Devis

Quinlan's page

390 posts. Alias of JAF0.


Full Name

Quinlan "Quinn" Orisini

Race

daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1

Classes/Levels

skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Gender

hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 |

Size

M, 5'10" 160 lbs, speed 30

Alignment

NG

Deity

Irori

Languages

common, draconic, shoanti, elven

Homepage URL

4th lvl +1 int

Strength 10
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 10
Charisma 13

About Quinlan

racial information:

daemon-spawn Tiefling, +2 dex, +2 int, -2 wis
skilled +2 disable +2 sleight of hand
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
fiendish resistance cold 7, elec 7, fire 7 (+2 each from trait)
(variant abil 84) immune to sleep and paralysis. (rolled here)
darkvision 60'
pass for human Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren't often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn't need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling's type, subtype, and languages. Source PCS:ISR

traits:

Drug Addict (campaign trait) Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.

Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

Unscathed (magic trait) You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Benefit: Each type of energy resistance you have (if any) increases by 2 points.

feats:

Extra Inspiration Benefit: You gain three extra use per day of inspiration in your inspiration pool.

Deific Obedience Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons. Prerequisite(s): Knowledge (religion) 3 ranks, must worship a deity.

Benefit(s): Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the deity’s second boon. If you have 20 Hit Dice or more, you also gain the deity’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

...Obedience Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

investigator abilities:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Investigator Talent (Ex) or (Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

empiricist abilities:

Ceaseless Observation (Ex) An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

investigator talents:

Expanded Inspiration (Ex) Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

swashbuckler basic abilities:

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

inspired blade abilities:

An inspired blade is both a force of personality and a sage of swordplay dedicated to the perfection of combat with the rapier. They use the science and geometry with swordplay to beautiful and deadly effect.

Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex) At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

alchemical formulae known:

lvl 1 dc 14 5 known: adhesive spittle, detect secret doors, shield, heightened awareness, cure light wounds, comprehend languages

alchemical extracts for today:

heightened awareness, shield, comprehend languages, adhesive spittle

equipment:

Lamellar cuirass
spell component pouch
shortbow, 20 arrows
20 silver arrows
20 cold iron arrows
MW rapier
traveler's any tool
wayfinder 500
cracked magenta prism ioun stone +2 to any skill changable 1x/day, in wayfinder
journal
ink/pens
rations x 5
backpack
belt pouches (2)
clothing
silver dagger
alchemist fire
tobacco, pipe
soap
chalk
potion clw
2 vials of acid
Zellara's Harrow deck identify 3x/day, major image 1x/day
sap
thunderstone
tanglefoot bag
MW thieves' tools
525gp 7sp 6cp

background, personality and relationships:

Quinlan was born and raised in Korvosa, and could have ties to anyone from the city (see his profile re: GM Questions for CoCT). Would be happy to set up some relationships in advance of the game..

Quinlan is a relatively focused individual, very much into acquiring eclectic information and odd bits of knowledge just for the sheer fun of it. When he's not buried in a book, he loves to get out and meet people... While not the MOST charismatic fellow, he's good looking and generally likable, so he has lots of friends (and several lovers) in town.

Due to his troubled past involving drugs, from his parents' addictions and deaths due to drug use, and his own addiction at a young age, he's learned the dangers firsthand. He wants very much to keep other young folks from making the same mistakes, especially his sister, Erina. Currently, Erina is relatively safe from such a danger. She grew up in a church orphanage like Quinlan himself did, and when she 'aged out of the system', she got a job at their uncle's law office. She works there as a receptionist and studies the law at her uncle's side, as a sort of informal apprenticeship. She, like her brother, has a sharp mind and is quick learner. But she feels the need to learn quickly as their uncle Gian is now quite elderly, and is considering closing his business and retiring. Erina has a young man who wants to marry her. She hasn't given him an answer yet.

Quinlan wants someday to open a school in Old Korvosa, to bring knowledge and education to the people of Korvosa who don't have ready access to such opportunities.

As for personal relationships, Quinlan doesn't have any strong ties to anyone really except his cousin Vencarlo, but even that connection is rather casual, both having many friends and lovers, and neither considers their relationship to be monogamous. They remain close friends.

questions from GM:

1. Five Background or Concept Elements for your character. This can include a physical description, an overview of the character's personality, significant background points, etc. Just a couple sentences on each is sufficient.
...One: Quinlan is tall and well-built, with swept back dirty blond hair and piercing blue-gray eyes.
...Two: Watched both his parents die when he was still quite young, one from consumption aggravated by drug use, and the other from a drug overdose. After dealing with his own issues with addiction as a teenager, he's become quite adamantly against drug use and addiction.
...Three: Affable and friendly, he makes connections with people quite readily and has lots of friends and lovers. He is only REALLY close though with his cousin Vencarlo.
...Four: Quinlan is concerned about his sister's suitor, suspecting that the neophyte swordsman is only courting her to get into their cousin Vencarlo's Academy.
...Five: He is a little worried that more people will find out about his tainted bloodline and hold that against him, like his aunt Bethani did when he was a child. He doesn't want it to become general knowledge.

