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Cesaro Fabbro nee d'Cannith, Human Wizard


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Cesaro-d-Cannith.jpgCesaro Fabbro (nee d'Cannith)
Human (Mark of Making) • House Orphan • Wizard (Universalist) 
1
Medium • Arcane Humanoid • Faithless (former Vassal)
Moral Intentions: 

  • I will help my fellow Cyrans build a new homeland.
  • I will remain above the ambitions and politics of my House.
  • I will not allow injustices to pass unchallenged.
     

Abilities
Strength 10 (+0) • Dexterity 16 (+3) • Constitution 12 (+1) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 10 (+0)

Boosts
• Ancestry: DEX & INT
• Background: INT & DEX
• Class: INT
• Free: DEX, CON, WIS, INT


Adventuring & Combat
HP 17/17
Perception +4 • Trained +3 • Wis +1 • Item 0
Speed 25
Class DC 17 • Trained +3 • Base 10 • Int +4 • Item 0

Attacks
Spell Attack +7
Makeshift Staff +3 • 1d4 bludgeoning • Two-Hand d8

Armor and Shields
AC 16 • Trained +3 • Base 10 • Dex +3 • Item 0
• Trained: Unarmored


Saving Throws 
 Fortitude +6 • Expert +5 • Con +1 • Item 0
 Reflex +8 • Expert +5 • Dex +3 • Item 0
 Will +4 • Trained +3 • Wis +1 • Item 0

Weapon Proficiencies
• Trained: Unarmed, club, crossbow, dagger, heavy crossbow, staff


Skills
Acrobatics +3 • Untrained 0 • Dex +3 • Item 0
Arcana +7 • Trained +3 • Int +4 • Item 0
Athletics -1 • Untrained 0 • Str 0 • Item 0 • Armor -1
Crafting +7 • Trained +3 • Int +4 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +0 • Untrained 0 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore (Cyre/The Mournland) +7 • Trained +3 • Int +4 • Item 0
Lore (Dragonmarked Houses) +7 • Trained +3 • Int +4 • Item 0
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +4 • Trained +3 • Wis +1 • Item 0
Occultism +7 • Trained +3 • Int +4 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +4 • Trained +3 • Wis +1 • Item 0
Society +7 • Trained +3 • Int +4 • Item 0
Stealth +5 • Trained +3 • Dex +3 • Item 0 • Armor -1
Survival +1 • Untrained 0 • Wis +1 • Item 0
Thievery +3 • Untrained 0 • Dex +3 • Item 0

Languages: Common, Dwarven, Elven, Gnomish, Goblin, Halfling


Abilities
Arcane School (Universalist)Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.

If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.
 • Class Feature 1
Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Drain Bonded Item (bonus action)
Traits: Arcane, Wizard
Frequency: once per day
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
 • Class Feature 1
Arcane Thesis (Staff Nexus)During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.

You begin play with a makeshift staff of your own invention. It contains one cantrip and one 1st-level spell, both from your spellbook, but it gains no charges normally during your preparations; you must expend a spell slot to grant it charges in the same way you would add additional charges to a normal staff. You can Craft your makeshift staff into any other type of staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft.

At 8th level, you can expend two spells instead of one when preparing your staff, adding additional charges equal to the combined levels of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined levels of all three spells.

STAFF SPELLS:
0-Level: Electric Arc
1-Level: Pummeling Rubble
 • Class Feature 1

SpellbookEvery arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level for which you have spell slots. You can also use the Arcana skill to add other spells that you find in your adventures (See Learn a Spell).
 • Class Feature 1


Feats
Least MarkYou gain or increase your Focus Pool by 1 and select a new dragonmark Focus Spell.

When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (e.g. Mark of Detection). The spell you select may be up to half your level rounded up, but no more than 3rd level.

