Quire

Reality-bending spellcaster

Description:

Quire the Warp-weaver
4th level Spellcaster (Primalist) Runeborn XP: 9872 XP Next:
Neutral Age 20 5’9” Tall 175 lbs Home:

Str 14 (2) AC 13 (10 + 0 Armor + 3 Dex + 0 size; Touch 13, FF 10)
Dex 17 (
3) HP: 38
Con 18 (4) Initiative +3
Int 21 (
5) BAB 2 CMB +4 SR 0 Speed 30’
Wis 15 (
2)
Cha 14 (+2)

Saves:
Fortitude 8 (4 + 4 Con +)
Reflex 4 (1 + 3 Dex +)
Will 6 (4 + 2 Wis +)

Skills:
Bluff +9 (4 ranks + 2 Cha + 3 class)
Diplomacy +9 (4 ranks + 2 Cha + 3 class)
K: Arcana +12 (4 ranks + 5 Int + 3 class)
K: Dungeoneering +12 (4 ranks + 5 Int + 3 class)
K: History +12 (4 ranks + 5 Int + 3 class)
K: Local +12 (4 ranks + 5 Int + 3 class)
Linguistics +10 (2 ranks + 5 Int + 3 class)
Spellcraft +14 (4 ranks + 5 Int + 3 class + 2 racial)
Survival +8 (2 rank + 2 Wis + 3 class + 1 trait)
Use Magic Device +11 (4 ranks + 2 Cha + 3 class + 2 racial)

Concentration +11 (4 caster level + 5 Int + 2 trait)

Attacks:
Melee: Dagger (M) 4, 1d42 piercing damage, 19-20/x2
Ranged: by spellweave +4

Feats
1. Endurance: resist fatigue and nonlethal damage
B1. Casting Focus: +1 to all spellcasting checks
3. Blood of Magic: – 1 damage from all spellcasting checks; cannot reduce damage to less than 1
B3. Adroit Weaver: Add Wis Mod to spellcasting checks

Character Traits:
1. Poverty-Stricken: +1 trait bonus to Survival checks, Survival is always a class skill
2. Focused Mind: +2 trait bonus to concentration checks

Class Features:
1. Pure Magic: Work spells with a check of 1d20 + CL (4) + Int Mod (5) + 2 insight + 3 untyped. +14 casting check. The resulting spellweave deals 1 point of nonlethal damage per five points of the spellweave DC on a successful casting check, 1 point of lethal damage per five points of the spellweave DC on a failed check. DC to resist is 10 + 1/2 CL (2) + Int Mod (5). DC 17
2. Student of Magic: +2 insight bonus to casting checks, gain a spell energy equal to 1 + Con Mod
3. Spell Energy Pool: 5 points
4. Mana Sense: At 1sth level, a spellcaster’s magical intuition allows him to sense magic that is active around him. If a spell is cast, a spell-like ability is activated, or an ongoing magical effect is present within 5 feet per caster level of the spellcaster, he automatically senses it. He does not sense where the magic came from, or what type it is, or the strength of the magic. He only senses that it occurred.
5. Primal Magic: A primalist can attempt to use raw magical energy to resist the fatigue that comes from utilizing pure magic. To use this ability, the primalist casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 10 + the spellweave’s DC). If she fails this check, she takes nonlethal damage as normal (based on the spell’s original DC), but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per 10 points of the spell’s original DC. If she makes this check, she weaves the spell with primal energy, taking no damage from the spellweave. You may use primal magic in this manner once per day. This ability replaces arcane bond. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day.

Racial Traits:
1. Altered Being: Runeborn are creatures of the outsider type with the native subtype. They must eat, sleep, and breathe.
2. Normal Speed: Runeborn have a speed of 30’.
3. 60’ darkvision
4. Ability Modifiers: +2 to Constitution, +2 to Intelligence, -2 to Charisma. Runeborn are hardy and intelligent, but the runes that mark their bodies set them apart from other races, branding them as having once been a servant caste in an ancient empire.
5. Mark of Avidais: The runeborn were magically designed to withstand harsh environments and significant physical punishment. Runeborn naturally possess fast healing 2 and resistance 5 to cold and fire. While the runeborn instinctively believe that these traits are linked to the runic markings dotting their bodies, that is not the case; the traits are part of the individual, not the markings. If the runeborn somehow erases all of their runes, their resistances and fast healing will be unaffected.
6. Naturally Gifted: Runeborn have a +2 racial bonus to Spellcraft and Use Magic Device checks. The sorcery inherent in their creation gives runeborn an instinctive grasp of magical theory and practice.

Common Elven
Thassilonian Azlanti
Aklo Osiriani
Draconic
Goblin

Equipment: 58 pounds

Worn
Explorer’s Outfit (8 lbs)
Adventurer’s Sash (3 lbs)
- 3020 gp
- 5 Potions of Mage Armor

Carried
1. Caltrops (2 bags) (4 lbs)
2. Silk Rope (50’) (5 lbs)
3. Chronicler’s Supplies: This bundle contains 3 map cases, 2 vials of ink, 2 inkpens, 10 sheets of paper, 2 blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. (5 lbs)
4. Pathfinder’s Kit: This kit consists of a masterwork backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, 2 weeks worth of trail rations, and a whetstone. (29 lbs)
5. Chirurgeon’s Bag: This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer’s kit, a bottle of strong brandy, 3 potions of cure light wounds, a vial of smelling salts*, and 2 doses each of alchemist’s kindness*, antiplague*, antitoxin, bloodblock*, and soothe syrup*. (4 lbs)

Light riding horse

Bio:

Quire is one of the runeborn, part of a slave caste that was magically created in Runeforge during the Thassilonian Empire. Physically hardy, gifted researchers and able to withstand excessive heat and cold, the runeborn were designed to be slave-scholars in the laboratories and libraries of the Runelords, as well as minions able to fetch and carry for their magically-adept masters. Their minds and souls were wiped clean as part of their creation, leaving them little chance of resisting the influence of the Runelords. A small number of runeborn were placed in stasis in Runeforge prior to Earthfall as part of the Runelords’ life-extending and life-protecting experiments; Quire was one of these timelost minions.

Awaked by adventurers seeking to stop the rise of Karzoug, the Runelord of Greed, Quire and his compatriots settled in the town of Sandpoint to make sense of the world in which they found themselves. Quire was one of the few that had spent any time in service prior to being immersed in stasis, and had previously possessed some arcane talent. However, the long period in the Runeforge Pool exposed him to a seething sea of primal magic, and when he arose from the Pool to join his brethren, Quire found that he now walked the path of the primalist spellcaster, working raw magical energy into spell effects through will and incantation alone.

Like his brethren, Quire remembers no other name than his given moniker (a term for a twentieth of a ream of paper, a joke from his former master that he was “blank sheets awaiting the pen”), nor does he fully understand his powers. Since his awakening and re-entry into the world, he has been striving to learn more about primal magic and its use. After his experiments started to spawn surges of wild magic in Sandpoint, Quire thought it best to find a location where primal sorcery occurred naturally, or at least was far enough away from civilization that his experiments would not bother anyone. He found both in the Mana Wastes, a desolate warzone between the nations of Nex and Geb where primal magic manifests regularly and chaotically, and where the civilized denizens relied on technology rather than magic to survive.

Quire

Portals to the Past dcnoir40 dcnoir40