Qos, Prince of Storms

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Background

He grew up hearing the stories, of course. How could he not? His mother, Qassayah, the Empress of Sharay, was a folk hero to her people. At a tender age, she fled the excesses of her father's court, seeking freedom from the depraved daivrat viziers who truly ruled. She was joined in her adventures by many renowned rogues and heroes: the dervish Uma, the holy ascetic Dan'ir, the outlander Caliban the Stormcrow. With these, Qassayah journeyed while developing her own magic...and her own powers over genie-kind.

In time, the viziers found her and captured her, but they did not reckon on the might of her compatriots, who followed her back to Shining Bliss, the capital of Sharay. There, they entered the emperor's palace and freed her from her chains, and helped her slay the evil viziers and their genie slaves. She found that her father had long ago died, but was being kept animate, a literal puppet to their powers - a fate they intended for her.

Uma was made the foremost of his order, and defended the empress forever more. Dan'ir withdrew to the sanctity of the holiest of temples, taking the Veil of Oracles, and continues to advise Qassayah to this day. And Caliban? Well, he'd always turned aside Qassayah's girlish affections, but now that she was a woman, he asked for only one thing: to give her a night of passion.

When he left, neither knew that Qassayah was pregnant, with a son who was born in the middle of a great summer tempest. Qassayah named him Qos, and he was always her Prince of Storms. The boy was always looked upon with some curiosity - a byblow of an outlander father, Qos was beautiful and exotic in their eyes. He liked to khol the lids of his deep blue eyes, and by the time he was fourteen, he'd already earned a reputation as a rake. So like his father, his mother mused adoringly, and denied him nothing.

In time, his own magics came to the fore. Neither sorcery nor wizardry were his gifts, but something stranger. It was at the tender age of sixteen that the veiled djinn presented itself to the Court of Qassayah, begging audience with the Empress of Paradise and her Prince of Storms, and they alone. When its audience had been granted - with only Uma and Dan'ir in attendance - he unveiled himself, and revealed a face very like that of Qos, molded in the flesh of the djinn, rather than mortals.

He was a qarin, a djinn born at the same time as a mortal. It was an ancient sign, said Dan'ir, that the two were not just linked, but very important among their people. Qassayah permitted the djinn, whose name was Walir, to spend time with Qos and the two were inseparable. Qos' magic grew then, and grew greatly, quickly outstripping that of his mentors in the Circle of Davirati.

Now the two are never far from one another, Qos and his Walir. So when word reached the court of Qassayah that a scion of the House of Stormcrow had come to Shalik, only Walir heard Qos' plans to leave Shining Bliss. It had never occurred to him that he might have siblings, in truth, from his father as well as his mother. Now he is on a mission: to find this brother and to see what the other half of his family is like, among outlanders.

Personality

  • Stormy Tempered: Qos, though good-hearted, has a stormy temperament. When infuriated, his eyes spark with lightning, and the smell of ozone fills the area around him. He isn't necessarily given to quick violence, but his tongue is sharp and wickedly applied when angered.
  • Hedonistic: Qos is an avowed hedonist, much to his mother's consternation. He was raised in the lap of luxury, and sees no reason to deny himself any pleasures if there is no need to. He's not a slave to his pleasures, or an addict, but the idea of temperance for temperance's sake - as though suffering were some kind of virtue - is utterly foreign to him.
  • Entitled: Qos doesn't think overmuch about the benefits of being an Imperial Prince of Sharay. He expects certain treatment from his lessers as a matter of course, though he is very free with considering others to be his peers and friends. By the same token, he has very strident views about the obligations of a ruler to his people, and to the behavior expected of the rich and noble.