You become trained in Dragonmark attack rolls and DCs, and you must select your spellcasting ability modifier for Dragonmark Spells from Intelligence, Wisdom, or Charisma. You gain the Dragonmark trait.
 • Ancestry 1
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. • Ancestry 1
Specialty Crafting (Blacksmithing)Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Granted by House Orphan (Cannith) background.
 • Skill 1
Reach Spell1 Action
Traits: Bard, Cleric, Concentrate, Druid, Metamagic, Sorcerer, Wizard

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
 • Class 1
Widen Spell1 Action
Traits: Bard, Cleric, Concentrate, Druid, Metamagic, Sorcerer, Wizard

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
 • Class 1

Spells & Powers
Spell Attack +7 • Trained +3 • Int +4
Spell DC 17 • Trained +3 • Base 10 • Int +4
Focus Points 1/1
Spells/Day: 0: 71 innate Arcane cantrip from Pervasive Magic.

1 cantrip imbued into Makeshift Staff.

5 prepared Wizard cantrips.
• 1st: 32 prepared Wizard spells.

1 imbued in staff. (Requires charges.)


Known Spells
Spell 0 
Detect Magic
Electric Arc
Gale Blast
Light
Mage Hand
Message
Produce Flame
Ray of Frost
Read Aura
Shield
Prestidigitation (Innate)


Spell 1 
Feather Fall
Mage Armor
Magic Weapon
Mending
Pummeling Rubble
Summon Construct

Prepared Spells
Spell 0 
Gale Blast
Light
Mage Hand
Produce Flame
Shield
Electric Arc (Staff)
Prestidigitation (Innate)


Spell 1 
Mage Armor
Magic Weapon

Pummeling Rubble (Staff)

Focus Spells
Maker's GiftTraits: Dragonmark, Mark of Making, Divination
Cast: 2 actions - dragonmark, somatic
Range: Touch
Target: One object of 1 bulk or less

You call upon your dragonmark's power to drive your creative crafting powers. When you Cast the Spell, any time you Repair, or Craft you gain a +1 status bonus to the skill or perception used for the roll. This bonus remains as long as you Sustain the Spell.

Heightened (3rd) You do not need to sustain Maker's Gift.

Heightened (5th) The bonus increases to +2.

Heightened (7th) The duration is 1 hour.

Heightened (9th) The bonus increases to +3.


Inventory
Money: 4sp 8cp
Bulk 1.6 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Spellbook • Bulk L
Material Component Pouch • Bulk L
Formula BookFormulas Known:

Full Plate (2 gp)
Half Plate (1 gp)
Diving Suit (3 gp)
 • Bulk L • In backpack
Basic Crafter's Book • Bulk L • In backpack
Repair Kit • Bulk 1 • In backpack
Writing Kit • Bulk L • In backpack
Clothing (Fine) • Bulk 1 • In backpack
Traveling PapersNAME: Cesaro Fabbro
OCCUPATION: Smith (magewright)
TRAVELING FROM: Brevoy
TRAVELING TO: Eldeen Reaches
PLACE OF RESIDENCY: Sharn, Brevoy
 • Bulk Negligible • In backpack
Identification PapersThese are Cesaro's actual identification papers, identifying him as Cesaro Alejandros D'Cannith.

He keeps them concealed in his backpack to be used as a last resort.
 • Bulk Negligible • In backpack
Identification Papers (Forged)These identification papers are for one "Cesaro Fabbro," formerly of the Cyran army, a generally unremarkable itinerant magewright. • Bulk Negligible • In belt pouch


Arms and Armor
Makeshift StaffImbued spells:

Cantrip: Electric Arc
1st Level: Pummeling Rubble
 • Bulk 1


Appearance
Cesaro d'Cannith, now Cesaro Fabbro, is a handsome Cyran man of average height, a lean build, dark hair, dark eyes, and fair skin. Still in mourning for his homeland, he dresses entirely in shades of black. On his right forearm, stretching from his wrist halfway to his elbow, he bears the Dragonmark of Making, glittering and pearlescent; he does his best to conceal the mark beneath long sleeves. Though he certainly presents himself as rather dour and grim, Cesaro comes to life when reminded of his homeland by good song, good food, and good company; his eyes alight and his smile comes easy, at least until he remembers the unthinkable tragedy that befell his country.


