Gardner

Narciso Valdlin's page

97 posts. Alias of The Emerald Duke.


Full Name

Narciso Valdlin / Vaxolith the Bold

Race

Half-Elf

Classes/Levels

Sorcerer / 1 | AC 11 T 11 F 10 | HP 7/7 | F +1 R +1 W +3 | Init +1 | Perc +8

Gender

Male

Size

Medium

Age

30

Special Abilities

Spells per day: 0-level: infinate; 1-level: 4 per day

Alignment

LN

Deity

Nethys

Location

Mimere - Hymbria (The River Kingdoms)

Languages

Common, Elven, Draconic, Sylvan

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

About Narciso Valdlin

Physical Description:

Height: 5'8"
Weight: 160 LB
Eyes: Varies. While channeling powers, they glow deep blue, and they stay blue tinted until the after effects wear off. Normally though they are a hazel color.
Hair Color & Length: Pale blonde, shoulder length.
Facial Hair: None, but will get a scraggly amount of blonde stubble if he doesn't shave in a month.
Skin Color: Slightly bronzed, but pale.
Other Features: His teeth become more fang like while he casts. Also his voice will grow deeper, more serious... more evil sounding.

Skills:

  • Intimidate (Bonus = 7)
  • Knowledge: Arcana (Bonus = 9)
  • Perception (Bonus = 8)
  • Spellcraft (Bonus = 6/8)
  • Use Magic Device (Bonus = 7)


Feats:

Weapon and Armor Proficiencies: Sorcerers are proficient with all simple weapons, but with no type of armor or shield (as they interfere with gestures, giving spells a chance to fail).
Eschew Materials: Can cast any spell that has material components valued at 1GP or less without them. Still needs components valued at higher than 1 GP.
Skill Bonus (Knowledge: Arcana): You gain a +3 bonus on all checks involving the particular skill (+6 if you have 10 or more ranks in it) due to being particularly adept at the skill.
Elven Spirit: Although of mixed blood, the elven bloodline is more dominant and its magic flows freely in his veins. As a result, he possesses the elven magic racial trait, giving him a +2 racial bonus on caster level checks made to overcome spell resistance, as well as a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Traits:

Ascendant Recollection: Sorcerer level considered to be one 1 level higher when determining effects of first level bloodline power due to it being particularly strong.
Blood of Dragons: Gains +1 bonus to Perception checks due to dragon blood's corrupting influence in his veins.

Class Feats & Features:

Bloodline (Blue Draconic): The source of a sorcerer's power, granting his ability to cast spells, as well as other abilities.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (electricity), that spell deals +1 point of damage per die rolled.
Claws (Su) (Bloodline Power): Starting at 1st level, can grow claws as a free action. Treated as natural weapons, allows him to make two claw attacks as a full attack action using full BAB. 1d4 damage each, plus STR modifier. Lasts 3 rounds per day + CHA modifier, doesn't have to be consecutive.
Eschew Materials: Gain the Eschew Materials Feat as a bonus at 1st level.
Cantrips: Gain a number of 0-level spells that do not consume any slots and may be used again.

Race Specific:

+2 to One Ability Score (CHA): Half-elves are varied in nature, represented by +2 to one ability score.
Medium: No penalties or bonuses for size.
Normal Speed: Base speed of 30 feet.
Low-light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Bonus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on perception skill checks.
Multitalented: Choose two favored classes at first level, and gain +1 hp or +1 skill point whenever you take a level in either class (Sorcerer, Dragon Disciple).
Languages: Begin play with Common and Elven as known languages. Assuming a high INT score granting bonus languages, you can pick any language you want (except scecret languages).

Random Crunch:

Hit Points: 7
Hit Dice: 1d6
Armor Class: 11
Touch Armor Class: 11
Flat-Footed Armor Class: 10
Saving Throws:
Fortitude: +1
Reflex: +1
Will: +3
Initiative Bonus: +1
Base Attack Bonus: +0
MAB: +1
RAB: +1
CMB: +1
CMD: 12
Spell Resistance: Immune to Sleep effects, +2 vs enchantments.
Spells per Day:
Level 0: Infinate
Level 1: 4/day
Level 2: 1/day
Level 3: 1/day
Speed: 30 feet
Base Speed: 30 feet
Armored/Encumbered Speed: 20 feet
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51-100 lbs.
Heavy Load: 101-150 lbs.
Lift Over Head: 150 lbs.
Lift Off Ground: 300 lbs.
Drag or Push: 750 lbs.
Experience Points: 0


