About The Fantastic Fortunato
Character Name: Mario Davinci Fortino
Stage Name: The Fantastic Fortunato
Character Race: Human
Character Class: Sorcerer (Seeker Archetype)
Alignment: Neutral Good
Gender: Male
Age: 28 years
Height: 5'11"
Weight: 160 lb.
Eyes: Blue-Gray eyes
Hair: Brown hair
Character Level: 4
EXP Points Gained: 9000
EXP To Next Level: 15,000
Known Languages: English, Italian, German, Latin
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Strength: 10 (+0)
Dexterity: 16 (+3)*
Constitution: 14 (+2)
Intelligence: 16 (+3)^
Wisdom: 13 (+1)
Charisma: 18 (+4)
* Denotes Racial Bonus, ^ Denotes Stat Increase
(Starting Stats: 18, 16, 15, 14, 13, 10)
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Armor Class: 14 [BASE (10) + DEX (3) + Defense Bonus (1)]
Flatfooted AC: 11
Touch AC: 14
AC Penalty: None
Maximum DEX bonus: N/A
Armor Type & Weight: None
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Hit Points: 32 (d6 +2 Con) x4
Bonus Racial Abilities: Gnome
Gnomish Magic
+1 to DC on Illusion spells you cast. In addition, cast: dancing lights, ghost sound, prestidigitation, speak with animals, all 1/day
Fey Thoughts
Perception and Stealth both as class skills
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Base Speed: 30'/round
Total Encumbrance: 36 lb. - [Medium Load]
Normal Speed: 20'/round
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Save vs. Fortitude: +3
Save vs. Reflex: +4
Save vs. Will: +5
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Initiative Modifier: +7 (+3 Dex +4 Feat )
Senses: Perception +6 (+1 Wis +1 Rank +3 Class +1 Trait)
Base Attack: +02
CMB: +2
CMD: 15
Favored Class Bonus:
Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
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Weapons:
Walking Stick (Club/Staff) (M) +1 melee / 1d6 dmg
Masterwork Dagger (Egyptian, Ceremonial) (M) +2 melee or +5 ranged / 1d4 dmg / 19-20 [x2] critical / 10' range
Pistol (But no bullets )
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SKILLS 40 Ranks
Base: Class (2 -> 4) + Int (3) + Human (1); + Background (2) X level (4)
Skill Point (4+3+1)x4 = 32 [Background 2x4 = 8]
Adventuring Skills: [4 + (3) Int / Level]
*Appraise: +3 (Int) [+3 Int + 1 Rank +3 Class]
*Bluff: +8 [+4 (Chr) +1 Rank + 3 Class ]
Craft: +3 (Int)
****Disable Device: +13 [+3 (Dex) +4 Ranks + 3 Class + 2 Feat + 1 Trait: Vagabond Child]
Drive: +4 (Dex) [+3 Dex + 1 Rank]
Fly: +3 (Dex)
*Intimidate: +4 (+4(Chr) + 1 Rank + 3 Class)
***Knowledge (Arcana): +9 [+3 (Int) +3 Ranks + 3 Class]
**Knowledge: (History) +8 [+ 3 Int + 2 Ranks + 3 Class]
****Perception: +8 [+1 (Wis) +4 Ranks + 3 Class] (+½ /level (+2) on Locate Trap)
****Spellcraft: +10 [+3 (Int) +4 Ranks + 3 Class]
****Sleight of Hand: +12 [+3 (Dex) + 4 Ranks + 3 Class + 2 Feat]
****Stealth: +10 [+3 (Dex) + 4 Rank + 3 Class]
****Use Magic Device: +11 [+4 (Chr) +4 Ranks + 3 Class]
Background Skills:
****Perform (Oratory): +13 [+4 (Chr) +4 Rank + 3 Class + 2 Trait: Savant]
****Profession (Magician): +8 [+1 (Wis) + 4 Rank + 3 Class]
* = Rank put into Class Skill
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ARCHETYPE: SEEKER
Tinkering (Ex)
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.
Seeker Lore (Ex) By 3rd level, a seeker has already learned much about his bloodline, and is more comfortable using the bonus spells gained by that bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. This ability originally replaced the bloodline power gained at 3rd level.
Seeker Magic (Su) At 15th level, a seeker becomes skilled at modifying his bloodline spells with metamagic. When a seeker applies a metamagic feat to any bonus spells granted by his bloodline, he reduces the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. This ability originally replaced the bloodline power gained at 15th level.
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TRAITS: 2 + 1 Campaign
Focused Practitioner: (Campaign)
Choose one spell you can cast ( Minor Image ). From now on, you always cast this spell at +1 caster level. In addition, you gain a +2 trait bonus on all concentration checks.
Savant
From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type. (Oratory) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Vagadond Child (Sleight of Hand) Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on the chosen skill checks, and it is always a class skill.
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FEATS: 7
(1st Level + Class Bonus + Extra 1st + Human + 2nd Level + 3rd Level + 4th Level)
Deft Hands (1st Level)
”You have exceptional manual dexterity.”
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Spell Focus (Illusion)" (Extra 1st)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times...