Personality
Despite the dark clothes and sad eyes, Cesaro is a man driven by compassion and duty. He loved Cyre as much as any man, and the passage of time has only made the loss grow more monumental in his mind. He cares deeply about the plight of his fellow Cyran refugees, and a perhaps misguided sense of solidarity (not to mention a complicated mix of shame, anger, and regret) has made him refuse to rejoin House Cannith--or rather, any of the bickering factions of the House now vying to fill the vacuum left by the Mourning. Though he has an earnest desire to share the common man's burden, of course, he's still a noble (or close enough as to make no difference) who lived a very different life than most, and is sometimes blind to the privilege he held.

In addition to his fixation on helping his fellow refugees and someday rebuilding Cyre, Cesaro has always had a strong sense of justice and isn't afraid to speak up against cruelty and oppression regardless of its source. Of course, his perception is somewhat skewed when it comes to Cyrans; he has difficulty thinking objectively where his people are concerned, and has taken the side of bullies and thieves even when a more rational view would clearly see that they were in the wrong.


History
Cesaro Alejandros D'Cannith was born on 30 Barrakas, 973 YK in House Cannith's palatial estates in Eston, Cyre, to Emilia Allegra D'Cannith, younger sister of Baron Starrin D'Cannith, and her husband, Aldo Fabbro. Emilia was one of her House's most talented designers of bespoke warforged servants, while Aldo was an accomplished armorsmith and magewright. Cesaro was raised in the absolute height of luxury by two loving parents who adored each other despite their occasional squabbles; he later became the eldest sibling to two brothers, Matteo and Domenico, and a sister, Andrea.

Cesaro inherited his mother's intellect and his father's gift for metalwork; from a young age, he was marked out as a prodigy who was expected to accomplish great things. At the startlingly young age of nine years old, his mark of making manifested on his right arm, and with it came an awakening of natural magical talent that was honed by the finest arcane scholars and tutors that Cyre could provide. Cesaro loved learning and loved being so highly regarded by his extended family; Baron Starrin himself once told him that, if he lived up to his potential, he might very well lead House Cannith itself one day.

However, as Cesaro matured, he began to take note of something that had always been on the periphery of his world but which he had never really examined: the Last War. The reality of the situation outside Eston became suddenly clear to him when a mob of wounded Cyran veterans, all missing arms or legs or both, managed to breach the Throne of Cannith and present a list of demands to Baron Starrin. They wanted House Cannith to donate prosthetic limbs to every maimed Cyran soldier who was wounded in the war, they wanted more warforged soldiers to help hold the line against the recent Karrnathi offensive in the north, and they wanted House Cannith to enact an embargo against Cyre's enemies.

Starrin defused them eventually, explaining with great and elaborate sympathy that the Dragonmarked Houses had to remain neutral, lest the war become even more destructive and chaotic than it already was, and that they were doing everything they could within the confines of the ancient treaties to support Cyre in its desperate and righteous struggle. The soldiers were largely convinced, but Cesaro wasn't.

To the slowly growing horror of his family, Cesaro disappeared one summer night while visiting Metrol. Given he was nearly seventeen years old, initially it was thought that he'd just disappeared on some wild, youthful adventure, and would eventually return with some questionable tattoos and perhaps some interesting rashes. However, as weeks and months passed, his family became increasingly fearful that something horrible had befallen the young prodigy, and his incredible potential was lost to the world.

Instead, Cesaro had joined the Army of Cyre. Under the pseudonym "Cedric Fabbro," he lied about his age and enlisted with an infantry regiment due to march north to face the Karrns. Though he made for a terrible footman, once his commanders became aware of his capability with magic, Cesaro was transferred to a unit of wandslingers tasked with close combat support and guerilla operations.

