Elvish Fighter

Tarquin Stills's page

3 posts. Alias of Gaius Julius.


Full Name

Tarquin Stills

Race

Elf

Classes/Levels

Investigator

About Tarquin Stills

Background:
Born in Crying Leaf, but unfit to serve in the struggle with the drow in the area, Tarquin found his way to Riddleport at a young age. Riddleport was not to Tarquin's liking, however. He found the city full of greedy men who would do anything for an extra bit of gold. Caring little for wealth himself, Tarquin grew to despise many of the people in Riddleport, but more significantly, he grew to despise the greediness that characterized so many of them.

While not a welcoming place for those of his race, Tarquin was able to find a role in Riddleport among those who shared his lust for learning and research—the Order of Cyphers. Working initially as no more than a servant around the Cypher Lodge, Tarquin's sharp mind and attention to detail soon ingratiated him with a few of the cyphermages. They would provide him with tedious research tasks that he accepted with grace, providing results quickly and in exquisite detail. Before long, a cyphermage named Jorgan Caufield hired Tarquin as his research assistant.

As do many in the Order of Cyphers, Caufield spent much of his time researching ancient monuments around Varisia and had a great interest in those dealing with what the Thasillonians called "sin magic." Tarquin played an integral role in Caufield's research and grew to know much of the Thasillonian empire himself, particularly the "sin magic" that his master was so fascinated with. When Caufield requested that his apprentice travel to a small town of Sandpoint to speak with a little-known Thasillonian scholar named Brodert Quink, Tarquin jumped at the opportunity. He hopes to learn all he can from Quink and report back to his master in Riddleport, who he continues to stay in contact with via letter.

RP example:
"The Old Light—a place I've often wanted to visit. It just might be the key to a certain form of sin magic."

A balding man, Jorgan Caufield sat in his study, painstakingly examining an ancient piece of parchment. One might have thought he was speaking to himself—that is, until a young elf spoke up in response from the corner of the room.

"If you believe it to be so important, sir, why haven't you seen it for yourself?" The young elf spoke with humility, but with a tone that revealed a strong trust between the two scholars.

"The Old Light is a dangerous place, Tarquin. I would not tread there lightly." He paused for a moment, considering, and then spoke once more. "Tarquin, I have a job for you. There is a man who lives near the Old Light—his name is Brodert Quink. He's a bit of an eccentric, but he is reputed to be quite knowledgeable on the Thassilonian monuments around that area of Varisia. Go and speak with him, learn what you can, and report your findings back to me."

Tarquin was not phased by the suddenness or casualness with which his master had made this request—it was not like Caufield to hesitate in speaking his mind. He knew better than to press his master further, but had just one question for the scholar.

"Where can I find the man, master?

"A small town called Sandpoint—I think you might even find a liking for the village, Tarquin. Go at once."

At that, Caufield returned to his parchment without another word for Tarquin. Tarquin stood and left the study without a sound. He had his instructions—it was time for him to leave Riddleport.

Character plan:
Tarquin is young and inexperienced in magic, so his first level is in Investigator to represent his great knowledge base and his curiosity. From here, however, he will take levels in wizard (Thasillonian specialist) until he qualifies for the Cyphermage prestige class. He hopes to prove that he can turn sin magic on its head by specializing in transmutation while condemning greed.

Stats:
RotR Cyphermage 1
Male Elf Investigator 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee sword cane +1 (1d6+1)
Investigator Spells Prepared (CL 1st; concentration +5):
. . 1st—cure light wounds, disguise self
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Statistics
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Str 12, Dex 16, Con 11, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Breadth of Experience[APG]
Skills Climb +5, Disable Device +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +12, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +8, Perception +6, Profession (librarian) +6, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Thassilonian, Varisian
SQ alchemy, elven magic, weapon familiarity, inspiration, trapfinding +1
Combat Gear acid, alchemist's fire; Other Gear sword cane, alchemist's kit, formula book, thieves' tools, 40 gp
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TRACKED RESOURCES
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Acid - 0/1
Alchemist's fire - 0/1
Inspiration (+1d6, 4/day) (Ex) - 0/4
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.