Jhofre Vascari

Cassian Vespertine's page

436 posts. Alias of imjohnnyrah.


Full Name

Cassian Vespertine

Race

Human Lore Warden // Talented Monk 6

Classes/Levels

Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

About Cassian Vespertine

Fighter (Lore Warden) 6
LN Med Humanoid (human)
Init +5; Senses Blindsense 30ft; Perception +12

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DEFENSE
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AC 28, touch 23, flat-footed 19 (+5 Dex, +4 Monk, +5 Armor, +1 Deflection, +3 Dodge)
HP 84/84 nonlethal 84/84 (6d10+18+6)
Fort +9, Ref +11, Will +9 (+1 v Fear)
Special Evasion, Acrobatic Dodge (8), Combat Expertise (-1/+2), Deflect Arrows

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OFFENSE
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Spd 30 ft.
Melee Silene +15/+10 [1d8+9; 19-20 x2] (S; Silver)
. Mwk Cold Iron Longsword +15/+10 [1d8+9; 19-20 x2] (S; Cold Iron)
. Unarmed Strike +13/+8 [1d8+8; 19-20 x2] (P/S)
. Dagger +13/+8 [1d4+8; 19-20 x2] (P/S)
. Kukri +11/+6 [1d4+5; 18-20 x2] (S)
. Sap +11/+6 [1d6+5; x2] (B; nonlethal)
. Spiked Gauntlet +11/+6 [1d4+5; x2] (P)
Ranged Double-Barreled Pistol (20ft) +11/+6 [1d8; x4] (Capacity: 2/2) (B&P)
. Dagger (10ft) +12/+7 [1d4+8; x2] (P)
. Mwk Adamantine Blanched Dart [x9] (20ft) +13/+8 [1d4+8; 19-20 x2] (P; adamantine)
Special Flurry of Blows [+1 additional attack/all at -2], Ki Pool [6/6]

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STATISTICS
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Str 20, Dex 20, Con 16, Int 16, Wis 17, Cha 16
Base Atk +6; CMB +13; CMD 36 (+2 v Trip, +1 v Heavy Blades)
Feats Acrobatic [Human], Acrobatic Dodge [1st Lvl], Weapon Focus (Longsword) [Fighter 1], Improved Unarmed Strike [Unfettered Kata], Combat Expertise [Expertise], Improved Called Shot [Fighter 2], Dodge [Monk], Blind Fight [Monk], Deflect Arrows [3rd lvl], Weapon Specialization (Longsword) [Fighter 4], Web of Steel [5th], Improved Trip [Monk], Greater Trip [Fighter 6], Combat Reflexes
Hero Points2
Favored Class Fighter [+6 HP]
Traits Extremely Fashionable [+1 Bluff, Diplomacy(C) & Intimidate when dressed in clean clothes worth > 150g], Threatening Defender [Reduce the number you subtract from your melee attack rolls by 1 when using Combat Expertise]
Languages Imperial (British dialect English), Language of the Free Cities (Spanish), Lyonessian (French), Qinese (Japanese), Cryissian Code (Morse Code), Thrall Speech (3/4 ranks)
SQ Scholastic, Favored Weapons [Heavy Blades], Maneuver Mastery [+2], Weapon Advantage [Kukri, Dagger & Dart added to Favored Weapons], Weapon Training [Heavy Blades +1], Weapon Dominance [+1/+1 with Favored Weapons], Bravery +1, Monk Edges (Fighting Style [Heavy Blades], Flurry of Blows, Unfettered Kata, Ki Pool, Evasion, Advice), Monk Talents (Deadly Strikes, Ki Mystic, Expert Advice, Blindsense, Ki Power [Barkskin])
Proficiencies all Simple and Martial Weapons as well as all Heavy Blades and Light Armor
Combat Gear Dagger, Double-Barreled Pistol, Heavy Crossbow, Kukri, Mithral Dueling Sword, Mwk Cold Iron Longsword, Sap, Spiked Gauntlet, Two-Headed Flail Ammo Bolts (x10), Fire Bolts (x2), Grappling Bolt (x1), Mwk Dart (x10), Metal Cartridges (x22) Equipped Cloak of Resistance [+1], Misc Jewelry, Mithral Shirt [+1], Mog's Talisman, Noble's Clothing, Ring of Protection [+1], Signet Ring, Spring Loaded Wrist Sheath Adventurer's Sash P1 Potion of CLW [CL 1] (x2) P2 Chalk (x2), Compass, Flint & Steel, String/Twine (50ft) P3 Mirror, Shaving Kit, Soap P4 Mwk Tool - [Prof (airship pilot)] P5 Whetstone, Ioun Torch P6 Nimbus Orb [x2], Soul Node Satchel PF Chronicles (history) Book, Cold Weather Clothing, Mwk Artisan’s Tools (clockwork), Scroll Case (empty) Waterskin Attatched Mwk Manacles, Silk Rope [100ft]
Gold & Valuables 293.29

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Lore Warden Special Abilities:

Fighter (Lore Warden)

Scholastic (Ex)

Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Fighter Bonus Feats

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Expertise (Ex)

At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.

