Alchemist

Quinten Gladwell's page

581 posts. Alias of Thaliak.


Full Name

Quinten Gladwell

Race

Human

Classes/Levels

Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Gender

Male

Size

Medium

Age

28

Alignment

Neutral Good

Deity

None

Location

Fifth Port

Languages

Common, Dwarven, Elven, Gnome, Sign, Aquan, Auran, Ignan, Terran

Occupation

Teacher

Strength 10
Dexterity 10
Constitution 10
Intelligence 20
Wisdom 14
Charisma 14

About Quinten Gladwell

Defenses:

HP: 58/58 (8 for first, second, third, fourth and fifth level under a house rule that gives us max health until 5th level, then the choice between rolling or taking the average for subsequent levels. I'm taking the average.)

AC: 10
Flat: 10
Touch: 10

CMD: 15

Fort: 6
Ref: 2
Will: 11

Weapon attacks:

Hanbo: 1d20+6; 1d6+0 bludgeoning
Sling: 1d20+6; 1d4+0 bludgeoning

Traits:

Forbidden Knowledge ["I love studying battles, especially the ones that involve calling forces from planes beyond ours."]
Indomitable Faith ["I've seen the changes my work can create in people. It takes more than a few minor setbacks for me to give up."]

Feats:

Spell Focus (conjuration)
Augment Summoning ["I have a particularly strong connection to my conjuration implement, for it was a gift from my father."]
Extra Mental Focus ["I've been around object readers my entire life."]
Cunning [“I’ve always loved to learn.”]

As a Variant Multiclass Bard, in place of his third level feat, Quinten gains Bardic Knowledge.

In place of his seventh level feat, Quinten gains the ability to Inspire Courage and Inspire Competence as a bard of his level - 4 for 11 rounds a day. Inspire Courage gives everyone a +2 competence bonus to attack and weapon damage rolls, while Inspire Competence gives a single ally a +2 competence bonus to checks with a specific skill.

Skills:

Note: In total, I should have 128 ranks: 13 from my Expert level, 96 from my Occultist levels, 1 free Knowledge skill, 9 free ranks in a Profession, and 9 from Forbidden Knowledge allowing me to substitute Knowledge (History) for Knowledge (Planes).

To reflect my knowledge of history:
Knowledge (arcana) 16 (4 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (geography) 16 (4 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (history) 21 (9 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (local) 21 (9 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (nobility) 15 (3 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (planes) 21 (9 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (religion) 15 (3 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (engineering) 15 (3 ranks + 3 CS + 5 Int + 4 BK)

To reflect my father's stories and the glasses' guidance:
Knowledge (dungeoneering) 15 (3 ranks + 3 CS + 5 Int + 4 BK)
Knowledge (nature) 15 (3 ranks + 3 CS + 5 Int + 4 BK)

To reflect the time I've put into mastering the art of teaching:
Perform (Oratory) 6 (1 rank + 3 CS + 2 Cha)
Profession (Teacher) 14 (9 ranks + 3 CS + 2 Wis)
Diplomacy 14 (9 ranks + 3 CS + 2 Cha)
Sense Motive 14 (9 ranks + 3 CS + 2 Wis)

To reflect my interest in theater and time spent courting Sally:
Perform (Acting) 6 (1 rank + 3 CS + 2 Cha)

Because students often ask awkward questions:
Bluff 14 (9 ranks + 3 CS + 2 Cha)

Because creating illusions requires an eye for detail:
Perception 14 (9 ranks + 3 CS + 2 Wis)

If I touch an object long enough, I see glimpses of the people who used or made it. Therefore:
Use Magic Device 18 (9 ranks + 3 CS + 2 Cha + 4 Magic Item Skill)

Because spells play such a large part in history:
Spellcraft 17 (9 ranks + 3 CS + 5 Int)

My father taught me to tell real historical artifacts from fakes, so:
Appraise 17 (9 ranks + 3 CS + 5 Int)

To communicate with the creatures I call:
Linguistics 12 (4 ranks + 3 CS + 5 Int)

Mental Focus:

Occultists also get a pool of mental focus that they can invest in their implements to unlock thematically-appropriate abilities. The pool is equal to the character's occultist level + his intelligence modifier, so normally, Quinten would have 13 points. The Extra Mental Focus feat brings the total to 15.

Conjuration Implement: 3/4
Illusion Implement: 4/4
Enchantment Implement: 1/2
Divination Implement: 2/2
Free Focus: 0/1

Resonance Powers:

Each implement has a "resonance power" that gains strength based on the number of focus points invested in that item at the start of the day. An item with zero focus remaining loses its resonance power.

Conjuration power: Casting Focus (Su)
The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Illusion power: Distortion (Sp)
The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.

Enchantment power: Glorious Presence (Su)
The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Divination power: Third Eye (Su)
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Focus Powers:
The Occultist can spend mental focus points to activate focus powers tied to his implements. Each implement comes with a base power and a list of powers the occultist can select as he levels. In most cases, the focus powers resemble spells.

Conjuration Power: Servitor (Sp)
As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Illusion Power: Minor Figment (Sp)
As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.

Illusion Power: Cloak Image (Sp)
As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.

Illusion Power: Mirage (Sp)
As a standard action, you can expend 1 point of mental focus to cloak an area in illusion, allowing you to change the area’s appearance. You can affect up to one 5-footcube area for every occultist level you posses, changing the appearance in a way that seems natural to the surroundings, subject to GM discretion. You could, for example, hide a door or passageway, make a table appear to be covered in food, or even create the illusion of a pit. You can’t make creatures or objects invisible with this power, but you can change the appearance of an object or create an illusion for creatures to hide behind. This functions as major image, and creatures that physically interact with the illusion in any way can attempt a Will save to see through the mirage. You must be at least 5th level to select this focus power.

