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About Sidius ConsanoSidius Consano
History:
Sidius was born on the wrong side of the sheets in Westcrown, his mother, Tarana, was a comely bard and his father, Lucian, was a lesser member of House Thrune, eleventh-cousin thrice-removed of the Empress... or some such thing. Tarana was a commoner, some 10 years older than his father -- and when she approached to tell Lucian that she was pregnant, rather than being given coin, she was taken in.... then cast out when the baby was born and its parentage could be confirmed.... Sidius was not allowed to stay in Westcrown, of course, where he could potentially be the cause of scandal or embarrassment for Lucian - his father was driven, ambitious, and would improve his station by magic or marriage or both... But, the boy looked like he might be useful - his amber eyes marked him as special, possibly a manifestation of the infernal blood of his ancestry - and even without that, he could always be spent as a pawn for a future political marriage or something similar. And so, the decision was made to ship him off to Kintargo, to live with his great-great-aunt, Duruna. Of course, this wasn't the tale of his birth that Sidius was told. No, instead, he was raised believing that Tarana was a commoner who bedded his father for the coin. His mother, he was told, was seeking to better her station by bearing a son... But, of course, the House was far too clever for such a simple, common ruse. And, of course, he heard constantly how the House was generous, spending its resources to educate, home and feed him, purely out of loyalty... and not at all because of the magic they thought he might possess. Unfortunately for Sidius, Duruna was well into her fifties when the boy arrived, and the dowager wanted little to do with getting her hands dirty -- and so most of the actual minding of the child, the comforting, the cleaning, the storytelling, the nurturing, fell to the house slaves, especially Alba, a matronly halfling gardener who had just recently managed to have her children smuggled out of Cheliax and to freedom via the Bellflower network. Alba and Siduis each filled an important hole in the other's heart. Despite access to tutors and extremely sharp mind, Sidius could not seem to learn to harness the potential for magic everyone saw in him. This seemed to annoy his tutors and infuriate his aunt, making her even less patient with him... leading to a cycle where she would hire new tutors who were harsher and more vile than the last. The only real joy in his childhood was his time spent with Alba in the gardens, learning about plants and herbs - away from the constant, drilling pressure to succeed. Still, despite how much he was growing to hate it, Sidius was a dutiful student -- if only to ensure that he could keep training here and not be shipped off to learn from the Hellknights as Duruna kept threatening. In the meantime, however, Tarana, did not stop trying to locate her son, despite having had the child physically taken from her and being all-but exiled from Westcrown. Fortunately, as a bard, she had little trouble traveling freely about Cheliax, looking for slivers of information and making contacts that could help her... of course, as one might expect in Cheliax, contacts willing to trace the steps of House Thrune, even its offshoots, were usually tied to some sort of resistance. All in all, it took her more than a decade, and probably enough coin to buy a title for herself, but she managed to finally get word that he was in Kintargo. When Sidius was 12, his mother's contacts via the Bellflower network were finally able to have one of the house slaves deliver a letter to him. Thinking there was little to be gained in looking at the "words of a whore", the boy destroyed the note -- as should a strong and proud scion of his house, rather than allowing some terrible liar to work her way in and extract coin, or other favours. Still, despite his anger and the righteousness of his actions, he never told his great-aunt, if only to make sure that Alba wouldn't get in trouble.... And a few weeks later, the initial anger began to fade, displaced by a curiosity.... And so, when his mother reached out again a year later, Sidius responded, if only to see what lies the woman who birthed him might have. Tarana, receiving the boy's response, decided it was time to take a truly large risk. With some careful, well-placed bribes, and some well-applied make-up, she visited her son, coming in as a tutor. At first, she said nothing of who she was to her son, disguising the true reason for her visit. Instead, she watched him, feeling a stirring pride at his quick mind and the way he could tear through complex problems and recite things from rote memory. Sidius, in fact, rolled his eyes at this new tutor's testing, finding it simplistic -- but she caught his attention when instead of magical theory or tactics, she began to teach him philosophy -- not as something to be memorized, but as a puzzle -- working through logic and premises to examine the actual, core truths, the ideals, of the world. This new way of thinking... and these avenues of thoughts to be explored... were exciting -- exciting enough that Sidius tried to engage in such a conversation with his aunt over dinner. She halted the conversation quickly, demanding to know where he'd learned these things -- and burning several of his favourite books and scrolls in response. Sidius was in a rage when the new tutor returned, ready to call the guards and have her beaten and exiled for leading him away from "proper" thought and corrupting