Eagle Knight of Andoran

Quinn Cathus's page

2 posts. Alias of CampinCarl9127.


Full Name

Quinn Cathus

Race

Human

Classes/Levels

Paladin (Virtuous Bravo) 4 | HP 40/40 | AC 22, T 15, FF 17 | CMD 18 | Fort +8, Ref +8, Will +7 (-2 vs illusion/poison/fey) | Init +6 | Perc +7

Gender

Male

Size

Medium

Age

26

Alignment

LG

Deity

Shelyn

Languages

Common

Strength 10
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Quinn Cathus

Statistics:
Male Human Paladin (Virtuous Bravo) 4
LG Medium Humanoid (Human)
Init +8; Senses Perception +7; low-light vision
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DEFENSE
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AC 22, touch 15, flat-footed 17 (+7 armor, +4 dex, +1 dodge)
hp 40
Fort +8, Ref +8, Will +7 (-2 vs illusion/poison/fey)
Immune Fear, Disease
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OFFENSE
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Speed 30 ft.

Melee Glaive +10 (1d10+6)
Dagger +8 (1d4)

Ranged Longbow +9 (1d8)
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STATISTICS
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Str 10, Dex 19, Con 14, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 18
Traits Outlander (Exile), Reckless, Fencer
Drawback Fey-Taken
Feats Weapon Focus (Glaive), Bladed Brush, Slashing Grace
Skills (16 points; 8 paladin, 8 background)
ACP -0
(2) Acrobatics* +10
(2) Diplomacy +7
(4) Perception +7
(4) Perform (Paint) +9
(4) Sleight of Hand* +11
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Acrobatics (trait)
Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Outlander You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here. You were exiled and forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Fencer You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Fey-Taken As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil A paladin can use detect evil at will. As a move action he can concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds.

Smite Evil (2/2) As a swift action a paladin can smite an evil target and adds his Cha bonus to attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target is an evil outsider, dragon, or undead, the bonus to damage on the first successful attack is doubled. Smite evil bypasses any DR. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Bravo’s Finesse A virtuous bravo can use his Dex modifier instead of his Str modifier on attack rolls with light or one-handed piercing melee weapons and he can use his Cha score in place of his Int score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Divine Grace At 2nd level, a paladin gains a bonus equal to his Cha bonus (if any) on all Saving Throws.

Lay On Hands (2d6 4/4) A paladin can heal wounds by touch. He can do so a number of times equal to 1/2 his paladin level plus her Charisma modifier. He heals 1d6 hit points of damage for every two paladin levels she possesses. This is a standard action on others and a swift action on himself. He can also use this to deal damage to undead creatures. This requires a melee touch attack and doesn’t provoke. Undead do not receive a save against this damage.

Aura of Courage A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saves against fear.

Divine Health At 3rd level, a paladin is immune to all diseases.

Nimble A virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes him to lose his Dex bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level).

Panache (2/2) A swashbuckler has a number of panache points equal to her Charisma modifier (minimum 1). A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways: Critical Hit with a Light or One-Handed Piercing Melee Weapon, or Killing Blow with a Light or One-Handed Piercing Melee Weapon (unless the creature has fewer hit dice than half the swashbuckler's level).

Deeds

Dodging Panache: When an opponent attempts a melee attack against the swashbuckler, as an immediate action she can spend 1 panache point to move 5 feet; this grants her a dodge bonus to AC equal to her Charisma modifier against the attack. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.

Opportune Parry and Riposte: When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and make an attack of opportunity to parry that attack. She makes an attack of opportunity (with a -2 penalty for each size category the creature is larger than her). If her result is greater than the attacking creature’s result, the attack misses. Upon a successful parry and if she has at least 1 panache point, she can as an immediate action make an attack against the creature whose attack she parried (if within her reach).

Menacing Swordplay: While she has at least 1 panache point, when she hits an opponent with a light or one-handed piercing melee weapon, she can Intimidate to demoralize that opponent as a swift action.

Precise Strike: While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely, adding her swashbuckler level to the damage dealt. She can use this ability with thrown light or one-handed piercing melee weapons if the target is within 30 feet. Any protection against sneak attacks also provides protection against this. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost.

Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Channel Positive Energy (2d6) When a paladin reaches 4th level, she can channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 31 lb.

Money 113 GP 0 SP 0 CP
MWK Glaive (308gp) (10 lb.)
Dagger x2 (4gp) (2 lb.)
MWK Longbow (375gp) (3 lb.)
+1 Mithral Breastplate (5200gp) (15 lb.)
Wooden Holy Symbol of Shelyn (1 lb.)