Enchantment Power: Cloud Mind (Su)
As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.

Enchantment Power: Obey (Sp)
As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.

Enchantment Power: Binding Pattern (Sp)
As a standard action, you can expend 1 point of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If it fails the save, it is paralyzed for 1 round for every 2 occultist levels you possess. At the end of each of its turns, it can attempt another Will save to end the paralyzed effect and instead be staggered for the remaining duration. This is a mind-affecting compulsion effect.

Divination Power: Sudden Insight (Sp)
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Backstory:

When I tell people I teach history, most of them shake their heads, say "That's nice," and continue focusing on their current problems. The politer ones might say, "That's good. It'll help us avoid the mistakes of the past." That's a nice theory, but I don't know if I agree with it. History rarely resonates with people enough for them to ignore the impulses that lead us to make mistakes.

But I still love looking at the past. It might not be able to offer a guide to day to day life, but it's full of proof that an individual with grit and vision can change the world. From half-starving guerrilla warriors who huddled in tunnels to push invaders away to famous orators who abandoned political expediency to advocate racial equality, to farmers who risked death to grow the forbidden crops that would earn them enough to feed their family, history is full of people who triumphed over adversity.

Give your child enough time in my classroom, and I will get them as excited about history as I am–or at least as excited as you can expect a teen to be. By using every trick in the orator's toolbox, I can make the Wheat Debate of 1126 as exciting as the Civil War of 1743.

But there are many great orators, you say, and you would be right. Fortunately, I have other tricks up my sleeve. The first is a museum full of historical artifacts, which my father gathered for the wizard who oversees this lovely section of the city. Seeing an ancient blade swing through the air brings history to life!

When props seem insufficient, I can fall back on illusions. With images of monsters long dead, I can keep even the sleepiest and laziest noble's son awake and enthralled.

Or so I would have told you a few weeks ago. While my father and I were giving a free lesson in one of the slums, as he loves to do, someone broke into the museum and stole most of the paintings and artifacts my father and his associates worked so hard to gather. Given the security our patron provided, I'm certain the Yellow Scorpions were behind the theft, for they are the only organization with enough resources to pull it off.

I have never thrown a punch or raised a staff in anger, but I intend to now. I will make the Scorpions pay for what they have done, or die trying.

The Five Questions:

1. My mentor is my father, Davin Gladwell, who once traveled the world to see everything from the ruins of ancient cities to the sites of recent battles. He is too old for that now, but his passion for history remains. Today, he spends most of his time teaching or translating ancient books.
2. I belong to the Society for the Preservation and Study of Historical Artifacts. Most of the members are archaeologists, historians, linguists and explorers, but a few focus on teaching, like me.

For now, I oppose the Yellow Scorpions. In the long term, I would like to turn the city against The Copperhead Conglomerate, a merchant's guild that treats everything from ancient paintings to not-yet-illegal but deadly drugs as goods to be sold.

3. Teaching has made me a few enemies, but it also has given me friends, including some in unusual places. Take the halfling Tam Smallfellow, a baker in the Burrows. When he sent his son to me, the kid was only one botched job away from a decade in prison. Today, he's an accountant for a modest but successful merchant. He's advanced far beyond what I can teach, but his father Tam enjoys my company and will often send students my way. He's also a great person to talk to when I want to know what goes on in the city's seedier side.

4. Although most of my students like or at least tolerate me, I've had a few bad apples. The worst is "Sir" Talon Valashan, a young noble who has never forgiven me for telling his father I considered him lazy and morally bankrupt. I should have stepped more lightly, for Talon has since used his father's position to become a constable on the west side of the city, where bribes flow freely. I have no doubt he'd love to arrest me.

5. I have no illusions that I will be able to recover everything the Yellow Scorpions stole, but I intend to find what I can, or at least fill my father's museum with wonders from other locations.

Equipment:

A hanbo for pointing at chalkboards, maps or props (1d6 bludgeoning)
A wooden dog (worn around his neck)
His grandfather's wedding ring (worn on his left ring finger)
A bronze circlet given to him by Sally, his former lover (worn on his head)
A pair of glasses found by his father outside an old keep (worn; grants Detect Magic)
Risnel, a storm bow of wind made of two gems connected by a metal chain (tied to the same string that holds the wooden dog)
Backpack
--Book of Letters (Fifth Port)
--Five-minute hour glass
--A journal with notes from his reading
--Jerram's journal
--Ink and 10-ounce vial of glowing ink
(in a separate pocket)
--An ink pen
--A chalkboard
--Chalk
A belt Pouch
--Sling (50 feet range; 1d4 bludgeoning; 20x2)
--10 sling bullets
--15 gold coins (deliberately separated from the other bag in case it's stolen
--A pouch with a tigeeye, a hematite, and a small minorly flawed emerald
A second belt pouch
--166 gold
--Soap
--The metal flies
A waterskin (hanging from his belt)
Wand of Cure Moderate Wounds (13 charges) (strapped to outside of backpack)
1 Potion of Invisibility (hanging from belt)
The Little Bishop (3 doses of remove paralysis) (in his left pocket)
Feather tokens (book, silver raven, anchor)

At Herk's request:
Copy this to your profile...look if you like Muwahahhahahaha.... OR dare......