Qos • Witch 5/Daivrat 5 • Chaotic Good

Ability Scores

Strength: 10 (0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 21/25 (+5/+7)
Wisdom: 11 (0)
Charisma: 16 (+3)

Skills

Bluff*: +12/+16 (6r/10r + 3r CS + 3 Cha)
Diplomacy*: +16 (10r + 3r CS + 3 Cha)
Fly*: +10/+15 (5r/10r + 3r CS + 2 Dex)
Intimidate*: +16 (10r + 3r CS + 3 Cha)
Knowledge (Arcana)*: +13/+18 (5r/10r + 3r CS + 5 Int)
Knowledge (History)*: +10 (2r + 3r CS + 5 Int)
Knowledge (Nobility)*: +11/+12 (1r/2r + 3r CS + 5 Int +2 Feat bonus)
Knowledge (Planes)*: +13/+18 (5r/10r + 3r CS + 5 Int)
Linguistics: +8 (3r + 5 Int)
Perception: +10 (10r + 0 Wis)
Spellcraft*: +20 (10r + 3r CS + 5 Int + 2 Feat bonus)
Use Magic Device*: +9 (3r + 3r CS + 3 Cha)

Languages

Al-Loric; Auran, Aquan, Ignan, Terran; Draconic, Goblin, X, X

Combat

Base Attack Bonus: +4 • Hit Points: 67
Armor Class: 18 (+2 Dexterity, +4 bracers of armor, +2 natural armor)
Attacks: +6 scepter (1d6+2)
Saves: Fortitude: +3, Reflex: +3, Will: +7
CMB: +4 • CMD: 16

Male • Human • 6', 175 lbs • 30 years

  • Feats: Proficiency (Simple Weapons); Craft Wondrous Item, Craft Rod, Elemental Spell (electricity; 3/day), Improved Familiar, Noble Scion (Scion of Magic), Spell Focus (conjuration), Thundering Spell (3/day)
  • Witch Abilities
    • Flight (Hex): Feather Fall at will, +4 to Swim checks; Levitate 1/day; Fly for 10 minutes per day, in 1 minute increments.
    • Healing (Hex): Affect a target as Cure Moderate Wounds (2d8+10); given target can only be affected 1/day.
    • Slumber (Hex): Cause creature of any HD to fall asleep for [level] turns; given target can only be affected 1/day.
    • Familiar: Isaf, Zhyen familiar.
  • Daivrat Abilities
    • Elemental Focus: Spell Focus for electricity spells
    • Genie Tongue: +2 bonus on Charisma-based checks to influence the attitudes of genies and allies of genies, and a +4 bonus to Knowledge checks regarding genies.
    • Spell-Fetch: Summon Walir to fetch a spell not known once per day while preparing spells; may fetch spell of up to 6th level; casting spell is at +1 level for Witch spells, or +2 levels for spells from other class lists.
    • Genie's Friend: +2 caster level when summoning genies
    • Elemental Attunement: Resist Electricity 5
  • Spells per Day: 4•6•6•5•4•3 (Unaugmented: 4•6•5•4•4•3)
    • Prepared Spells:
      • 1st - Burning Hands (x2), Identify, Obscuring Mist, Storm Burst, Unseen Servant;
      • 2nd - Burning Gaze, Cure Moderate Wounds (x2), Fog Cloud, Gust of Wind, Unnatural Lust;
      • 3rd - Call Lightning, Dispel Magic, Lightning Bolt, Summon Monster III (x2);
      • 4th - Cure Serious Wounds, Scrying, Sirocco, Volcanic Storm;
      • 5th - Control Weather, Teleport (x2)

Spells Known

Patron: X, Primordial of Storms: 2nd — Obscuring Mist, 4th — Gust of Wind, 6th — Call Lightning, 8th — Ice Storm, 10th — Call Lightning Storm, 12th — Sirocco, 14th — Control Weather, 16th — Whirlwind, 18th — Winds of Vengeance.

Possessions

  • Equipment: Traveling garb, fine robes, 10 bottles of fine alcohol of various sorts and a cup set of ivory and silver, fine sausages, cheeses and other traveling foods, a johara set (chess-like game played with semiprecious and precious jewels; a form of gambling, as the competitor keeps those jewels he "claims" in play)
  • Magic Items
  • Wealth
    • Gold Pieces: 70
    • Silver Pieces: 100
    • Copper Pieces: -
    • Gems: 1000 gp in small gems and pearls
    • Jewelry & Art: Rings (1500 gp worth), Imperial quality johara set (500 gp), five Courtier quality johara sets, to give as gifts (100 gp each).

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