him. He demanded to know who this tutor thought she was to be leading a scion of the House onto a path of corruption... and was shocked into silence when she answered by telling him who she was... at least, long enough for his mother to tell him the truth of his origins. How she'd wanted to keep him, but was threatened -- and that nobody ever refuses a scion of House Thrune (which, incidentally, also how he came to exist in the first place, even if she never told him that particular detail). There was something about her story, maybe how her voice broke when she spoke of trying to find him for years -- or maybe the realization that she'd done so much -- given so much -- to find him -- more than she could ever hope to get back from the family's vaults -- that made him believe her. Still, Sidius had already told his aunt that it was a tutor who had taught him this way of thinking, and so, they were all being fired (or worse), which meant he wouldn't be able to see his mother again -- though they agreed to pass letters... and Tarana would return to Kintargo once or twice each year, hoping to steal an hour with him on a visit to the market, or other such errand. He found himself excited to get his mother's letters - in fact, they were what allowed him to endure the studies and lessons that were simply not going well. His mother gave him a window into the world outside his great-aunt's estate, of the real world, where people were actually trying to live under the supposed glory of Cheliax. There was something solid to those stories, something that resonated in the tales of heroism, in the tales of tragedy in loss. He learned more from those missives than he'd ever gotten by memorizing the history of the Ascendancy. He found himself looking for more of such stories, lagging in town after some of his lessons, spending his own coin to hear bards and buy tales of commoners. He especially sought the stories of the Silver Ravens, the Bellflowers, of anyone who would stand up for themselves against the Hellknights, the Infernal Majestrix and her servants. When he was 16, however, Alba was caught trying to smuggle a halfling family out of the city by the Hellknights. Sidius begged his aunt to take action and intervene, citing the loyalty that she'd always spoke of, but Durana did nothing to help. In fact, she made it clear that she thought that Sidius would be better off without her, that his studies would no doubt improve and his magic would unlock when he was no longer wasting his time playing in the garden... and, to drive the point hioe, she brought Sidius to watch Alba's execution. As the heavy blade fell, something changed in Sidius - it was as if he heard a voice that answered when he screamed in rage and anguish. The voice kept him company on the way back to the estate, leading him back into the gardens... and it was there that he found a small lizard-like creature - one he thought was a salamander, at first... One that promised to teach him magic, real magic - the kind that could undo the damage that the Hellknights, or people like his aunt, inflicted on people like Alba. He agreed, placing the small creature into his pouch. Having magic, purpose, and not being able to face his aunt, Sidius entered the manor for the last time, collecting his mother's letters and a handful of coins he'd hidden away.. as well as a few pouches filled with Alba's herbs. He'd live amongst the people, at least until the next time that Tarana could return to town -- and, in the meantime, he could seek out more stories and study his new powers. He'd been living in a flophouse commonroom for about a year, his coin almost depleted, when he met a beautiful half-elven girl named Rossalyn who seemed as interested in stories of Bellflowers and the like as he was... and, for that matter, in long, late-night discussions of philosophy. The two began to spend more and more time together, becoming almost inseparable, right up until the day she kissed him (telling him that she was getting sick of waiting). Sidius was completely smitten... especially the first time he found the simple wooden rose she wore under her shirt, realizing that she was an acolyte of Milani. Honoured by her secret, and in love, he told her his -- using his own magic and introducing her to Caduceus. They made a number of plans that night, lying together under the stars, wrapped up in each other -- how they would increase their abilities and work together, arcane and divine magic in service of the Everbloom, and of the people. They did what they could to turn their dreams into reality over the next two years, Sidius taking up worship of Milani, even as he learned to fully control his powers, Caduceus now the size of a housecat, riding on his shoulders -- and Rossalyn became a full cleric. Their dreams seemed to be even more real, and attainable, when word of the Glorious Reclamation reached Kintargo... at least, until the new Lord-Mayor was installed and imposed martial law on the city, crushing it underfoot... and Rossalyn went missing -- probably taken in one of the Dottari's sweeps... leaving Sidius looking for other allies and like-minded folk who can help him find out what happened to her, and, if need be, avenge her -- and bring her dream of a free Kintargo -- and a free Cheliax -- to fruition.
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Melee:
Ranged:
Base Atk: +4, CMB: +4
Focused Mind (Magic)
Historian of the Rebellion (Campaign)
Seeker (Social)
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Standard Feats: Additional Traits (Human Bonus), Extra Hex (1), Extra Hex (3), Extra Hex (5), Improved Familiar.
