Bather

Harlynn Quinn's page

33 posts. Alias of DaWay.


Full Name

Harlynn Quinn

Race

Human

Classes/Levels

Wizard (Egorian Academy Infernal Binder) 1

Gender

Male

Size

Medium

Age

24 (Birthdate: 14 Neth 4687)

Alignment

Lawful Neutral

Deity

Asmodeus

Location

Sandpoint, Varisia

Languages

Azlanti, Draconic, Infernal, Taldane, Thassilonian, Varisian

Strength 12
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 13
Charisma 13

About Harlynn Quinn

Experience Points 500/2000

Dark Brown Hair, Green Eyes, and Lightly Tanned Skin

HP 7

Initiative Modifier +0
Speed 30 ft.

BAB +0
CMB +1
CMD 11
AC 10

FORT 1 (+1 Con)
REF 0
WILL 3 (+2 wizard, +1 Wisdom)

Human Racial Traits
Medium
Normal Speed
Bonus Feat
Favored Class (Wizard +1 Skill Point)
Skilled

Character Traits
Theoretical Magician: You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks.
Hellknight Ancestory: At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Wizard Abilities
Arcane Bond (Familiar: Raven)
Arcane School (Conjuration)
Opposition Schools (Illusion, Necromancy)
Cantrips
Scribe Scroll

Egorian Academy Infernal Binder Replacement Powers: The following school powers replace acid dart and dimensional steps powers of the conjuration school.
Planar Knowledge (Ex): As an infernal binder, you gain
a +3 bonus on Knowledge (planes) checks.
Assume Control (Su): At 1st level, you can attempt to
gain control over a summoned creature by disrupting the
bond between it and the caster who summoned it. You must
make a caster level check (1d20 + caster level) equal to 10 +
the summoning caster’s level. If you know the summoned
creature’s name, you receive a +2 circumstance bonus
on the check. If the check is successful, you can control
the summoned creature as if you had summoned it for a
number of rounds equal to 1/2 your wizard level (minimum
1 round). This does not increase the duration of the original
summoning. The original summoning caster can attempt
to regain control of the summoned creature as a standard
action by making a caster level check against your caster
level + 10. When your control ends, the creature reverts to
the control of its summoner. At 9th level, you can use this
ability to bargain with called creatures as if you were the
caster who conjured them. You can use this ability a number
of times per day equal to 3 + your Intelligence modifier.
Imp Familiar (Ex): At 7th level, you gain Improved
Familiar as a bonus feat, and must take an imp as a
familiar. The imp replaces your current familiar.

Feats
Combat Casting
Cypher Script
Scribe Scroll

Skills
Appraise 7 (4 intelligence, 3 raven familiar)
K Arcana 8 (1 rank, 3 class, 4 intelligence)
K Dungeoneering 8 (1 rank, 3 class, 4 intelligence)
K History 8 (1 rank, 3 class, 4 intelligence)
K Local 8 (1 rank, 3 class, 4 intelligence)
K Planes 11 (1 rank, 3 class, 4 intelligence, 3 planar knowledge)
K Religion 8 (1 rank, 3 class, 4 intelligence)
Linguistics 8 (1 rank, 3 class, 4 intelligence)
Spellcraft 10 (1 rank, 3 class, 4 intelligence, 2 Theoretical Magician)

Spellbook
Cantrips: (3 At Will)(DC 14) Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1: (2+1 Conjuration/day) (DC 15) Color Spray, Identify, Mage Armor, Obscuring Mists, Shield, Shocking Grasp, Sleep, Summon Monster I

Equipment
9 GP, 4 SP
Dagger
Scroll Case
20 Sheets of Paper
Inkvial (1 oz)
Inkpen
Backpack
Belt Pouch
Waterskin
Spell Component Pounch
Spellbook
Traveler's Outfit

Scrolls
Color Spray
Identify
Obscuring Mists
Sleep
Summon Monster I

Cornelius(Raven Familiar)
N Tiny animal
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 Nat, +2 size)
hp 3
Fort +1, Ref +4, Will +4
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 Weapon Finesse
Skills Fly +6, Perception +3, K Arcana -1, K Dungeoneering -1, K History -1, K Local -1, K Planes -1, K Religion -1, Linguistics -1, Spellcraft -1
Speaks: Infernal, Taldane
Special: Alertness, Improved Evasion, Share Spells, Empathic Link

Description

Backstory
Harlynn Quinn is the last in the long line of children to a wealthy noble mother and a signifier amongst the ranks of the Hellknights. Knowing that he would never be able to take position as the head of a house his parents decided to push his schooling, and he excelled. Better than could be expected which was the relief to many of the instructors as Harlynn was quite the trouble maker. He was in better physical condition than many of his peers and was quite charming and adept with many of the female students and some of the staff too. He painted a brand on himself throughout the course of the studies as the one to beat as far as talents go. He showed remarkable abilities in conjuration and actively sought out new spells and ways to reinvent the craft. He eventually learned the art of Cypher magic, using less space to write his spells, from a visiting professor.

During the course of his many investigations he came across some eldritch lore that was most probably not meant for eyes so young. This scarred him deeper than even he realized. He became obsessed with investigating the lore that was not meant for him from the ancient Thassalionian Empire, to Ancient Osiri, Azlant and even came across investigations into the Elder Gods. Beings that even predated hell and the demon lords he and his country came to admire and model themselves after. So quickly finishing his studies and hired a stage coach to get to Sandpoint in Varisia. He knew it was the time of year that the Swallowtail Festival was beginning. This would be as perfect as any excuse to get close enough to start investigating these ancient ruins left by the Thassalonians.