Amin Jalento

Blake Deverin's page

373 posts. Alias of MythrilDragon (RPG Superstar 2008 Top 16).


Classes/Levels

Magus 3 | AC 17 T 13 FF 14 | HP 25 / 24 | F +4 R +3 W +3 | Init +4 | Perc +0

About Blake Deverin

LootLink
.

Blake Deverin
Magus 3
Human (Chelaxian) Male
Lawful Neutral

Appearance:
Blake is 21 years old, and dresses to cover the burns on his back and hands. Typically he wears shirts with long sleeves and high collars, long pants, and gloves. He is about 6ft tall, and has a strong frame from working at the brewery and the martial discipline he has practiced for the past six years. His red hair is kept neat and clean shaven.

Personality:
Blake tend to be shy and stay in the back of crowds, he is not likely to start conversations up with strangers but he doesn't shy away from them either. While not particularly religious he does loosely follow the edicts of the Code of Abadar. If the burns on his back and arms were not enough to remind him, Blake often has nightmares about surviving the fire and he has a strong fear of fire. He avoids using any spells that manipulate, cause, emulate, or even resemble fire.

Init +4; Senses: Perception +0
AC 17,touch 13, flat-footed 14
(+4 Armor, +2 Dex, +1 Dodge)

Armor: Chain Shirt
CMD 15

HP 25
For +4, Ref +3, Will +3
Spd 30 ft.

==Melee==
Scimitar +4 (1d6+2, 18-20/x2)
Dagger +4 (1d4+2, 19-20/x2)
Ranseur +4 (2d4+2, x3; disarm, reach)

==Ranged==
Chakram +4 (1d8+2, x2; 30ft)
Dagger +4 (1d4+2, 19-20/x2; 10ft)

Str 15 +2, Dex 14 +2, Con 13 +1, Int 16 +3, Wis 10, Chr 10
Base Atk +2; CMB +4

Special Qualities:
Favored Class -- Magus

Arcane Pool:

at 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

4 / 0

Spell Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cantrips
Magus Spells
Proficient in Simple and Marital weapons
Proficient w/ Light armor (no Armor check penalty/ no Arcane spell failure)
Spellstrike
Magus Arcana -

Pool Strike (Su)::
The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6

Traits
Resilient +2 Init
Classically Schooled +1 Spellcraft

Feats:
Dodge +1 AC bonus
Magical Aptitude +1 Spellcraft & UMD checks
Mobility +4 Dodge bonus vs AoO caused by moving in our out of threatened space

Spells per Day
O-Level : 4
1-Level : 4

Spells Memorized
Cantrips: acid splash, detect magic, light, ray of frost
1-Level: magic missile (X), magic missile (X), ray of enfeeblement, shocking grasp

Spell Book
Cantrips: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic,

1-Level: blurred movement, chill touch, color spray, frostbite, hydraulic push, magic missile, ray of enfeeblement, shocking grasp, true strike, vanish

Skills:
Acrobatics!(D) +2-2= 0
Appraise(I) +3
Bluff(Ch) +0
**Climb!(S) +2+1+3-2= +4
**Craft-Brewing(I) +3+1+3= +7
Diplomacy(Ch) +0
Disguise(Ch) +0
Escape Artist!(D) +2
**Fly!(D) +2-2= 0
Heal(W) +0
**Intimidate(Ch) +0+2+3= +5
**Knowledge-arcana(I) +3+3+3= +9
**Knowledge-dungeoneering(I) +3+2+3= +8
Knowledge-history(I) +3+1+3= +7
**Knowledge-planes(I) +3+1+3= +7
Perception(W) +0
**Perform(Ch) +0
**Profession(W) NA
**Ride!(D) +2-2= 0
Sense Motive(W) +0
**Spellcraft(I) +3+3+3+1= +10
Stealth!(D) +2-2= 0
Survival(W) +0
**Swim!(S) +2-2= 0
**Use Magic Device(Ch) +0+3+3+1= +7

** indicates class skill, ! indicates armor check penalty (No penalty in light armor)

Languages: Common, Chelaxian, Thassilonian, Elven, Varisian

Gear Carried:
Dagger, Scroll Case, Paper (5 sheets), Ink Vial, Ink Pen, Sealing Wax, Signet Ring (5gp), Water Skins (3), Spell Component Pouch, Holy Symbol (wooden), Chain Shirt, Scimitar, Chakram (5), Flint and Steel, Mess Kit, Basic Maps (Hinterlands), Small Utility Knife, Trail Rations (3 Days), Backpack, Bedroll, Torches (6), Ranseur from statue under Sandpoint

Gear Stowed Away:

Money
cp: 4
sp: 2
gp: 45
pp:

Background:
Blake Deverin is the late born son of Wade Deverin cleric of Abadar and the former brew master at the Two Knight Brewery. When Blake was 4, he was trapped in a fire with his mother Merril (originaly Merril Hosk, younger sister of Daviren Hosk owner of the Goblins Squash Stables) which burned him and killed her. Merril had three children from a prior marriage: Sherril who was already married to a farmer living on the outskirts of the Hinterlands, Ameil who wed a traveling merchant and relocated to Magnimar, and Adler who was only 9 at the time of the fire but was not in the house at the time it occurred and was left unharmed. To keep up with business at the brewery Wade sent the boys to attend classes at Turandarok Academy during the day, where Master Gandethus saw Blake's potential and after the first year, with Wade's permission, started teaching the boy the Discipline of Magic. Blake enjoyed the study of the arcane arts but had a difficult time with the bullies in the school, one being his older sibling Adler the other a rejected half-elf born of a political scandal Tsuto. The two of them were sometimes cohorts and sometimes rivals and always gave Blake a hard time, Adler often blamed Blake for the death of their mother. Adler left home as soon as he was 18 years old, presumably to seek his fortune in Riddleport. Blake has not seen or heard from him since then. Two years later Wade was one of the first victims of the serial killer known as Chopper. Blake was only fifteen and distraught with wanting revenge after losing his second parent. Blake's uncle Gaven, a paladin of Abadar, helped the boy endure the emotional ordeal by training him in the Code of Abadar and teaching him the skills of sword play. Gaven hoped this would prevent Blake from getting himself killed while hunting the murderer. Now that the "Late Unpleasantness" has passed, Blake helps his uncle at the brewery and enjoys evenings at the Rusty Dragon listening to the adventure tales of Ameiko and the colorful travelers that frequent the inn. He often dreams of traveling the open road, but knows his duty is to Gaven, the brewery, and the memory of his parents here in Sandpoint.

Code of Abadar
Along with the standard code of protecting the innocent, acting with honor and honesty, and respecting lawful authority.

I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.

Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.

Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.

I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft on ether side is intolerable.

I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.

Advancement:

Level 1 - Favored Class +1 skill point for Knowledge-history; skill ranks: Craft-Brewer, Knowledge-arcana, Knowledge-dungoneering, Knowledge-planes, Spellcraft, Use Magic Device,
Level 2 - Favoreed Class +1 hp, skill ranks: Intimidate, Knowledge-dungoneering, Knowledge-arcana, Spellcraft, Use Magic Device
Level 3 - Favored Class +1 hp, skill ranks: Knowledge-arcana, Use Magic Device, Spellcraft, Intimidate, Climb