Background:
Quinn was born into the rich Cathus estate in Andoran. His family for generations has been prosperous, primarily as merchants who helped facilitate high-level trade deals. Anybody born of Cathus lineage had high expectations of them, even if they decided not to go into the family business they would get proper training for high society and would need to go on some other sort of respected and successful path. Quinn was born the youngest of three boys, the eldest being Goivan and the middle being Faust. Faust was the smart one and took to the family business sharply, while Goivan decided to go down the path of becoming some sort of high-society fighter, like an honorable knight or even a paladin.

Quinn certainly seemed bored by the family business, and didn't have anywhere near the sharp mind of Faust, so it was expected he would follow in Goivan's footsteps. His family paid for fencing lessons and trained him in social etiquette, preparing him for formal military training once he got older. However once he was old enough to not mindlessly follow his parents, he started becoming a troublemaker. By the time his teenage years were ending he was the black sheep of the family, gallivanting around town with his rich boy swagger and charming his way into a showing number of beds. His fencing instructor, Balthian Hoivus, tried to be understanding of his rebellious nature, and was often the only one who could temper his recklessness.

Then came Quinn's 18th birthday. He was no longer a child, and his mother had plans to put her foot down and make her youngest clean up his act. But when his birthday celebration began...Quinn never showed up. At first his family was upset (and his mother furious), thinking he was off getting into trouble and didn't bother showing up to his own party. But then he didn't show up the next day. Or the rest of the week. He had been on some serious benders before, but the city knew him well enough that usually word reached his parents of wherever he was getting plastered at. Anger turned to concern and the search began.

Quinn was gone for a full three months. His family feared the worst. Maybe he drank himself to death, or he crossed the wrong person in a bar or he cuckolded a vengeful husband and was lying dead in an alley. But then one day he just...walked back into his home. The guards were stupefied; he was wearing the same clothes as the day he vanished, but they were torn and dirty, and he looked thin and pale. Also he seemed...distant. He was still unconcerned about the seriousness of the life that his family wanted for him, but instead of being rebellious or combative, he was airy and detached. His parents went from being shocked and relieved to being concerned about what had happened to him. They questioned what he experienced, but he would just shrug and stare off into the distance. It was like he became an entirely new person. One that was either depressed or uncaring.

His father tried to reach him, thinking he needed care and empathy for whatever he had gone through, but for his mother this was the last straw. He didn't even seem to have a drive for life anymore. After some preparations were made she went to his room, prepared to throw him out onto the street in an attempt to force him into making something of himself. She threw his door open and read him the riot act. He just sat there staring out the window, not even bothering to absentmindedly nod at her words. Once she was done he stood up silently, and to her surprise nodded and grabbed a small bag from under his bed. "Stay well mother." And just like that, he walked out. With nothing but his clothes and a small bag with some rations and basic supplies.

Quinn was on his way out of town when he was stopped by Balthian, riding after him. His fencing mentor did not try to stop him or argue with him. He looked down with concern and sadness, dismounting and putting a hand on Quinn's shoulder. "I don't know what happened to you while you were gone, but I know that you were born on the winter solstice, and that is when you vanished. And then you returned during the next solstice. I don't know what you will need to do, but I know that you will face trials and obstacles. Please, take this, and I hope you find yourself one day. And if I'm not old and dead at that point, come back and visit." With a sad smile he hugged Quinn, then gave him a set of wondrous mithral armor.

Quinn wandered the world, not even himself sure what he was trying to find. He didn't have money or survival skills, but whenever he was not saved by the kindness of a stranger, food and shelter would always seem to be in his path, and he would hear the chirping of songbirds. He wandered aimlessly for years, seeing a surprising amount of the world but not doing anything. It wasn't until he spent a few weeks among Shelyn nomads that something broke through to him. Something about their joyousness at life itself, at the sheer value of existing in the absurdity of this world and being able to find happiness in it.

Appearance and Personality:
Quinn is tall and well-built, with a handsome chiseled face and pale blue eyes. He has a charming swagger and the kind of exuded charisma that brings up the energy of the room around him.

Cathus has a deep-seated philosophy about how the reason for living comes from the unpredictability/spontaneity/beauty of life giving meaning and wonder to what would otherwise be a dull or harsh existence, and that he sees it as a moral duty to be that beacon of light for others to come out from the darkness. He chooses to sacrifice some of what he could enjoy in life to make sure he can blaze a trail for others to enjoy. Essentially, he would like to be NG, but sees being LG as a higher calling to let others be happier.