Dr Davaulus

Venator Legatti's page

372 posts. Alias of Walter das Sombras.

Full Name

Venator Legatti


Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7








Celestial, Common, Draconic, Elven, Varisian, Thassilonian

Strength 8
Dexterity 12
Constitution 12
Intelligence 19
Wisdom 18
Charisma 10

About Venator Legatti

Male Human Cleric 1 / Wizard 1 - CG Medium humanoid (human)
Init +1; Senses Perception +4,
Aura Aura of Chaos, Aura of Good,

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 18 (8+6+2+2)
Fort +3, Ref +1, Will +8
Defensive Abilities Bit of Luck (7/day)

Speed 40 ft., Agile Feet (7/day)
Ranged Light Crossbow +1 (1d8/19-20)
Special Attacks Channel Positive Energy (1d6, DC 10, 3/day),
Prepared Spell List
Cleric (CL 1st):
1st - Murderous command (DC 15)[ ],
1st - Protection from evil (DC 15)[ ],
1st - *True strike[X]. (*Domain spell)
0th - Create Water, detect magic, stabilize (DC 13).
Wizard (CL 2nd):
1st - Mage Armor [X],
1st - Ray of Enfeeblement (DC 15)[ ],
1st - *Shocking Grasp[ ]. (*Specialized School Spell)
0th - Dancing Lights, Disrupt Undead, Prestidigitation (DC 13).

1st - Charm Person, Comprehend Languages, Mage Armor, Ray of Enfeeblement, Sleep, Swift Girding, Touch of the Sea;
0th - All
Copy from Lia - (Color Spray, Feather Fall, Grease, Obscuring Mist, Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp)

Deity Desna; Domains Luck, Travel,
Str 8, Dex 12, Con 12, Int 19, Wis 18, Cha 10
Base Atk +0; CMB -1; CMD 10
Feats: Light/Medium Armor Proficiency, Combat Casting, Shield Proficiency, Simple Weapon Proficiency, Scribe Scroll,
Traits: Fast Talker; Magical Knack (Wizard); Desperate Focus.
Points: (2 class + 4 int)x3 = 18
Armor Check Penalty: 0
+1 Acrobatics DEX (1+0+0)
+8 Appraise INT (4+1+3) CS
+5 Bluff CHA (0+1+3+1) CS
-1 Climb STR (-1+0+0)
+5 Diplomacy CHA (0+2+3) CS
0 Disguise CHA (0+0+0)
+1 Escape Artist DEX (1+0+0)
+8 Heal WIS (4+1+3) CS
0 Intimidate CHA (0+0+0)
+9 Knowledge(Arcana) INT (4+2+3) CS
+8 Knowledge(Dungeoneering) INT (4+1+3) CS
+8 Knowledge(History) INT (4+1+3) CS
+8 Knowledge(Geography) INT (4+1+3) CS
+8 Knowledge(Local) INT (4+1+3) CS
X Knowledge(Nobility) INT (4+0+0) CS
+8 Knowledge(Planes) INT (4+1+3) CS
+9 Knowledge(Religion) INT (4+2+3) CS
+8 Linguistics INT [Elven](4+1+3) CS
+5 Perception WIS (4+1+0)
+1 Ride DEX (1+0+0)
+8 Sense Motive WIS (4+1+3) CS
+0 Sleight of Hand DEX (1+0+0)
+10 Spellcraft INT (4+3+3) CS
+1 Stealth DEX (1+0+0)
+4 Survival WIS (4+0+0)
-1 Swim STR (-1+0+0)
X Use Magic Device CHA (0+0+3)
Languages Celestial, Common, Draconic, Elven, Varisian, Thassilonian.
SQ Agile Feet (7/day), Aura of Chaos, Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting, Arcane Bond (bandana!),
Possessions lamellar cuirass; outfit (traveler's); bolts, crossbow (10); holy symbol (wooden); scroll (cure light wounds) (x2); Light Crossbow.

Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 7 times per day.
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 7 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this abilty 3 times per day.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

"Well, it is kinda of a sad story, but I enjoy it every time, so I'll tell it once again. It all started when I was young, a well-born varisian living in the city of Korvosa." The man sitting in front of you has black hair and deep blue eyes, that rarely leave your gaze. He is wearing simple clothes with a kind of a leather coat over his chest only, sleeveless.
"I had a nice family, can't complain about that, at least." He looks to the sky, as if recalling it for the tale. "My mom was a Iomedae Paladin. She was a wonderfull person and tried to help everyone she could, using all the divine power she had for the task. I say it in the past tense but don't worry, she's still alive. It's just that they are both kinda retired now, but nevermind. The important is that she's the stereotype you expect from a paladin, everything a child wants to be when she grows up. My father, on the other hand, was a stubborn person with a wonderful hearth. A martial fighter, or so he used to say. I've never seen him into real combat, but his dented armor and the stories he told gave me a glimpse of what a bloody battle could be."
Venator looks deeply into your eyes, requiring your attention. "Can you get the picture? A child being raised by two warriors devoted to the cause of good? I remember being very young when they started battling for my favor. You see, she wanted me to be a mighty Paladin. He wanted me to get rid of the bonds of religion and become a fighter just like him. Both would teach me everything they knew, and everything I needed to do was ask. Powerful blows, swift dodges, parrying, blocking, defending, attacking, smiting, healing, and so on. It seemed nice, in the beggining."
He lowers his gaze and greets his teeth, before continuing. "Fate is a b!%*~, you know? Many people have said to me, 'oh you're so lucky' and 'I wish I had that opportunity', but what did they really knew? They would never know what it is like to be me. You may think I would like it, very very much, but it did not happened. The problem is the expectations, you see? They offered me everything they could, but that would cost me my fate, my freedom, my path. As long as I did what they wanted me to, I would never be free, would never walk my own path, or make my own luck. Luck favors the wild, have you heard that?"

