Cirieo Thessaddin

Quecksworth the Attendant's page

139 posts. Alias of Lysle.


Race

Focus 1| Active Conditions: Sanctuary 10/10 rds

Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]

Classes/Levels

Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6

Gender

CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3

About Quecksworth the Attendant

Quecksworth

PFS#: 90900

Quecksworth the Attendant
Male gnome bard 3 Core Rulebook 386, 386
LN, Small, Fey, Gnome, Humanoid
Perception +8; low-light vision
Languages Common, Gnomish, Goblin, Sylvan
Skills Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Other Items dagger, sling, backpack, bandolier, bedroll, belt pouch, belt pouch, candles (10), chalks (10), flint and steel, handheld musical instrument, healer's tools, mirror, mug, ordinary clothing, rations (1 week)s (2), rope (foot)s (50), sheath, soap, torchs (5), waterskin, purse (7 gp; 7 cp)
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AC 18; Fort +6; Ref +10; Will +8
HP 35 Focus Points 1 Hero Points 1
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Speed 25 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4-1 piercing/slashing
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4-1 piercing/slashing
Ranged [1] sling +8 (propulsive, range increment 50 feet, reload 1), Damage 1d6-1 bludgeoning
Occult Bard Spells DC 19; 2nd (2 slots) dispel magic, mirror image 1st (3 slots) magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message
Primal Fey-touched Gnome DC 14; Cantrips (2nd) prestidigitation
Primal First World Magic DC 14; Cantrips (2nd) guidance
Focus Spells 1 Focus Point, DC 19; 2nd Counter Performance, Inspire Courage
Feats Battle Medicine, Courtly Graces, First World Magic, Reach Spell, Versatile Performance, Ward Medic
Other Abilities component substitution, composition spells, lightning reflexes, muses, occult spellcasting, polymath, signature spells, spell repertoire

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FEATS:

Ancestry Feats and Abilities
Heritage 1st: Fey-Touched Gnome (Quecksworth has low-light vision.)
Quecksworth can cast prestidigitation at will. A cantrip is heightened to a spell level equal to half of his level rounded up. Quecksworth can change this cantrip to a different one from the primal spell list once per day be meditating to realign himself with the First World; this is a 10-minute activity that has the concentrate trait.
1st: First World Magic
Quecksworth can cast guidance at will. A cantrip is heightened to a spell level equal to half of his level rounded up.

Skill Feats
Background: Noble (Heraldry Lore)
2nd: (feat) Glad Hand - Quecksworth can immediately attempt a Diplomacy check to Make an Impression on a creature he just met in a casual or social situation rather than needing to converse for 1 minute. He takes a -5 penalty to the check. If he fails or critically fails, he can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

General Feats
3rd: (feat)

Class Feats and Abilities
Feature 1st: Reach Spell (Quecksworth can extend the range of his spells. If his next action to use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As a standard for increasing spell ranges, if a spell normally has a range of touch, Quecksworth extends it range to 30 feet.

Feature 2nd: Cantrip Expansion (Quecksworth has added two additional cantrips to his spell repetoire)

Feature 3rd: Assurance (Medicine)

ADD SPELLS (2ND LEVEL AND SIGNATURE)

[b]Composition Spells
Quecksworth can infuse his performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and Quecksworth starts with a focus pool of 1 Focus Point. He refills his focus pool during his daily preparations, and he can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage his muse.

Focus spells are automatically heightened to half his level rounded up, much like cantrips. Focus spells don’t require spell slots, and he can’t cast them using spell slots. Taking feats can give him more focus spells and increase the size of his focus pool, though his focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.

Quecksworth has learned the counter performance composition spell[/I[] (page 386), protecting against auditory and visual effects

Composition Cantrips
Composition cantrips are special composition spells that don’t cost Focus Points, so Queckswroth can use them as often as he likes. Composition cantrips are in addition to the cantrips he chooses from the occult list. Generally, only feats can give him more composition cantrips. Unlike other cantrips, he can’t swap out composition cantrips gained from bard feats at a later level, unless he swaps out the specific feat via retraining (page 481). Quecksworth has learned the inspire [I]courage composition
cantrip, which boosts his allies’ attacks, damage, and defense against fear.

Occult Spellcasting: Quecksworth can cast spells using the cast a Spell activity and he can supply material, somatic, and verbal components when casting spells (see Casting Spells CRB, pg. 302). He can usually play an instrument for spells requiring somatic or material components, as long as it takes at least of his hands to do so. If he uses an instrument, he doesn't need a spell component pouch or another hand free. He can usually also play an instrument for spells requiring a verbal components, instead of speaking.

Each day, Quecksworth can cast up to two 1st-level spells. He must know the spells to cast them, and he learns them via the spell repertoire class feature. The number of spells he can cast each day is called his spell slots.

Cantrips: Quecksworth can cast a cantrip at will and number of times per day. The cantrip is always automatically heightened to half his level rounded up--this is usually equal to the highest level of spell he can cast as a bard.

Spell Repertoire: Quecksworth has learned the following spells:

1-level: x 2

Magic Weapon:

Transmuation
Cast: Two Actions (somatic, verbal)
Range: touch; Targets: 1 non-magical weapon that is unattended or wielded by you or a willing ally
Duration: 1 minute

The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Mending:

Transmutation
Cast: 10 minutes (somatic, verbal)
Range: touch; Targets" non-magical object of light Bulk or less

You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

[spoiler=Unseen Servant]
Conjuration
Cast: Three Actions (material, somatic, verbal)
Range: 60 feet
Duration: sustained

You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.

0-level (cantrips): x5 (+2 innate spells)

Dancing Lights:

CantripEvocationLight

Source Core Rulebook pg. 327
Traditions arcane, occult, primal
Cast Two Actions somatic, verbal
Range 120 feet
Duration sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out


Detect Magic:

Cantrip, Detection,


Cast: Two Actions (somatic, verbal)
Area: 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). [/spoiler]

Forbidding Ward:

Abjuration, Cantrip
Cast: Two Actions (somatic, verbal)
Range: 30 feet; Targets" 1 ally and 1 enemy
Duration" sustained up to 1 minute

You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

Heightened (6th) The status bonus increases to +2.

Ghost Sound:

AuditoryCantripIllusion
Source Core Rulebook pg. 340
Traditions arcane, occult
Cast Two Actions somatic, verbal
Range 30 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

Guidance (innate spell):

Mage Hand:

Message:

Prestidigitation (innate spell):

Cantrip, Evocation

Cast: Two Actions (somatic, verbal)
Range: 10 feet; Targets: 1 object (cook, lift, or tidy only)
Duration: sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
•Cook Cool, warm, or flavor 1 pound of nonliving material.
•Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
•Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
•Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.