, the prodigy may cast a sphere effect as a move action. As a 7 link finisher, the prodigy may cast a sphere effect as a swift action. As a 9 link finisher, the prodigy may cast up to three sphere effects, one as a standard, one as a move, and one as a swift action. Each sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
--- Certain Strike: As a 3 link finisher, the prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
--- Doombringer: As a 3 link finisher, the prodigy may make a single attack as a swift action. If the sequence is at least 5 links, the prodigy may make an attack action in place of a move action. If the sequence is at least 7 links, this attack action may instead be done as a swift action. As a 9 link finisher, the prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
--- Executioner: As a 5 link finisher, the prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the sequence is at least 7 links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
--- Focus: As a 3 link finisher, the prodigy may regain martial focus as a free action.
--- Ironhide: The prodigy may end her sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of links in her sequence. This finisher may be used after the result of an attack is revealed and may keep the prodigy from dying.
--- Penetrating Magic: The prodigy may end her sequence as part of casting a sphere effect to gain a bonus equal to the length of her sequence on any MSB checks made to overcome spell resistance made as part of that effect.
--- Prodigy’s Reflexes: As a 3 link finisher, when targeted by an attack or forced to make a Reflex save, the prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use the skill check result even if it is lower than her AC. If the sequence is at least 5 links, she may instead activate this ability as a free action usable even when it is not her turn.
--- Resilience: If the prodigy has a sequence of at least 5 links, when failing a saving throw, she may end the sequence as an immediate action to reroll the save. For every link beyond 5, you gain a +1 competence bonus on the reroll.

Integrated Techniques: A prodigy gains additional sequence options if she possesses certain spheres:
- Duelist Sphere:
--- Surface Cut (opener): As a move action, the prodigy may make a touch attack with a wielded weapon. This attack does not deal any damage other than inflicting bleed damage per the Duelist sphere.
- Scoundrel Sphere:
--- Mark (link): The prodigy successfully uses marked target against a hostile creature.
--- Kleptomaniac (finish): As a standard action the prodigy may make one steal combat maneuver per link in her sequence. No one creature may be targeted by a number of maneuvers greater than half the length of the sequence. If she instead uses a full-round action, she may move up to half her speed as part of this ability, allowing additional creatures to be brought in range.

Inspired Sequence (Ex): While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).

Combat Talents:

Martial Tradition: Finesse Fighting (Equipment), Rogue Weapon Training (Equipment), Duelist Sphere, Scoundrel Sphere
Level 1: None
Associated Feat: Finesse Fighting II (Equipment)
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Duelist Sphere
Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time.

Blooded Strike: Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Bleed: Some talents have the (bleed) descriptor; these talents are triggered when you deal bleed damage to a creature. You may only apply the effects of a single (bleed) talent to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor.

Disarm: Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action.

Equipment Sphere
The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free.

Finesse Fighting II: You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.

Rogue Weapon Training: You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Scoundrel Sphere
Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Swift Hands: You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target: You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Spherecasting:

Casting Tradition: Prepared Caster; Empath (Mind Sphere)
Level 1 (2 starting + 1 drawback + 1 feat + 1 level): Mind Sphere, Expanded Charm (Mind), Powerful Charm (Mind), Sleep (Mind), Read Mind (Mind)
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Mind Sphere

Charm: You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms. Some mind talents are designated (charm) talents. These talents grant you additional charms you may place on targets.

Empath: You cannot plant suggestions into a target’s mind, as the Mind sphere base suggestion charm. You must select a (mind) talent with the bonus talent granted by this drawback.

Expanded Charm: Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are still immune.

Powerful Charm: You may spend 2 spell points to use the Powerful charm version of any charm you possess.

Sleep: You put the target to sleep.
- Lesser Charm: You make the target lethargic, making it staggered for 1d4 rounds (Will negates).
- Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.
- Powerful Charm: The target is placed into a deeper slumber. Whenever the sleeping target takes damage or another creature attempts to wake it as a standard action, the target does not automatically awaken, but instead makes a new Will save to wake up with a +4 bonus.

Read Mind: You can pull information from a target’s mind.
- Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.
- Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate.
- Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

Traits and Feats:

Trait: Gift for Magic (Magic): Choose a sphere (Mind Sphere). You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
BONUS TRAIT: What Everyone Wants: Your affinity for reading thoughts helps you find the right words for the moment. Once per day, you can roll twice on a Bluff, Diplomacy or Intimidate check and take the best result.
Bonus Feat: Weapon Finesse (Traded to Finesse Fighting II as per Spheres of Might associated feat rules)
Human Feat: Steadfast Personality: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
Level 1: Extra Magic Talent: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Skills:

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Fly (Dex), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex) Use Magic Device (Cha).

