Baron Galdur Vendikon

Nicolai Fortunescu's page

5 posts. Alias of AJM4885.


Full Name

Nicolai Fortunescu

Race

Human (Varisian) Wizard (Diviner [Foresight]) 1 [spoiler=Character Information][HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor or Shield , 20/12/18 w Mage Armor & Shield)];

Classes/Levels

[BAB: +0; CMB: -1; CMD: 11]; [Saves: Fortitude: +2; Reflex: +2; Will: +3; [Initiative: +11]; [Perception: +4][/spoiler] Prescience: 7/7: Harrow Points:

Gender

Male

Size

Medium

Age

22

Special Abilities

Forewarned, Prescience

Alignment

Chaotic Good

Deity

Nethys

Location

Korvosa

Languages

Common, Draconic, Infernal, Shoanti, Varisian, Vudrani

Strength 11
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 12
Charisma 10

About Nicolai Fortunescu

Nicolai Fortescu
Male human (Varisian) diviner (foresight[APG]) 1
CG Medium humanoid (human)
Init 9; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6+6)
Fort 5, Ref 2, Will 3
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Offense
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Speed 30 ft.
Melee club +0 (1d6 B) or
. . dagger +0 (1d4 P or S/19+) or
. . dagger +0 (1d4 P or S/19+)
Ranged light crossbow +0 (1d8 P/19+)
Diviner Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), heightened awareness[ACG], mage armor
. . 0 (at will)—detect magic (at will), light (at will), read magic (at will)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 11, Dex 14, Con 14, Int 17, Wis 12, Cha 10
Base Atk +0; CMB 0; CMD 12
Feats Improved Initiative, Scribe Scroll, Toughness
Traits harrow chosen, personal addiction, reactionary
Skills Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +2, Perform (oratory) +1, Profession (fortune-teller) +5, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7
Languages Common, Draconic, Infernal, Shoanti, Varisian
Other Gear club, dagger, dagger, light crossbow, crossbow bolts (10), backpack, bedroll, belt pouch, familiar satchel[UE], flint and steel, harrow deck[UE], ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, Tavi, 9 gp, 9 sp
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Special Abilities
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Foresight
Forewarned 1 (Su) Can always act in surprise rounds.
Necromancy
Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Spellbook:

0 level:
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Ray of Frost
Read Magic
Resistance

1st level:
Color Spray
Comprehend Languages
Enlarge Person
Grease
Heightened Awareness
Mage Armor
Magic Missile
Shield
Silent Image
Summon Monster I

Tavi CR –
Male mongoose
N Tiny magical beast (animal)
Init 2; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 6 (1d8)
Fort 2, Ref 4, Will 3; +4 vs. poison from snakes
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4 B & P & S)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB 0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Perception +5, Spellcraft -1, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Nicolai Antonescu’s childhood had not been easy. His mother died when he was two from the latest plague to sweep through Korvosa and he and his older sister, Natalia, were raised by his father, Anton.
Anton tried his best, but he often ended up taking his frustrations with the world out on his children. One night, a drunken Anton tried to force himself on Natalia. Fortunately, with Nicolai’s help, she escaped unharmed and fled into the night, never to return.
Nicolai endured his father’s abuse for several long years, until he too could take it no longer. One night while his father was out drinking his take home pay, Nicolai grabbed his cloak and the one thing his mother had left behind, an old worn-out harrow deck, and disappeared out onto the streets.
That night cold and shivering he spotted a group of children around his age robbing a nearby merchant’s stall. Unfortunately, the children didn’t see the approaching guard before Nicolai did. A shouted warning brought the law down on him as the gang disappeared into the crowds. After a night spent in the Citadel he was kicked back into the city.
That night Nicolai returned to the same street corner and, as luck would have it, the same gang of kids showed up again, this time at a different merchant’s shop. Nicolai tried to follow them, but he was soon discovered. One of the older boys recognized him from last night and allowed him to join them as they returned to their hideout.
Once there the gang’s leader, Finnegan, introduced young Nicolai to an older man, whose age seemed indescribable to one so young, one Gaedren Lamm. Lamm welcomed Nicolai into his troupe and gave the boy a hot meal and a warm blanket to sleep under.
Soon Nicolai was running the streets as one of “Lamm’s Lambs”, the gang gave Nicolai a sense of belonging he had never had before. One day, while doing a simple “brush pass” he pinched something that would change his life more than any amount of gold. It was a simple wooden mask, one side white as alabaster, the other as black as ebony. Days passed and Nicolai couldn’t shake the intriguing feeling of the unknown mask.
One day, while Nicolai was on overwatch for one the gangs, he noticed a couple of people walking by with the exact same mask dangling from their necks. Unable to control himself he followed the pair back to a small temple dedicated to the god Nethys, the god of magic. After attending the service Nicolai returned to the hideout only to find that the group of children he was to be a lookout for were captured by the guards because he wasn’t there.
Furious, Lamm snatched the holy symbol from Nicolai and broke it in two while ordering the rest of the children to punish him. Beaten nearly to death Lamm had Nicolai’s battered body dumped onto the steps of the temple of Nethys. Nicolai could just make out the sneer of contempt on Lamm’s face as he tossed the broken mask on the ground next to him. An unconscious Nicolai was soon discovered by one of the lay brothers of the temple and brought inside where his wounds were cured, and his body was tended to.
One of the priests recognized the shattered mask as his own, which had been stolen from him just the week before. Intrigued that it would be returned in such an unorthodox way, the priest cast a simple spell upon the mask, making it whole once again.
Upon waking Nicolai saw the smiling face of the priest he had robbed. Not angry, just…curious the priest and Nicolai talked for hours. Perhaps sensing something in the young boy, the cleric offered Nicolai a place in the temple. It was soon discovered that while he had the intellect for magic, he did not have the aptitude for the priesthood, so the temple sponsored his enrollment in the prestigious Acadamae. Enduring the grueling training regimen he excelled in all his classes (except those of enchantment and necromancy which he just couldn’t seem grasp). Shortly before graduation Nicolai realized that he just didn’t have the temperament to pass the final exam, and fearing what could go wrong if he failed his summoning, he left the Acadamae.
On the streets once again, Nicolai found himself wandering the neighborhood where his old gang once roamed. Intrigued, he sought out the old warehouse they once used as a hideout. Wandering into the, once again, abandoned building he found his mother’s old deck of harrow cards sitting on a broken crate, covered in dust after all these years, waiting for him. He had an epiphany as he picked up the deck and he knew, perhaps for the first time, what he had to do.
Soon he was doing readings for the local populace, using his magic to enhance the prophecies. Soon his clientele grew with each eerily accurate reading he gave. It was during one such reading that Nicolai froze in shock, as one of the cards in his deck wasn’t his as this one had an entirely different backing. Turning the card over, his eyes widened in shock as he saw the face of the card.