2. Two of Your Character's Goals. One is your campaign trait. The other is something you already picked in your submission. Please provide a couple sentences here. (Cut and paste is perfectly fine; this just helps me to have it all in an easy format.)
... Goal One - stop Gaedran Lamm from addicting other young people. Quinlan thinks it would be best if Lamm was in jail or dead, but the man has to be stopped.
... Goal Two - open his own school in Old Korvosa. Quinlan wants to educate the masses in Korvosa and see them rise up and make something more of themselves then their low births would dictate. He wants everyone to learn to love literacy and education like he does.

3. Two Secrets. One secret that only you know; another secret that you do not know but someone else does.
...One: He secretly loves his cousin Vencarlo more than he wants to admit to Vencarlo or to anyone else. He's afraid Vencarlo will end the relationship and friendship if he knew the depth of his feelings toward him.
...Two: His mother had a daughter 20 years before marrying his father (tieflings are very long-lived)... this girl was fathered by a demon and along with her mother's tainted blood, was born only semi-human and taken by her father to be raised in the Abyss. She developed into a captivatingly beautiful and deadly succubus. She has divined the existence of her two half-human half-siblings and has been watching them over the years. She has determined that she will gain much power in the demonic world by seducing them to embrace their demonic blood, becoming full demon through a mystical ritual. In truth, she intends, once this is done, to steal that power from them and transfer their power to her. Who knows this? well, the half-sister succubus knows it. Do you need another who knows it too?

4. A Fear or Paranoia. Something that really gets to your character.
... His father needed glasses at a young age and could barely see by the time he died... Quinlan is afraid of losing his clarity of sight (either blindness or even just needing glasses). So far, he's fine, but these kinds of things DO tend to be genetic.

GM questions for CotCT:

1. What is your character's connection to Korvosa? Why is he here? Quinn was born and raised in Korvosa... his parents, Paol and Bianca Orisini, were drug addicts living in old Korvosa. Bianca, his tiefling mother died of consumption exacerbated by her lifestyle and drug use. His human father, Paol, died of a drug overdose while Quinlan and his younger sister, Erina, watched, helpless to assist. His father's brother, Gian Orisini, wanted to adopt the two children, but his wife, Bethani, put her foot down, put off by the demonic heritage that both of them bore from their mother's tainted blood. The children were sent to a local orphanage, but Quinn ran away when he was in his early teens. He lived on the streets for a few years, using his few skills to cadge a meal here and there, finally falling afoul of Lamm, who got him hooked on shiver, with the intent of using his addiction to control him for future uses. Quinn was spotted by his uncle one day, who grabbed him by the collar, dragged him home and locked him up til his addiction to shiver ran its course. The withdrawal symptoms were especially harsh, but Quinlan survived them somehow. Orisini insisted the boy stay with him, despite his wife's objections. Quinn and Gian's son Vencarlo became close friends in time and shared many escapades as teens and young men.

2. Who is one NPC your character thinks of as a friend or ally? (Can be made up and not from AP or official source material.) Vencarlo Orisini and Quinn are especially close friends (and cousins), sharing a long history together. In their late teens they became lovers as well as friends, and though they are not monogamous and both are bisexual, they still both value their relationship and get together frequently.

3. What is one goal for your PC other than the one provided in your campaign trait? Quinlan would like to someday open his own school, teaching the many eclectic fields of study that have been his saving grace, the power behind his rise from street rat to competent and contributing citizen of Korvosa. He knows if he could share his knowledge and his love of learning, he could then help other folk, both young and old, rise up from the bottom rungs of the economic and social strata.

4. If your character is anything other than human, explain how she fits in to Korvosa. Quinn may not be fully human, but can pass for human to all but the closest scrutiny. He was born in the city and considers it his only home. Though he has traveled a little, he always returns home to Korvosa, where he maintains several friendships and his only known living relatives reside.

plans for 4th lvl and beyond:

4th lvl - change class to Swashbuckler, inspired blade archetype

feat: Additional Traits Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

traits to take: Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (social)

Mystery Initiate You were initiated into a mystery cult in your youth, and learned secrets that turned your understanding of your faith and the world on its head. This experience has given you a knack for lateral thinking. Benefit(s): Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. (faith)