Consigliere

Mardoni Valentino's page

30 posts. Alias of Eminem80.


Race

M Half Elven UC Rogue 8 | HP 96/96 | AC:21 (24 w/ shield) Tch:16 FF:15 | CMD: 24 | Fort +6 Ref +15 Will +5 (+2 vs enchant) | Init +13 | Perception +17 (+4 vs traps) | Vanish 4/4

About Mardoni Valentino

Mardoni Valentino
Half-elf unchained rogue 8 Scout/Counterfeit Mage
CN Medium humanoid (elf, human)
Init +13; Senses low-light vision, darkvision 60'; Perception +17 (+4 versus magical traps)
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Defense
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AC 21, 24 (w/ Shield), touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 96 (8d8+32)
Fort +6, Ref +15, Will +5; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee
+1 elven curve blade +14/+9 (1d10+11/18-20)
+1 elven curve blade w/ PA & FF +14/+7 (1d10+11+5/18-20)
+1 elven curve blade w/ PA, FF, & Flatfooted +16/+9 (1d10+11+5+4d6/18-20)
dagger +13/+8 (1d4+1/19-20) or
dagger +13/+8 (1d4+1/19-20) or
sap +13/+8 (1d6+1 nonlethal)
Special Attacks scout's charge, skirmisher, sneak attack (unchained) +4d6
Rogue (Unchained) Spell-Like Abilities (CL 8th; concentration +7)
. . At will—minor magic (Acid Splash)
. . 4/day—major magic (Vanish-4 rounds)
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Statistics
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Str 13, Dex 24, Con 14, Int 12, Wis 12, Cha 8
Base Atk +6; CMB +7; CMD 24
Feats Improved (Wasp Familiar), Furious Focus[APG], Power Attack, Toughness, Wasp Familiar, Weapon Finesse
Traits conspiracy hunter, elven reflexes
Skills
Acrobatics +20
Bluff +10
Climb +10
Disable Device +20 (+4 vs magical traps)
Disguise +10
Escape Artist +18
Knowledge (local) +5
Perception +17 (+4 vs magical traps)
Sense Motive +12
Sleight of Hand +18
Stealth +20
Use Magic Device +15 (+4 Wands and Scroll activation)
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, blended view, elf blood, magical expertise +4, rogue talents (combat trick, major magic, minor magic), signature wand, wand adept
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COMBAT GEAR
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cat burglar's boots Once per day as an immediate action, the wearer of cat burglar’s boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves’ tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.
potion of cure moderate wounds BANDOLIER
scroll of comprehend languages, comprehend languages, grease, grease, unseen servant, unseen servant HAVERSACK
wand of infernal healing (50 charges) WRIST SHEATH
wand of lead blades (50 charges) (2d8 weapon damage)
wand of shield (50 charges) WRIST SHEATH (+4 AC)
alchemist's fire (2) BANDOLIER
+1 mithral chain shirt
+1 elven curve blade
dagger
dagger
sap
belt of incredible dexterity +4
cloak of resistance +2
handy haversack
quick runner's shirt Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.
familiar satchel
masterwork thieves' tools BOOTS
signal whistle
waterskin HANDY HAVERSACK
pocket watch and chain with the holy symbol of Calistria on it
thieve's kit HANDY HAVERSACK
bandolier
bloodvine rope HANDY HAVERSACK
spellbook w/ wizard orisons HAVERSACK
1473 gp HANDY HAVERSACK
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Special Abilities
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Blended View Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multi talented.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Expertise +4 (Ex) Gain a bonus to find or disable magic traps and use magic device to activate scrolls & wands.
Major Magic (Vanish, 4/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Power Attack -2/+5 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Signature Wand (1/day) (Ex) After 1 hr, can choose a wand to draw as a free action and requires no UMD check to activate.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Wand Adept (Ex) Can use Dex instead of Cha for Use Magic Device when activating wands.
Improved Wasp Familiar You gain a familiar as per the arcane bond class feature, using your character level as your wizard level. The familiar is a chaotic neutral wasp loyal to you. Use the statistics for an imp, but replace the invisibility spell-like ability with an unnatural lust (DC 14) spell-like ability usable three times per day. You can have only one familiar.

People Mordani holds dear:
Lauirreux Montpierre (Merchant who helped him)
Priscilla (Little sister of Lily - He found her in Coran years after he arrived there and was able to return her sister's locket. He helps support her financially since she had been living a life of orphaned poverty. She is now in bad health. She had not been kidnapped like her sister and had been fending for herself on the rough streets of Coran the past decade).
Ceinwynn Laurrieux Priestess/Prostitute in the Church of Calistria. Love interest.

Appearance:
Mordani dresses in fine clothes with ruffles under a long, fancy overcoat. He has dark brown hair and a long handlebar mustache. His ice blue eyes are a stark contrast to his tanned complexion and dark hair. He carries a shiny, ebony colored cane that houses his favorite wand.

Personality:
Mordani is handsome and charismatic. He is a born entertainer. He hides a painful childhood behind a quick wit and a silver tongue. In all appearances, he is a fun loving entertainer. To those who know him well though, he is much different. Those in the guild describe him as a professional who takes his craft very seriously. He is thirsty for power and position. He is loyal to those who are loyal to him and to those who hold the same goals in life and career. This loyalty does not mean that he does not have an air of mystery though. He is often feared by those who know his true powers of mind reading, illusion, and enchantment.

