About Quiin FarsoQuiin Farso
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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).
- 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:
- 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:
Integrated Techniques: A prodigy gains additional sequence options if she possesses certain spheres:
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) ------------ 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
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
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) ---------------------- 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.
Read Mind: You can pull information from a target’s mind.
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)
Background Skills (2/level)
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. |