The young Cannith excelled in his new role. He and his unit played key parts in dozens of battles and skirmishes against Karrnathi and Thranish forces in Cyre's war-town northern regions. As the war progressed, he also fought raiders from Darguun and Valenar, assisted a months-long counterespionage effort in Sharn, and was part of a successful mission deep into Aundair to rescue Cyran prisoners of war.

It was inevitable that someone would eventually recognize him, though. In Aryth, 993 YK, one of Cesaro's Cannith cousins, demonstrating to a Cyran general the capabilities of a new line of warforged wandslingers, managed to recognize Cesaro despite how his years of war and struggle had aged him. Though Cesaro begged him not to say anything, his cousin felt obligated to inform the Baron; a few weeks later, a unit of warforged under Cannith banners marched into camp and demanded that the wayward heir be turned over to them.

Cesaro was furious when he was dragged before Starrin. He called the head of House Cannith a coward and a traitor for selling weapons to Cyre's enemies. He called Starrin a heartless bastard who never cared about the people around him. He denounced the war profiteering of the dragonmarked houses and told everyone present, everyone who had not fought and bled alongside the heroes who were willing to lay down their lives to defend the nation of Cyre, that they were cowards, and worse than that, they had all played a part in the murder of countless better people than they could ever hope to be. He didn't realize until his firey speech died down that his kind, loving, heartbroken mother was standing among them.

Things were, obviously, tense. Cesaro was confined to the estate's grounds until he recanted the accusations he made and apologized to Starrin, his mother, and the entire house. Though his mother, Emilia, attempted to reconnect with the son she had long thought dead, he was both too ashamed of what he said and too convinced of his rightness to face her. And, of course, he was now an experienced soldier and infiltrator; within three weeks of his return to Eston, he escaped and set out to rejoin his former unit.

He was with them, just outside of Cyre in the western reaches of Valenar, on 20 Olarine, 994 YK: the day of the Mourning.

The years since that horrific day have been something of a blur. In one horrible moment, he lost his family and his nation. He's offered assistance to several efforts to resettle other refugees in Sharn and elsewhere, and does what he can to help his people... to a point. Because, of course, while the seat of House Cannith is gone, the House itself remains--and were Cesaro to reveal himself, he could perhaps call upon far greater resources to help his people. But the squabbling between the three new would-be Cannith leaders disgusts him, and he still deeply resents the late Baron Starrin for his perceived treachery and cruelty. Instead, he lives an itinerant life, traveling Khorvaire as the wind takes him, offering his services as a magewright where they are needed and his services as a wandslinger where they're not. He's recently returned to Sharn, with the vague plan of earning some coin before moving on to New Cyre in Breland to see what aid he can offer Prince Oargev ir'Wynarn in his efforts to build a new nation for their people.

Edited by Kavonde (see edit history)
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Saw you put in ready for review, looking good so eventually thinking of rebuilding Cyre and distancing yourself from the House Cannith internal drama, I like it.

 

I think you forgot the free trained lore about your nation, in this case Cyre (Mournland).

 

 

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I could really see Alistair be convinced to help your effort rebuilding Cyre.  This tragedy left all the world in an awkward situation, were the hatred between nations is still effervescent but nobody dare to do a move in fear that it could bring further calamity.  A rebuilding of the nation of Cyre could be a new beacon of good will and collaboration between those who want to put the war and these feeling behind and work toward the betterment of the world.

 

I would really take a lot from your character to convince him 🙂

Edited by Harding (see edit history)
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Tweaked Cesaro a bit more; decided to go Universalist rather than Transmuter.
 

4 hours ago, Harding said:

I could really see Alistair be convinced to help your effort rebuilding Cyre.  This tragedy left all the world in an awkward situation, were the hatred between nations is still effervescent but nobody dare to do a move in fear that it could bring further calamity.  A rebuilding of the nation of Cyre could be a new beacon of good will and collaboration between those who want to put the war and these feeling behind and work toward the betterment of the world.

 

I would really take a lot from your character to convince him 🙂


Alistair and Cesaro seem like they'd get along well. I think Ces is a big idealist at heart, too, just with some big trauma to work through.

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