Eschew Materials (Class Bonus)
Improved Initiative: (Human)
You gain a +4 feat bonus on initiative checks.
Extend Spell - Metamagic (2nd Level)
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.)
Silent Spell - Metamagic (3rd Level)
Cast spell without verbal components. Level Increase: +1
Defiant Luck (4th Level)
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
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BLOODLINE: ARCANE
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Class Skill: Knowledge (any one).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): (Supposedly "Atlantean" Amulet, MW item)
At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Metamagic Adept (Ex):
At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex):
At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
School Power (Ex):
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex):
At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
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EQUIPMENT:
Traveler clothes (0 lb.)
Stage Clothing (5 lb)
MW Atlantean (?) Amulet (Bonded Item)
Belt Pouch (0.5 lb.) holds:
[]Ink [8 oz. vial, black] (0 lb.)
[]Inkpen (0 lb.)
Thieves Tools
(2) Decks of Cards
Backpack (2 lb.) holds:
[]Wizards Spellbook (3 lb.) (Empty)
[]Water skin/Canteen (4 lb.)
[]5 Days of trail rations (5 lb.)
[]Flint and steel (0 lb.)
[]1 Torch (1 lb.)
[]Hooded lantern (2 lb.)
[]1 Oil [1-pint flask] (1 lb.)
[]1 Scroll case (0.5 lb.)
--[]10 Sheets of paper (0 lb.)
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SPELLS:
Spells per day
0 Level Spells:
1st Level Spells: 6 + 1 Chr bonus spell
2nd Level Spells: 3 + 1 Chr bonus spell
(Favored Class: 3 additional 0th level spells known (1st-3rd level), and 1 additional 1st level spell known (4th level).)
Spells Known:
(6 + 3 Favored) 0 : (Default) Acid Splash, Dancing Lights Detect Magic, Read Magic, Mage Hand, Mending, Prestidigitation, Silent Image, Spark
(1) Bloodline: Identify
(3 + 1 Favored) 1st: Grease, Mage Armor, Magic Missile, Sleep
(1) 2nd: Minor Image
Gnome Magic:
dancing lights, ghost sound, prestidigitation, speak with animals, all 1/day
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BACKGROUND:
The Backstory:
Mario DaVinci Fortino was born with a name that he never had any hope of growing into. An orphan, growing up in New York City in the late 1920's and early 30's, the boy knew hunger in a way that was far too common during the Great Depression, living day to day, and at times far longer, with little to fill his belly. Not surprising anyone, the boy turned to petty thievery and larceny to survive, and got quite good at it.
He learned to pickpocket and would frequent some of the aging vaudevillian shows that lingered on in some of the smaller and broken down theaters, working the crowds for what spare coins and baubles he could scavenge.
During these excursions, he became enthralled with a certain performer, "Mortimer the Magister", a stage magician and mesmerist. Oh, he figured out early on that Mortimer wasn't really working magic, but was using a combination of parlor tricks and slight of hand, but still, the boy just couldn't get enough of the nightly shows.
Eventually, due to a combination of being discovered sneaking into Mortimer's dressing room, and convincing the aging performer to take him on as an assistant, Walter began studying the craft, and like his other dextrous pursuits, he excelled at the technical aspects. The stage-presence, not as much, but still he learned enough that he decided that eventually he would head out on his own as a performer.
Before that day ever came, however, Mario entered the dressing room one evening after a show to discover Mortimer loudly arguing with a mysterious man over a large bound tome, and the argument turned darkly violent when the other man drew a pistol and shot Mortimer dead.
Stunned, Mario ran, but not before first grabbing the book and tucking it into his coat. The other man gave chase, but when Mario got into the sidestreets and alleyways of New York, he lost the murderer. But not before the attacker shook the young man's very belief in reality and the sane world...by first throwing darts of arcane light at him, and then, as a last ditch effort to stop the apprentice, launching a huge blanket of heat and flame to block his path.
The young man escaped back to the small apartment that he then shared with Mortimer, by only long enough to collect his meager belongings, and then he headed out to the city docks where Mario hid aboard a large ship, amongst the various boxes of cargo. Exhausted and scared, the young man fell asleep, and when he awoke, to his amazement, he found that the ship had left port during the night and was headed out to sea.
Terrified, he eventually revealed himself to some of the seamen who took him to the ship's captain, who, rather than toss him overboard or somesuch, agreed to allow Mario to work off his passage. That's when the young magician learned they were headed to London, England.
During the months-long voyage, Mario had time to examine and study the book that Mortimer had died protecting, and was shocked to discover that it had pages and pages of runes, sigils, and other arcane writings. He was even more astounded that he could somehow understand them...or at least mostly.
Since then, almost three years have passed, and Mario has trained himself by studying the tome, and then other arcane items he has come across, (both purchasing and at times "lifting" them from their unobservant former-owners), and has become a surprisingly competent, if inexperienced, wizard of sorts. A Sorcerer would be more appropriate.
Along with all that, he's recently launched a public career of sorts as a stage magician himself, calling himself the "The Fantastic Fortunato"