He pauses, drinking some water. "In my life I've heard so many combat stories from both of them, mostly told over and over again, when they wanted to teach me something, that I grew tired of it. I had a full life of adventure without ever slaying a single ant. It starts to make sense now, doesn't it? Why would a 15 year old boy, with his parents being a fighter and a paladin, get away from the martial path? Everyone wondered, but I don't think anyone got close to the answer..."

Venator pronounces a word and light emanates from a rock he was holding.
"In fact, when I turned 15 I had already read many books, learning a lot about the world and its history, about magic and religion. That really developed in me the wish to let my parent's options aside, focusing on upgrading my mental abilities. In my fifteenth name day, after festivities were done, I told my father that I wanted some money to travel the world and become a great fighter like him, making my own histories. He insisted for me to take his armor and weapons, but I said those were his only, and if I wanted to be strong like him I needed to conquer my own equipment."

He raises his hands in front of him, making a dramatic face:
"Can you imagine that? It's impressive how much easier it is to fool people when they want to believe in the lie you're telling. Anyway, he gave me some money, we said farewells, 'tell it to your mom and be on your way', and I've seen him only once after that." Raising one eyebrow he continues. "But it is not easy to fool a paladin, is it? Oh, and furthermore, a mother! Your mother! The one who raised you and walked you through your very first words. So I say it once again. Tell someone what they want to hear, and they are done. 'Mom, I want to be a Paladin, but I'm moving to Magnimar to do it, and I would like to know if we have any resources I could use for it', ha, I really said that, red face and all. She knew I was lying, the blessed. But she watched me for a while, probably thinking, and at the end I was ready to departure with some extra cash in my pocket. It was not for the money, you see, I didn't care much about it, but it helped to support my claim, and also some extra gold is always welcome."
"Later I thought that, although she knew I was lying, she allowed me to go thinking that I was going for the fighter way, or maybe for the paladin one, but worshiping a different god. It just doesn't matter anymore. Then I arrive at the city of Monuments, and see for the first time that freaking continental sized bridge, the Irespan. Being here in Sandpoint you must have already crossed through Magnimar and know what I'm talking about, don't you? It's a pity the city forbid studying it... Yes, several decades ago they were using the stone from the bridge, and it let them to open a inner vault full of deadly spiders, which almost decimated the city. Thankfully there were some mighty heroes by then, specially two wizard brothers. I've great admiration for them, even so to study how to use some arcane spells."

He draws a large book from his backpack, and it becomes clear when he opens it that this is a Spellbook. "I've not quite get it yet, but Brodert is helping me with some details, and maybe I'll manage it. Desna blesses me, but I don't think that she would forbid me to follow the arcane way if I want. It's just not what she would do." After storing the book the tale continues. "Oh, I forgot something worth of mention. The road from Korvosa to Magnimar is marvelous, full of wonders, and there I saw how much the travelers love Desna, and how she protects them. I've never seen freedom so materialized as in her faith, and so I took it for myself, with guidance of some of her clerics, of course. And then Magnimar became known to me, and as the years passed I though it was time to move on. I've heard about Sandpoint and her 'Old Light', and thus decided to stop here next, but I won't stay for long. I'm just gathering the knowledge I can before moving. Talking with the people of the city helps somehow. But something is just amiss. Tell me, do you really think a lighthouse would be that big? And why? Sanpoint's shore is clean of natural hazards, there's just no point in making a Lighthouse here. There are some weird theories around, but I guess we will probably never know..."

He gets up and stretches his back, showing two scrolls, a light mace and a crossbow strapped at his belt. "And that's pretty much my life story. Now, what's yours?"

The Else: He is a Cleric of Desna, and the reasons are explained in his background. First rule about him is to be free, doing whatever you want, and following a arcane path sounds good at the moment, so next level he will probably go for Wizard 1 (eventually Cleric 3/Wizard 3/MT 10 - but that's just far far away).

Venator is a slender man, with black hair and blue eyes. He is not strong at all, and thus carry the minimum he need everywhere he goes. Usually wearing simple vestments, he walks and runs very fast, but can't keep it for a long time. Likes to study, to read and to confabulate with others. Has a light crossbow and a light mace, 'just in case, but is not very good with them.