Master Historian

Quint Bonechisel's page

195 posts. Alias of Peanuts.


Full Name

Quint Bonechisel

Race

Dwarf

Classes/Levels

Bard (Archaeologist) 2 (20hp)

Gender

M

Size

Medium (3'11", 171 lbs)

Age

63

Alignment

True Neutral

Deity

Brigh

Languages

Azlanti, Common (Taldane), Dwarven, Giant, Osiriani, Ancient, Terran

About Quint Bonechisel

Quint Bonechisel
Male Dwarf Bard (Archaeologist) 2
N Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 20 (2d8+4)
Fort +2, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, uncanny dodge
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Offense
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Speed 20 ft.
Melee Longsword +2 (1d8+1/19-20/x2) and
. . Sap +2 (1d6+1/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks ancient enmity
Bard (Archaeologist) Spells Known (CL 2):
1 (3/day) Unseen Servant, Hideous Laughter (DC 13), Cure Light Wounds
0 (at will) Daze (DC 12), Detect Magic, Mending, Spark (DC 12), Prestidigitation (DC 12)
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Statistics
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Str 12, Dex 12, Con 15, Int 15, Wis 15, Cha 14
Base Atk +1; CMB +2; CMD 13 (13 vs. Bull Rush, 13 vs. Trip)
Feats Artifact Hunter (1/day), Magical Aptitude, Prodigy (craft (Locks), perform (Percussion instruments))
Traits Grounded, Spark of Creation, Worldly (1/day)
Skills Acrobatics -1 (+1 trait on balance-related checks, -5 jump), Appraise +6 (+8 on items valued by weight when using scales, +8 on checks involving small or highly detailed items), Bluff +2, Climb -1, Craft (locks) +11 (+13 on checks involving small or highly detailed items, +13 on checks related to metal or stone), Craft (sculpture) +7 (+9 on checks involving small or highly detailed items, +9 on checks related to metal or stone), Diplomacy +6, Disable Device +3, Disguise +2, Escape Artist -1, Fly -1, Intimidate +2, Knowledge (arcana) +3, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +8, Knowledge (local) +7, Linguistics +7, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors, +10 when used to inspect something within 5 feet), Perform (percussion instruments) +10, Ride -1, Spellcraft +8, Stealth +3, Swim -1, Use Magic Device +8 (+10 to emulate a class feature, ability score, race, or alignment); Racial Modifiers craftsman
Languages Azlanti, Common, Dwarven, Giant, Osiriani, Ancient, Terran
SQ archaeologist's luck +1 (6 rounds/day), bardic knowledge, clever explorer +1, hardy, slow and steady, stability, stonecunning +2, vain

Gear

On Quint/Worn (11 @ 43):
Masterwork Chain shirt, Arrows (20), Longsword, Sap, Shortbow, Explorer's Outfit, Holy symbol, silver (Brigh), Musical instrument, masterwork (Drum), Pocket watch, Signet ring, Spell component pouch

-> 10gp of left over Goods (downtime capital)

In Masterwork Backpack (16 @ 37.3+2 lbs):
Arrows (20), Bedroll, Blanket, winter, Gear maintenance kit, Grooming kit, Hammer (2), Mirror, Cologne, Sealing wax, Silk rope, Survival kit, Thieves' tools, masterwork, Tinker's cap, Unholy symbol, iron (Droskar), 11 GP, 4 SP

Scroll case (empty), kept inside backpack (above):
Empty

On Mule's Pack Saddle (8 @ 37+15 lbs):
Anvil, silver/gold-smith, Arrows (20), Artisan's outfit, Artisan's tools (Craft [sculpture]), Artisan's tools, masterwork (Craft [locks]), Merchant's scale, Shovel, folding

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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Artifact Hunter (1/day) Take 15 on UMD check. +2 to emulate a class feature, ability score, race, or alignment with UMD
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Kraken Slayer +1 to Int
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Slow and Steady Your base speed is never modified by encumbrance.
Spark of Creation Cost to create magic items is reduced by 5%.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Worldly (1/day) When attempting a check with an untrained skill, you can roll twice and take the better result.

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Background:
Quint Chiselbone nee Woltpult was born in the vaults and tunnels beneath Highhelm, the third child of Gurrsund and Quisbel Woltpult. His parents were craftsmen, his mother an engineer, his father a carpenter, but behind these public facades lay a darker identity. Quisbel was in fact a servant of Droskar, the Dark Smith, and it was she--having fled from the distant Lands of the Linnorm Kings when her previous efforts there were discovered--who set about establishing a cult to her god beneath Highhelm.

Her engineering ‘business’ flourished for decades, and she and husband Gurrsund began a family, birthing first a beautiful daughter Shassale, followed some years later by Clostin and finally Quint himself. Of course as children of a cleric of Droskar they were not spared from the toil of the Dark Smith. As soon as they were old enough to hold a hammer they were put to work. Shassale showed a talent for her mother’s profession, having a sharp mind to go with her looks. Clostin and Quint showed some skill of their own, Clostin working with wood, and Quint following his father into stone.

So his childhood went, maintaining a facade of a happy family business, while within struggling to keep up with the tasks their mother set them. A happy childhood it was not, and it was only when Clostin’s work began to fall behind their mother’s standards that a ray of hope appeared. His elder brother no longer wished to craft, he wished to join the ranks of the defenders of their homeland. Their parents were against it of course, and the conflict came to blows, Clostin overpowering their father, and dragging the teenage Quint behind him as they fled their home.

