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Quinray Stewart's page

No posts. Organized Play character for Tealk.


Full Name

Quinray

Race

Human

Classes/Levels

14 | Knight | Cleric • Bard • Occultist Retired at Echo Wood - Emeral Spire Compaign

Gender

M

Size

5ft 12in

Age

36

Special Abilities

Buffs!

Alignment

Chaotic Good

Deity

Shelyn

Location

The Emerald Spire

Languages

Common, Azlanti, Auran

Occupation

Writer, Scribe

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 21
Charisma 18

About Quinray Stewart

Background

Quinray is a human who has devoted his life to the teachings of Shelyn. Throughout his short life has lived amongst many races, spreading the good word of harmony, peace and love wherever he goes. Quinray believes that harmony and beauty in the world exists only due to the balance of light and dark - and that no single being's path is set in stone. Energetic and slightly eccentric, Quinray prefers to express himself in a variant form of prose and dance.

On his journeys, he lived with a group of mountain elves - where he befriended his loyal companion Betamaxe - the Griffin. The feathered magical beast had succumbed to the cleric's wisdom and love and willingly agreed to accompany Quinray on future journey's in order to aid the young human's inquisition. An unorthodox friendship was born.

It's not all rainbows and butterflies from Quinray however. He does have a dark side. Although Shelyn's clerical teachings have guided Quinray for most of his life, Quinray's chaotic nature lead him to join and dabble with the Dark Archive of the Pathfinder Society. He believes that no matter how tranquil the world is, there is still a darkness within it - one that he choses to understand and reason with, rather then avoid completely. A loyal member of the Dark Archive, he uses their conflicting teachings to create more powerful clerical magic to help aid his fellow companions as they journey through The Emerald Spire.

Journey through the Spire

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Quinray's Character Sheet:

Quinray Stewart, the First
Male Human (Varisian) 14 - Separatist Cleric of Shelyn 12 / Geisha Animal Speaker Bard 1 / Reliquarian Occultist 1
CG Medium Humanoid
Init +9; Senses Low-light Vision, Perception +13
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Defence
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AC 23, Touch 14, Flat-footed 20 (+7 armor, +2 shield, +3 dex, +1 deflect)
HP 141 (14HD; 14d8+71)
Fort +17 Ref +12 Will +21* (* +2 vs fear)
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Offence
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Speed 30 ft.
Melee
Long Spear with Banner of Ancient Kings +8/+3 (1d4-1) 10ft.
Family Dagger +8/+3 (1d4-1) 5ft.
Morningstar +8/+3 (1d4-1) 5ft.
Cestus +8/+3 (1d4-1) 5ft.
Cleric (Separatist) Spells Known (CL 12th; Concentration +17)
. . 6th (2/day) [DC 21] Domain: Blade Barrier; Word of Recal, Heal
. . 5th (4/day) [DC 20] Domain: Dispel Evil; Breath of Life, Wall of Stone, True Seeing, Stoneshape
. . 4th (4/day) [DC 19] Domain: Holy Smite; Tongues, Blessing of Fervor, Freedom of Movement, Restoration
. . 3rd (5/day) [DC 18] Domain: Prayer; Magic Vestment, Remove Blindness/Deafness, Communal Resist Energy, Circle of Protection from Evil, Prayer
. . 2nd(5/day) [DC 17] Domain: Align Weapon; Status, Weapon of Awe, Bear's Endurance, Defending Bone, Shield Other
. . 1st (6/day) [DC 16] Domain: Divine Favor; Deathwatch, Unbreakable Heart x2, Remove Fear, Remove Disease, Liberating Command
. . 0th (-/day) [DC 15] Stabilise, Guidance, Mending, Dancing Lights
Bard (Geisha Animal Speaker) Spells Known (CL 1th; Concentration +5)
. . 1st (2/day) [DC 15] Summon Nature's Ally I, Saving Finale, Timely Inspiration
. . 0th (-/day) [DC 14] Detect Magic, Read Magic, Spark, Mage Hand
Occultist (Reliquarian) Spells Known (CL 1th; Concentration +6)
. . 1st (3/day) [DC 16] Domain: True Strike; Featherfall
. . 0th (-/day) [DC 15] Purify Food and Drink
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Statistics
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STR 8, DEX 14, CON 14, INT 12, WIS 21, CHA 18
Base Atk +9 CMB +8 CMD 22
Feats Flagbearer, Boon Companion, Spell Focus - Conjuration, Selective Channel, Monstrous Mount, Divine Expression, Discordant Voice, Totem Beast (Bull), Divine Inteference
Traits Armor Master, Virtuoso of the Society
Skills Acrobatics +6, Apraise +1, Bluff +6, Climb +2, Craft Alchemy +2, Diplomacy +16, Disguise +4, Escape Artist +2, Fly +6, Handle Animal +18, Heal +12, Intimidate +4, Knowledge (Religion) +7, Knowledge (Acrana vs Constructs) +9, Knowledge (Knobility) +8, Knowledge (Engineering) +7, Knowledge (History) +7, Linguistics +5, Perform Oratory +20, Ride +11, Sense Motive +16, Spellcraft +10, Stealth +2, Survival +7, Swim -1, Use Magical Device +23
Languages Common, Common (Varisian) Azlanti, Auran