Valeros

Quintus Galerius Trachalus's page

140 posts. Alias of Shadow Dragon.


Full Name

Quintus Galerius Trachalus

Race

N Male Human Magus 1 (Bladebound & Hexcrafter) | HP 13 / 13 | AC 15 / 12 T / 13 FF | CMD 15 | Fort + 4, Reflex + 2, Will + 2 |

Classes/Levels

Init + 2 | Perception + 5| Speed 30 ft. | Conditions: None | Effects: None| Magus Spells: 1st Level (2/2) Arcane Pool: 2 / 3 points |

Gender

Male

Size

6'2", 195 lbs.

Age

20

Special Abilities

Spellcasting, Cantrips, Arcane Pool (3), Spell Combat

Alignment

Neutral

Location

Taldor - Oppara, Canal Row District

Languages

Common, Dwarven, and Sylvan

Occupation

Magus

Strength 17
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Quintus Galerius Trachalus

Quintus Galerius Trachalus
Male Human Magus 1 (Bladebound & Hexcrafter)
N Medium humanoid (human)
Init + 2; Senses: Perception + 5

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Defense

AC 15, touch 12, flat-footed 13 (+ 3 Armor, + 2 Dexterity)
HP 13 (1d8 + 2 Con +3 Toughness)
Fort + 4, Reflex + 2, Will + 2

BAB= + 0 CMB= + 3 CMD= + 15

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Offense

Speed 30 ft.

Melee

Falcata (+ 3 to hit, + 3 or + 4 to damage, 1d8/19-20/x3), Deals S damage
Club (+ 3 to hit, + 3 or + 4 to damage, 1d6/x2), Deals B damage
Dagger (+ 3 to hit, + 3 to damage, 1d4/19-20x2), Deals P or S damage
Sap (+ 3 to hit, + 3 to damage, 1d6/x2), Deals B nonlethal damage

Ranged

Dagger (+ 2 to hit, + 3 to damage, 1d4/19-20x2), Deals P damage; Range: 10'
Crossbow, Light (+ 2 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage; Range: 80'
Bolts: 20

Space: 5 ft.; Reach: 5 ft.

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Skills

Knowledge (Arcana) 6 (1 rank, + 2 Int, + 3 class skill bonus)
Knowledge (Planes) 6 (1 rank, + 2 Int, + 3 class skill bonus)
Perception 5 (1 rank, + 0 Wis, + 3 class skill bonus, + 1 trait bonus)
Spellcraft 6 (1 rank, + 2 Int, + 3 class skill bonus)

Background Skills

Knowledge (History) 6 (1 rank, + 2 Int, + 3 class skill bonus)
Knowledge (Nobility) 6 (1 rank, + 2 Int, + 3 class skill bonus)

Languages: Common, Sylvan, and Dwarven

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Human Racial Traits:

Standard Human Traits

+2 to One Ability Score : Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Trait

Weapon Training: With the falcata being the traditional weapon of Taldor a native of Taldor may treat the falcata as a martial weapon instead of an exotic weapon for proficiency purposes.
Replaces the Skilled human racial trait.

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Traits:

Traits

Magical Lineage:
Category: Basic (Magic)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Spell Selected: Frostbite

Seeker:
Category: Basic (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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Feats:

Feats

1st Level
Rime Spell:

Creatures damaged by your spells with the cold descriptor become entangled.

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell’s actual level.

Bonus Human Feat
Toughness:

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Class Features

Magus Class Features:

Favored Class Option - Human: Add +1/4 point to the magus’ arcane pool.

Class Skills: The Magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier (+ 2) = 4

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Exception: The black blade magus archetype changes the arcane pool points to 1/3 his magus level (minimum + 1).

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

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Spells:

Spells
0 Level Spells 3 per day
Detect Magic
Acid Splash
Light

1st Level Spells 2 per day
Shield
Chill Touch

Spellbook:

All 0 level spells

1st Level:
Shield
Frostbite
Burning Hands
Magic Missile
Color Spray

Arcane Pool:

Pool Points = 3

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Inventory Tracking Sheet

Item Tracking Sheet:

Magic Items:

Scrolls:

Alchemical Gear:

Mundane Gear:

Explorer's Outfit
Studded Leather Armor
Falcata
Club
Sap
Dagger, Cold Iron
Crossbow, light
Bolts (10) [2]
Bedroll
Blanket
Soap [2]
Rope, hemp (50 ft.)
Whetstone [2]
Candle [10]
Oil, lamp [2]
Torch [4]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell component
Waterskin
Chalk [10]
Bandolier
Flint & Steel
Wrist Sheath
Mess Kit
Spellbook
Canvas (square yard) [3]
Grooming Kit
Gear maintenance Kit
Grappling hook (common)
Parchment (sheet) [5]
Book, Journal
Ink
Inkpen [3]
Crowbar

Money:

Gold = 5

Background Information:

About Quintus Galerius Trachalus

Quintus was born in Oppara to parents who both work as professors at the Kitharodian Academy (Kith) and live in the Canal Row district of the city. Given that Quintus has the personal presence of an abrasive skunk he decided to focus on studies of arcane magic at the Kith. Although his parents aren't exactly proud of this decision they're glad he's decided to venture out to find his destiny.

He is extremely ambitious and realizes that in order to gain power, influence, and wealth in Taldor you need two things: Money and more money. To this end, and because everyone has to start somewhere, Quintus decided to offer his services as a sellsword. Along the way he seeks out news and rumors of any ancient books of magic, artifacts, and the like. Which is how he ended up in Cassomir working as a caravan guard.

Grousing aloud to anyone willing to listen (or too tired or lazy to move away), Quintus says, "What kind of fool is Gribb? Did he just land in Taldor? Everyone knows you have to bribe the right people in order to do business here. And now we're stuck in this backwater...what's it's name again? Belhaim? Never heard of it before. And without our pay! Whose going to compensate us for travling with this caravan halfway to its destination? No one I tell you! Adrift in the middle of nowhere, no prospects, and no coin to get out of here and back to civilization. I'd beat that fool Gribb myself if the authorities gave me persmission!"

Quintus believes ambition only hurts the people that one steps over, or on, while climbing the social ladder. But that's all part of nature, isn't it? In order for someone to be a winner someone else has to lose. After all the Grand Empire wasn't built on niceties and politeness! He is hoping that his dual studies of martial combat and arcane power will give him the tools necessary to attain a place better than that of his parents. While being professors can be noble, teaching the unenlightened and foppish and keeping them safely off the streets, it doesn't leave much room for advancement. No becoming a feared and skilled magus will provide Quintus the stepping stone to an officer position in the army, then onto a Senate seat, and all the wealth that comes with such authority. Perhaps even marry into a wealthy and titled family and climb the next rank ladder. Knight Quintus Galerius Trachalus has a nice ring to it afterall...

Quintus is a 20 yard old, large Taldan man at 6'2" tall and weighing 195 pounds. He has the characteristic dark brown hair and bronze skin. His gray eyes seem to stare dismissively through any who seem to be under his station which includes anyone not from Taldor. He's smart enough to keep his tongue in check to avoid unnecessary trouble and not annoy anyone he's asking for information.