Skills (6/level)
Acrobatics: +7 (1 rank + 3 Dex + 3 class)
Bluff: +6 (1 rank + 2 Cha + 3 class)
Climb: +1 (1 Str)
Diplomacy: +6 (1 rank + 2 Cha + 3 class)
Disguise: +2 (2 Cha)
Escape Artist: +3 (3 Dex)
Fly: +3 (3 Dex)
Heal: -1 (-1 Wis)
Intimidate: +2 (2 Cha)
Perception: +3 (1 rank -1 Wis + 3 class)
Ride: +3 (3 Dex)
Sense Motive: +3 (1 rank + -1 Wis + 3 class)
Slight of Hand: +7 (1 Scoundrel rank + 3 Dex + 3 class)
Stealth: +7 (1 rank + 3 Dex + 3 class)
Survival: -1 (-1 Wis)
Swim: +1 (1 Str)

Background Skills (2/level)
Knowledge (Arcane) +5 (1 rank + 1 Int + 3 class)
Knowledge (Local) +5 (1 rank + 1 Int + 3 class)

Appearance:

Biography:

Quiin makes people feel weird. He has always done so, and believes that he always will. He knows things that he shouldn't, especially as a 13 year old boy. He knows these things because Quiin reads minds. He has always been able to do this. Sometimes he gets true thoughts, always he gets the feelings of others. His brother and sister were always supportive and protective of Quiin, but his parents were not. Always slightly afraid of their inquisitive and perceptive child, Quiin's parents eventually sent him off to live with his uncle in Sandpoint. Another odd duck in the family, Quiin's uncle Montaron is nonetheless a good person, and was happy to have Quiin. During the journey to Sandpoint, the caravan Quiin was travelling with was beset by bandits. Hiding in a cart full of trade goods, Quiin saw snippets of the rescue of the caravan by Shalelu Andosana, and fell in to his first crush (not that he knows that's what it is). Arriving at Sandpoint, Quiin hasn't really had a chance to interact with the local kids as of yet, and knows that they will find him weird. He hopes that they can look past it, as his uncle and siblings were able to.

A part of being a weird kid is getting picked on. Quiin has managed to leverage his understanding of people and his quick reflexes to become decent in a scrap, and is quick to defend himself if he truly feels threatened - knowing your bullies minds makes it much easier to know when they really want to hurt you.

- How would you describe yourself in a single sentence?

"Most adults think I'm weird. Well, the ones I've met anyway. Kids will just say it straight out. My uncle says I just see things better than others, but it still sucks. I don't know how I'd describe myself, but I guess that works."

- How did you end up in Sandpoint? Born here, moved here...?

"My parents sent me here to live with my uncle. They never liked me much. My uncle is nice, and he helps me, but I miss my brother and sister."

- Who do you live with? Family, foster parents, siblings...?

"Just my uncle. He's dad's brother, but he's nothing like dad. I really like my uncle but I haven't had much time with him."

- What do you want to do when you grow up?

"I want to be the mayor. I think I could stop people from being mean to each other that way."

- Who is your best friend? (hint hint, you may do joint backgrounds...)

"My brother was my best friend, but I don't think I'm going to see him for ages. Haven't had much of a chance to meet the other kids here."

- What is your favorite scary tale?

"My sister used to tell us a story about Bloody Red Mary coming through a mirror and eating kids. I knew it wasn't true, but my brother didn't and I liked helping comfort him."

- Who is the most awesome person ever, and why is she Shalelu Andosana?

"(only got who she was from the wiki, so if this misses the mark then ignore) Miss Andosana saved our caravan from some bandits while we were coming here. I was hiding in the cart for most of it, but I saw a little bit of her fighting. She's amazing! (I think Quiin has a bit of a crush)"

Family:

Uncle Mirut Farso: Quiin's uncle, who he met for the first time the day before the Swallowtail Festival when he arrived in Sandpoint. Mirut seems like a nice man, who was happy to take Quiin in when his parents decided they would prefer to not have him around. Mirut is a carpenter by trade, but was always known as the black sheep of the family. Quiin didn't really know why, but he really hopes that his uncle is like him. Mirut doesn't seem to be weirded out by Quiin yet, which he definitely loves.