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About Quigly DandellosenStatistics:
Quigly Dandellosen
Male Gnome Sorcerer 1 CN Small Humanoid (gnome) Init +1; Senses low-light vision; Perception +2 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 7 (1d6+1) Fort +1, Ref +1, Will +2; +2 vs. illusions Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee Club (Wrench) +0 (1d4-1/x2) Special Attacks hatred Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day) Sorcerer Spells Known (CL 1): 1 (4/day) Magic Missile, Crafter's Fortune (DC 14) 0 (at will) Daze (DC 13), Mage Hand, Read Magic, Ghost Sound (DC 14), Mending, Jolt -------------------- Statistics -------------------- Str 8, Dex 12, Con 12, Int 17, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9 Feats Eschew Materials, Expanded Arcana (Sorcerer) Traits Anatomist, Skills Acrobatics +1 (-3 jump), Appraise +7, Craft (Clockwork) +11, Fly +3, Knowledge (history) +7, Linguistics +8, Perception +2, Spellcraft +7, Stealth +5, Use Magic Device +7 Languages Common, Draconic, Elven, Giant, Gnome, Sylvan, Thassilonian, Osiriani, Varisian SQ arcane bonds (arcane bond [familiar] not yet chosen), arcane familiar nearby, bloodlines (arcane), empathic link with familiar, illusion resistance, share spells with familiar Other Gear Club (Wrench), Abacus, Artisan's tools, masterwork (Craft [Clockwork]), Backpack (2 @ 3.25 lbs), Bedroll, Belt pouch (1 @ 1.84 lbs), Belt pouch (2 @ 0 lbs), Belt pouch (5 @ 2 lbs), Belt pouch (empty), Trail rations (4), Unfinished Invention, Unused Cogs, Waterskin, 83 GP, 9 SP -------------------- Special Abilities -------------------- Anatomist +1 to confirm critical hits. Exchange Agent +1 to Linguistics, becomes class skill. Add language from home(Osiriani - Absalom). Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach. Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day. Background:
A pair of gnomes, both marvelous performers, called the city state of Korvosa home. The man, Ligario Dandellosen, sang in an amazing tenor voice that pleased even the ears of even the most pure Chelish Opera purveyors. His wife, Trel, was also an accomplished cello player with the Marbledome's symphony. While life was good for a time, the bleaching soon began to set in and the couple knew it might have been for the best. Their employer's red-faced tirades had reached their peak and many other performers had left, so they gratefully followed suit.
While the obvious choices for a new home easily fell between Magnimar or even the humble settlement of Sandpoint, the stagnation they felt in Varisia pushed them further away. Chelish territory, they decided also held too much in common with Korvosa so it was in Absalom that they finally found a home. Considering the world of diversity that they encountered within the Inner Sea's heart, the gnomes prospered and eventually had a child. Quigly was born in Absalom, a wide-eyed youth entranced with the ever-shifting attitudes and means of the world's central city. From his parents he was taught the fineness of music and all the academics that their profession could afford. Growing up amid a swarm of cultures did wonders for the youth's imagination and almost assured his well-being in the future. Nearing his coming of age, however, none could have foreseen the emergence of magic that was drawn from somewhere in his bloodline. His parents were enthused at the discovery and had hoped that his new found powers might help the boy make up for the lack of musical talent he showed. Quigly, however, had no interest in singing or making melodies, instead, he enjoyed creating things. It began with simple toys, then models of all sorts, and eventually the young gnome began to build minor contraptions that he hoped would improve the lives of others. Invariably, his inventions often did the opposite for himself and his family. His parents secretly resented the boy's apathy for the harmonic arts but politely indulged his varying interests, hoping he would find his calling in time. Eventually, Quigly's interests were catered to and his imagination captivated. The outstanding marvel of Absalom's Clockwork Cathedral had enchanted him on one of his regular walks for inspiration. A seemingly perfect combination of artifice, construction, and the supplementation of magic. At last, he understood what his father had explained as a calling. Quigly Dandellosen's muse was the constant mechanical tick accompanied by the steady whir of gears. Excitedly, the youth learned all he could of the structure and soon began to petition its mysterious ruling council for admission. Many times he had sent a resume of the skills and knowledge he had learned from his tutors. Such prestigious learning had, of course, put quite a dent in the family's earnings and soon the classes ended. Still, however, Quigly pleaded for a place in the learning circles of the Cathedral but in the end, all he garnered was rejection. To make matters worse, his parents demanded he settle on something more mundane, considering their teaching had gone to waste. A fire just kindled in the young gnome's heart was at danger of being snuffed out. A way was made to fuel his passion, one that was extended by the Pathfinder Society. Being the home of the Grand Lodge, Absalom was the perfect place to begin. Quigly stole away from his home, late in the night. With him, he took a great sum of his family's money and left a note behind in his place. Dreams aren't cheap, but I deserve to follow mine. All this and more will be returned to you when I return as well. I found my calling! The coins, he invested in training and while living on the streets, he began to shed the shell of naivete that he had grown into. Combining the knowledge he learned with his eagerness for adventure, Quigly made an able Pathfinder and set out from Absalom, bound for a series of harrowing trials to prove himself. To the land of his mother and father he went, bound for Magnimar. With pouches and pockets that bulged with half-finished projects, he soon earned reputation as a tinker of sorts among those he travelled with. Quick enough to think on his feet and come up with bizarre solutions that almost always work, Quigly is one eccentric (even for a gnome) that looks to make the Grand Lodge proud. Description:
Quigly appears more like a mild-mannered merchant or craftsman than a sorcerer with the Pathfinders. A well-groomed red beard and feathered hair grace his gentle features, which are almost always accompanied with a smile or look of curiosity. His skin is unmarked save for oil burns or the occasional grease smudge and he wears no jewelry or discerning trinkets, save for his tools.
The gnome's wardrobe appears somewhat conservative compared to his kin, consisting of a striped red vest over a wrinkled white workshirt, whose sleeves are rumpled and rolled up to the elbows. A toolbelt is hitched around his waist, pockets filled with neglected inventions that he insists he'll get around to...eventually. His weapon of choice, when pressed into melee combat, it a large, battered wrench that appears marked with rust (or perhaps bloodstains). |