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About Quintus ValdemarName Quintus Valdemar
Ranged
Special Attacks Spell-Like Abilities 3/day Dancing Lights Spells Known (CL 3):
Level 0 (X/day)
Level 1 (6/day)
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Str 07 Dex 14 Con 14 Int 12 Wis 12 Cha 18 Feats: Mage's Tattoo (Evocation) (Bonus); Improved Initiative (Bonus); Toughness; Eschew Materials Traits:
Trait 1: Seeker
Trait 2: Alabaster Outcast
Additionally, you start play with a noble's outfit, a signet ring, and a single additional non-magical item worth no more than 200 gp Trait 3: World Traveler
Drawback 1: Family Ties
Skills:
(2)Bluff +9
Languages: Common; Abyssal SQ Bloodlines (Abyssal) Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. Equipment:
Combat Gear
Other Gear Noble's Outfit (Free)
Coin
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Wand of Mage Armor (14 charges)
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A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Mage's Tattoo (Ex) At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances. This ability replaces her Eschew Materials bonus feat. Bloodline Tattoos (Ex) Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs. Familiar:
Thrush
DEFENSE AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
OFFENSE Speed 10 ft., fly 40 ft. (average)
STATISTICS Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Master gains a +3 bonus on Diplomacy checks Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Appearance:
Height: 5'9", Weight: 175 Lbs, Eyes: Black with Red flecks Hair: Brown Quintus is what you would call the definition of flamboyant. He wears a white, and red outfit complete with silver trim. The ruffles of his cuffs are almost gaudy with their display of colors, and he wears a red hat with a white feather through the top. Underneath his clothing his body has two tattoos of a spider, and a cat. Across the left side of his face is a tattoo of a thrush. Closer inspection of this tattoo gives eerie feeling that the bird's eyes are watching you. He caries a signet ring that bears the markings of House Valdemar and is gold. He carries with him a small dagger with a plain leather handle, and an old worn club that looks as if it might fall apart at any moment. His eyes appear to be like a volcano almost pure black with veins of red running through it. Personality:
Quintus is always quick with a laugh, but always watching those around him. He is always moving and always planning a new scheme to get rich quick. He seems to be able to dance himself up to the brink of ruin, and then always somehow dance himself back into safety. His words are his main weapon as he seems to avoid combat whenever possible. Using his charm and connections he can always make someone feel able to trust him with their money, and while he does love money he always seems to have a few spare coins around for those in need. Even though Quintus's family has disowned him he still finds it hard to refuse his parents anything they want. He still feels the strange need to prove himself to them. Background:
Quintus grew up as a native of Magnimar in the wealthy House of Valdemar. While this was undoubtedly a safe place to grow up it also stifled Quintus in what he could do, and who he could see. He was forced to sit down for lecture after lecture when all he wanted to do was go out and play. This came to a boil when one day he made his teacher think his parents had called him. Running outside to play he was attacked by a filthy beggar who wanted his money. Quickly calling upon his powers once again Quintus made it sound like guardsmen were coming, but that wasn't what made the man let go. It was that Quintus's eyes were glowing black and red after his last use of the power. The man ran away screaming about demons while Quintus's parents came out and punished him for leaving his lesson. Quintus never saw that old man again, but he had a new teacher who his parents had hired to try to teach him to control, and hide his powers. In the next couple of years Quintus found out that more and more he could use his charm to get what he wanted. He completely ignored his arms, and armor training to focus instead on chasing around barmaids, and racking up gambling debts. Luckily Quintus was able to hide these debts by using his loaded dice, and skeleton key to earn back any money he lost. Even though he was careful his parents still noticed the funds that were missing, and they followed him to the vault one night. When he was caught by his parents they offered him an ultimatum. Either he would leave and make no more claim of being family, or he would be forced to serve time in prison for his crimes. Deciding that exile was much nicer than prison Quintus left with only his clothes and his helpful little tools. He lived off of stealing, lying, and misdirection. He robbed as many people as he could and he sank even deeper into debt. It was after a year of living like this that Quintus finally found his calling. While Quintus was out looking for a new mark he saw a pretty woman sitting alone at a tavern. Deciding to make her his next target Quintus sat next to her and began to work his magic. He was surprised when she not only turned the table on his little scheme, but she also made him promise to help her out in a job she was doing. It turned out that she was going after a small time gang, and she needed some backup just in case things went bad. Heading to the hideout Quintus found himself overwhelmed by the sheer dinginess of the place. He found himself wondering why anybody would choose to live like this. Before he could speak his mind the woman opened the door and went straight into a gathering of at least ten thugs. Charging forward with a yell she took down three of them before the rest swarmed her. Quintus quickly threw up his hands and a spray of colors left the rest of the men stunned long enough for the woman to get back up and slay all of them. Smiling she thanked Quintus and sent him to Absalom to become a Pathfinder. Traveling to Absalom was difficult, getting into the Pathfinder Society was even harder. Unable to get even the closest thing to support Quintus almost fell into a state of depression before he heard the news of a girl being kidnapped. Deciding that saving the girl would obviously grant him the support needed for him to get into the Lodge Qunitus went out immediately. Traveling around the city Quintus found the place she was being held with no problem. Using some clever thinking, and a torch. Quintus used his magic to call for the brigands to face him in open combat. When they all rushed out to where they thought he was Quintus lit up the grease spots he had made. Setting most of their number on fire, and spraying the rest with more colors Quintus was able to rescue the girl who had been kidnapped. Finding out that the Pathfinder Society had already arranged for her release, and that they had been sending someone to pick her up. The fact that it was the same woman Quintus had met in Magnimar only made Quintus feel worse. With her laughing at his rescue of the girl she wrote him a letter of recommendation. With that letter Quintus was finally able to get into the Pathfinder Lodge. Their first job was to send him back to Magnimar something that made Quintus both afraid, and excited. |