Their cult uncovered Quisbel, Garrsund, and the suprisingly large group of faithful the charismatic Quisbel had gathered fortified their position and resisted the warriors of Highhelm sent against them. The siege lasted weeks, but eventually the cultists were worn down and defeated, though not before inflicting serious casualties upon their foes. When they finally penetrated the defenses and traps erected by Quisbel the warriors found many dead slaves, locked in stone cages and left to starve while the cultists fought Highhelm’s forces. They also found Shassale, bound and dying amidst the bodies of the other cultists.

Strong as she had been the girl was traumatised; after she was healed she told her rescuers how her mother, after discovering the ‘treachery’ of her sons had bound her and kept her barely alive, sparing only enough of the meager supplies the cultists possessed to do so. When the end had seemed imminent Quisbel had drawn a dagger and stabbed her daughter before disappearing; her body was not to be found amidst those of the other cultists, though Garrsund was captured.

Quint however, only leearned of this months later. As soon as the opportunity presented itself he fled Highhelm. Haunted by the memories of his brother’s struggle against his father, and a traumatic childhood he took what little he possessed and journeyed south into Andoran, before jumping ship for Absalom. There he fell into a dark pit for several years, becoming addicted to Pesh and turning to crime to survive and fuel his habit.

There he likely would have ended his short life, had it not been for the efforts of Gondul Chiselbone, a middle-aged dwarf living in Absalom as a sculptor. Quint had disdained crafting since he left Highhelm, but the piece he had sold in Andoran to pay for his passage had managed to find it’s way into Gondul’s hands. Seeing some promise in the rough work the artisan had sought Quint out, and when he found the dwarf--little more than a child in his eyes—he took pity upon the broken dwarf.

Quint was slowly nursed back to health, broken of his habits and his mind soothed by the genuine concern and caring he found in Gondul’s eyes. The pain of his childhood and indeed—as terrible as they had been—the death of his parents faded, or at the least became less raw, and Gondul slowly coaxed him back towards embracing his talent, encouraging him to channel his pain into creativity and bringing life to the stone.

Gondul wasn’t the only new family he gained, a good friend of Gondul’s a gnome known as Ocheywu Nagihovi became his new ‘uncle’. The genial gnome introduced him to the world of the pathfinders and their exploration of ancient ruins and thirst for knowledge, stimulating his mind as well as his creativity. Under the mentoring of the pair he moved beyond his past and embraced his future, a thirst for knowledge and a spark of magic. His interest in clockwork he discovered for himself after he was able to repair Gondul’s broken pocketwatch, which opened up a whole new fascination for the growing dwarf enthused by the intricate workings of the device and others like it.

When he matured it seemed natural enough to join his uncle’ss organising, Ocheywu a Venture Captain within the pathfinder society. His interests drew him south to Garund where he studied the ruins of ancient osirion. Though fascinating it could not quite hold his interest as much as some of the other civilizations of Garund’s past. Jistka, the Shory, Azlant, they all captured his attention, though compared to Osirion so little remained. He ventured to what dig sites the Pathfinders had, but when he caught news of an ancient Azlanti city whose magic’s yet protected and preserved it he pulled in every favour he had gained to secure a position upon the expedition.

Saventh-Yhi was incredible, a city built by the Azlanti to guard the site of their defeat of an Ancient god. It had decayed of course, sunkern and flooded in parts, crumbled in others; yet the weatlh of knowledge still held upon and within it’s buildings was remarkable! It was the opportunity of a lifetime!

Of course, there were... difficulties. Most of the natives were hostile and held large sections of the city , off limits to the expedition. The Pathfinders were not the only group to show interest in the city either, and clashes with the Aspis, the Sargavans, the Free Captains of the Shackles, and the dreaded Red Mantis were frequent. It was none of these that would prove to be the downfall of the city however, at least not directly. A path was discovered, a mystical entrance leading deep beneath the city. An expedition was sent, disappearing beneath the ground, an expedition Quint would dearly like to have been on...

It seems fortunate that he was not however, for disappear the team did, contact was lost with them, and when finalyl something returned from the tunnel it was not the expedition. Serpentfolk, not the degenerate being they had discovered elsewhere in the city, but true serpentfolk, and at their head, a god.

The pathfinder camp was overrun and Quint found himself fighting for his life. Ocheywu had taught him to handle a blade and he did his best, but he could not stand against such powerful creatures. He took a severe wound--a puncture through his left shoulder--and fled. Running blind, with nothing but the clothes on his back he travelled for days, growing weaker despite his efforts to heal himself. His wound festered, and he unused to surviving alone in the wild he ate little, until his strength left him completely and he sunk into unconsciousness.

He awoke months later in a sickbed in his father’s house. He had been found and cared for by a tribe of the Mwangi, but they could not rouse him from his coma. Pressed by the newly ressurgent Serpentfolk they travelled slowly east, until Quint passed from their hands into those of Sargava. News of his reappearance reached Gondul, and he had sent for his boy immediately, having him transported back to Absalom, where he had obtained magical healing.

Even with the healing, his recovery was slow. He remained in bed for several more weeks, and even after that he did not leave the house. His strength returned slowly and he took up his crafts again. Ocheywu’s return from an expedition did much to bouy his spirits, the gnome bringing him some instruments, Quint eventually settling on the drums. Quint didn’t ask his uncle about the expedition, and likewise his Uncle didn’t bring it up. Even so news of the serpentfolk’s rampage accross Garund reached him—how could it not?.

Even after his health returned Quint did not return to his former works. He remained in absalom, working with his father, until the now old dwarf received an invitation to the funeral of Hraggir, of Highhelm, which he used to coax Quint from his comfortable workshop...