Adventuring Skills
Background Skills
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Spells Known:
4th level: black tentacles, confusion, dimension door, enervation, restoration. 3rd Level: dispel magic, fly, remove disease, stinking cloud, summon monster iii. 2nd Level: alter self, blindness/deafness, delay poison, false life, glitterdust, ice slick, ironskin, molten orb, pincecone bomb, restoration (lesser), see invisibility, status, stone discus, summon monster ii, touch of idiocy, vomit swarm, web 1st Level: air bubble, burning sands, charm person, cloak of secrets, comprehend languages, detect secret doors, ear-piercing scream, enlarge person, false face, identify, mage armour, obscuring mist, ray of enfeeblement, reduce person, remove fear, remove sickness, snowball, summon monster i. Cantrips:arcane mark, bleed, dancing lights, daze, detect fiendish presence, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue. Prepared Spells (Concentration: +15) [4 -- 6(4+2)/4(3+1)/4(3+1)/3(2+1)/0/0/0/0/0] Cantrips: (DC 15) Detect Magic, Guidance, Light, Message.
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Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Low-Light Vision (Blood of Dragons) You see twice as far as a normal human in areas of dim light.
Empathic Healing (Su)
Herb Lore (Ex) (Remedies: ooooo ooo)
Hexes -- DC 19
Spontaneous Healing (Su)
Witch's Familiar (Aeria the Chuspiki, see spoiler below)
Witch Patron (Healing)
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Backpack, Masterwork [ Bedroll; Waterskin; Spell Component Pouch; Trail Ration (x2); Mess Kit; ]; Belt Pouch [ Flint and Steel; Chalk (x5); ]; Belt Pouch [ Potion of Shield of Faith (x2); Potion of Invisibility] Coinpurse: 11pp, 11gp, 15sp, 15cp. [2 x Jet (10gp)] Current load: Light
Aeria:
Female Familiar Chuspiki magical beast 3 CN tiny magical beast (air) Init +3; Senses Darkvision (60 ft.), Low-Light Vision, Scent; Perception +10 Languages: Common, Auran. Communication Empathic Link, Speak with Master ======================================================= AC 19, touch 15, flat-footed 17; (+4 natural, +3 dex, +2 size) CMD 14 (18 v. trip) hp 29 (3HD) Fort +4, Ref +6, Will +5 Defensive Abilities: Improved Evasion Speed 30 ft. (6 squares) Fly 60 ft. (perfect) (12 squares) Melee tail fan +9 (1d4-2/×3) Reach: 5ft Ranged air blast +9 (2d6+3) [+1/+1 within 30'] Base Atk +4; [/b]CMB[/b] +5; Special Actions: Deliver Touch Spells, ======================================================= Spell-Like Abilities (CL 3rd; concentration +4) Constant: feather fall Psychic Magic (CL 3rd; concentration +4) 5 PE — alter winds (1 PE, DC 12), gust of wind (2 PE, DC 13), whispering wind (2 PE) ======================================================= Abilities: Str 6, Dex 17, Con 12, Int 12, Wis 9, Cha 13 Special Qualities: Alertness, Basic Aerokinesis, Darkvision, Empathic Link, Intelligence Score, Low-Light Vision, Natural Armour Bonus, Scent, Share Spells, Feats: Point-Blank Shot, Precise Shot, Weapon Finesse Skills: Acrobatics +9, Bluff +9, Climb +8, Diplomacy +9, Fly +18, Heal +8, Knowledge (Arcana) +4; Knowledge (History) +4; Knowledge (Nature) +3, Knowledge (Planes) +2, Perception +10, Profession (Herbalism) +7, Sense Motive +1; Spellcraft +9, Stealth +22, Use Magic Device +9. ======================================================== Air Blast (Sp) A chuspiki can make a ranged attack with an intense air blast, as the kineticist wild talent of the same name, using its Hit Dice as its kineticist level (Pathfinder RPG Occult Adventures 11, 15). Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat. Basic Aerokinesis (Sp) A chuspiki can use basic aerokinesis, as the kineticist wild talent of the same name (Occult Adventures 23). 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. Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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. Feather Fall (Sp) You can feather fall, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action. 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. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Speak With Master (Ex): If the master if 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Wind Blessed (Su) A chuspiki is treated as a Large creature for the purposes of determining the effects wind has upon it. Wind Form (Su) Three times per day as an immediate action, a chuspiki can become insubstantial for 1 round. It gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or use any of its spell-like abilities while in wind form, with the exception of basic aerokinesis. |