Items Equiped:

Armor
Explorer's Outfit: Armor Bonus: +0; Max Dex Bonus: N/A; Armor Check Penalty: N/A; Arcane Spell Failure Chance: 0%; Speed: 30 FT; Weight: 8 LB.
Weapon
Sickle: Dmg: 1d6; Crit: x2; Type: S; Special: Trip; Weight: 2 LB
Morningstar: Dmg: 1d8; Crit: x2; Type: B/P; Weight: 6 LB
Daggers (6): Dmg: 1d4; Crit: 19-20/x2; Type: P/S; Range: 10 FT; Weight: 1 LB (each)
Alchemist's Fire Flask: Dmg: 1d6; Crit: x2; Type: Fire; Special: Splash; Range: 10 FT; Weight: 1 LB
Acid Flask: Dmg: 1d6; Crit: x2; Type: Acid; Special: Splash; Range: 10 FT; Weight: 1 LB
Alkali Flask: Dmg: 1d6; Crit: x2; Type: Acid; Special: Splash, Double damage vs oozes/acid based creatures; Range: 10 FT; Weight 1 LB
Other
Explorer's Outfit: Consisting of loose green pants, brown leather boots, white longsleeved shirt, green vest, brown half cloak (think a cross between those cape like things the french girls wore in Harry Potter and a poncho), and a brown cowl that almost obscures they eyes when up.
Bandoliers (2): Simple leather, each holding 4 items. Hidden under the half cloak. The one going from left shoulder to right hip holds four daggers. The one going from right shoulder to left hip holds the Alchemist's Fire flask, Acid flask, Alkali flask, and Cure Light Wounds potion.
Wrist Sheaths (2): Simple leather, over the shirt (so not really trying to be hidden... just convenient). Each holds one dagger.

Items Owned:

Name*****Weight*****Value
Explorer's Outfit*****8 LB*****10 GP
Sickle*****2 LB*****6 GP
Morningstar*****6 LB*****8 GP
Daggers (6)*****6 LB (1 EA)*****12 GP (2 EA)
Bandoliers (2)*****N/A*****1 GP (5 SP EA)
Wrist Sheaths (2)*****2 LB (1 EA)*****2 GP (1 EA)
Cure Light Wounds Potion*****1 LB*****50 GP
Acid Flask*****1 LB*****10 GP
Alkali Flask*****1 LB*****15 GP
Alchemist's Fire Flask*****1 LB*****20 GP
Sorcerer's Kit*****19 LB*****8 GP (Consists of Backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, soap, 10 torches, 5 days of trail rations and a waterskin.)
Total Weight & Value: 47 LB / 142 GP

Wealth:
0 PP 18 GP 0 SP 0 CP

Backstory:
Early Childhood:

Born of his elven father and human mother, Narciso was raised as the only child of either in a sleepy little farmstead in the River Kingdoms. His parents loved each other and loved him dearly, yet despite this something was always... off about him.
He complained of strange nightmares, vivid dreams, and an unquenchable fury at times towards his parents. He could not explain these things, and they were honestly scarring on his fragile young mind. His parents tried helping him through it but no matter who they saw or what they did the feelings and nightmares continued.

Adolescence:

When Narciso was twelve things became worse than ever before. On his twelfth birthday his latent powers began to manifest themselves. With them came certain knowledge: the dreams were not just dreams, but memories. Memories from a past life, linked to the power he now possessed. And linked to the fury and anger that coursed through him like a river of lava, boiling just beneath his consciousness.
Afraid that he might lose control of his power and kill his parents without realizing it, Narciso fled his home and wandered. He managed to learn to control his magic under the watchful eyes of a few clerics of Nethys.

Adulthood Until Now:

Narciso has spent his adult life trying to make sense of his power, his past life, and his place in the world. Two things he has learned. First, whatever gives him his power (be it past life or god) it is evil. The more he taps into it, the more power he uses, the more evil his thoughts and desires become. While this isn’t always a bad thing (the evil isn’t chaotic, in fact it is often ordered towards a lawful end) it is a tad distressing, especially while dealing with people like paladins. After some focusing the urges and desires and... schemes... subside, but until then he almost becomes a second person.
The second thing he has learned is that using his powers to solve the problems of others can be rewarding in more ways than one. It pays the bills, keeps food in his stomach, and makes him feel like he isn’t as cursed as he did as a child.