Fears: Mordani has two fears (weakness and incarceration). He was unable to protect the only woman he loved because he was not strong enough at the time. This thought haunts him. He also cannot stomach the thought of being controlled. He spent his childhood in fear of disobeying his "boss". He will never let anyone control him again. Incarceration is the ultimate form of control.

Backstory:

Mordani does not know anything about the circumstances of his birth. As a matter of fact, his earliest memories involve shoveling animal dung for Hannibal’s Amazing and Stupendous Circus. He also has no idea how he became the property of Persius Gregorius Hannibal. All he knows is that his childhood and adolescent years were spent as the corrupt circus owner’s “employee”.

Mordani was a talented child. His natural charm and charisma were obvious to all. It did not take long for word of his giftings to reach the ear of Hannibal. The very same day Mordani began his mentorship in the art of magic and crime. He would shovel dung and feed the animals during the day and pick Circus goers pockets at night. All in all, he made a great little employee. His training progressed and he began working with the magicians in his early teens. By fourteen, he was one of the stars of the show. People would come from near and far to see young Mordani the Magnificent perform illusions and escape from death defying traps. With the progression of his skill in magic, also came a progression of his skill in reading minds. Riley would be able to read the minds of the wealthy circus visitors and provide Hannibal valuable information. They made it part of the show. A wealthy circus participant would be singled out and Mordani would read his mind. He would only mention fun things during the performance, but later would provide Hannibal juicy information that he could use to blackmail the person (ie. a secret criminal involvement or an affair)...or maybe just figure out a combination to a safe. All in all the young man grew into a powerful sorcerer.

Life in the circus was bitter sweet. Mordani enjoyed the cheers and fame that came with his performances, but abhorred the life of crime he was forced to lead for the profit of others. Poor returns on his criminal activities would earn him severe beatings from their boss and his right hand man, a large Hobgoblin named Tiny.

Everything changed though when a young human girl was added to the acrobats. Mordani loved Lily from the moment their eyes met. Spending several months as her mentor only made it worse. The two became close and soon fell in love. Lily was the first “good” person that Mordani had ever known. She made him want to be a better man. He worked hard to please her as they gracefully entertained the masses with their illusions and mind tricks. Once again though, the relationship was bitter sweet. While Mordani would go out late to help rob local businesses and jewelry stores, Lily would be prostituted to the city’s noblemen by Hannibal. It was a painful way of life for them both, but a life they did not know how to escape.

It was Lily’s idea to run away while they were in Issut Hold. The two planned it out. They would wait until early morning and then meet outside the city gates. Mordani, wearied from his performance and a long night of crime, made it to the spot on time. He waited for over an hour for Lily, but she never arrived. He returned to the circus to find her lying naked on the floor of her tent with her throat slit from ear to ear. Mordani collapsed and held his love. It was too late. Lily had been dead for over an hour.

City officials, who had been tipped off by Persius, showed up to question the young magician. Fearful for his life, the young man escaped through the city, but not before ripping Lily’s necklace and locket from her neck. He quickly stowed away on a trade vessel and traveled to Coran.

His next few years were spent in revelry and hedonism. Everything he had lived for was gone. He began visiting the church of Calistria where he learned about vengeance. He attempted to ruin himself through drinking and gambling. It was at the height of his self-destructive behavior that he had a chance encounter with a merchant named, Lauirreux Montpierre. He had met the merchant while frequenting one of the Calistrian brothels. Mordani had been caught using slight of hand to cheat at cards and was beaten nearly to death. The merchant took him back to his home and nursed Mordani to health. For some reason Lauirreux took pity on the man. Over the several weeks, Mordani was groomed to market the merchant's goods. He was an immediate success.

Within a year, Mordani had become a valuable asset to the merchant. For the first time in his life, he had his own flat and earned enough wealth to rub elbows with the city's elite. He developed his natural given powers and soon became even more valuable to the guild. This time in espionage. His art of stelth and disguise allowed him to infiltrate rival merchant houses. He had become a decent spy.

The past few years have been good to Mordani. His desire to grow in the guild is only surpassed by his thirst for power in the arcane. Tonight he attends a meeting with those in the Merchant's guild who have the power to catapult him to even higher prestige and power...

Wasp Familiar (Imp Consular):

About "Jezebel"
Jezebel
Impundulu (imp familiar form)
CN Tiny outsider (extraplanar, shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 42 (3d10); fast healing 2
Fort +2, Ref +6, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +9 (1d4)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect good, detect magic
. . 3/unnatural lust (DC 14)
. . 1/day—augury, suggestion
. . 1/week—commune
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Statistics
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Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 16
Feats Dodge, Skill Focus (Use Magic Device), Weapon Finesse
Skills Acrobatics +9 (+5 to jump), Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7, Use Magic Device +13
Languages Common, Elven
SQ change shape (beast shape ii), familiar service, improved evasion, telepathy (50'), witchcraft
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Special Abilities
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Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (beast shape II)
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Familiar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or quasit, has the normal statistics of an imp or quasit, and loses all of its own abili
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Telepathy You can speak telepathically with creatures within 50 feet.
Unnatural Lust (DC 14)
Poison: Sting—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day

Spoiler:

Perception Trait
Blended View
Dex-cha for UMD
+4 UMD, DD, Perc
Quick Runner's Shirt
Wasp Familiar (alertness-improved initiative)