This ability replaces bravery 1.

Maneuver Mastery (Ex)

At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.

This ability replaces armor training 1.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

1st Weapon Group [+1] - Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Bravery (Ex)

Starting at 6th level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 6th.

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Talented Monk Special Abilities:

Talented Monk

Monk Edges

1st Level

  • Fighting Style (Ex)* (Heavy Blades): Most monks are trained in one of more fighting styles, a specific way of using a set of similar weapons to perform martial arts maneuvers. Offensive edges and talents marked with an asterisk* can only be performed with weapons in a weapon group the monk has selected with this edge.

    Select one weapon group below. This list is identical to the weapon group list from The Genius Guide to the Talented Fighter, with the exception of excluding the Siege Weapon Group (no matter how good a monk is, he cannot deliver a stunning fist attack through a catapult) and the addition of the improvised weapon group (which includes anything the GM would allow to be used as an improvised weapon). GMs may add other weapons to any weapon group, or add entirely new groups. The monk is proficient with all weapons in the selected group, and may use his specialty attack bonus (from Table 1: The Talented Monk on page 2) when making an attack or combat maneuver with one of these weapons, and treats them all as if they had the ki focus ability (allowing him to use abilities and attacks that normally work with unarmed attacks, such as Stunning fist and Punishing Kick, with these weapons). The monk may also deal lethal or nonlethal damage with any weapons in a group he has selected without penalty.

    This edge may be selected more than once. Each time it is selected, it grants proficiency and the ability to use weapon related monk edges and talents with weapons of another group.

    Heavy Blades: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

  • Flurry of Blows (Ex)*: When attacking with weapons to which he can apply his special attack bonus, the monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using a weapon for which he has taken the fighting style edge or adaptive fighting talent. All the monk’s attacks for the round, including the additional attack, suffer a -2 penalty to their attack rolls. All the attacks the monk makes in the round must be with weapons with which he can use his special attack bonus. The monk may make all the attacks with a single weapon, or may make them interchangeably with any qualifying weapons he is wielding.

    At 8th level, the monk can make two additional attacks when he uses flurry of blows. At 15th level, the monk can make three additional attacks using flurry of blows.

    A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made unarmed, with an off-hand weapon, or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.

    A monk may only use one edge or talent with flurry in its name on any given round.

  • Unfettered Kata (Ex): Many monks learn a fighting style the focuses on being free of needing any weapon or armor in combat. When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

    These bonuses to AC apply even against touch attacks or when the monk is flatfooted. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This is true even if he has an edge or talent that allows him to use other monk edges and monk talents when wearing armor.

    A monk that selects this edge also gains the Improved Unarmed Strike feat as a bonus feat, and is treated as having the fighting style edge with his unarmed strikes (but not other natural attacks he may have). His unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

2nd Level

  • Ki Pool (Su)*: The monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

    Ki strike allows the monk’s attacks to be treated as magic weapons for the purpose of overcoming damage reduction. For a monk of at least 7th level, his attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. For a monk of at least 10th level, his attacks are also treated as chaotic, evil, good or lawful weapons for the purpose of overcoming damage reduction. (The monk chooses one of these four when he reaches 10th level, and it must match his alignment. True Neutral monks to not gain this ability.) For a monk of at least 16th level, his attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. These are always in addition to any property possessed by the attack being used.

    By spending 1 point from his ki pool as a swift action, a monk can do one of the following:

    * Make one additional attack at his highest attack bonus when
    taking a full attack action. This stacks with the extra attack
    gained from a flurry of blows attack.
    * Increase his speed by 20 feet for 1 round
    * Give himself a +4 dodge bonus to AC for 1 round.

    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

3rd Level

  • Evasion (Ex): The monk can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the monk is wearing light armor or no armor. (Monks with the medium armor kata talent are exceptions to this rule.) A helpless monk does not gain the benefit of evasion.

    A monk must be at least 2nd level to select this edge.

4th Level

  • Advice (Ex): The monk is an acknowledged sensei, a wise teacher able to give valuable advice. The monk’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, as a bard of the monk’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

Monk Talents
1st Level

  • Deadly Strikes* (Ex): The monk is a master of using his superior body control to deal surprising amounts of damage with weapons. The monk may be able to replace its base damage dice, depending on the weapon and the monk’s level.

    Deadly strikes depends on the monk to easily adapt his own superior body control through weapon blows, and thus is easier to use with more basic weapons. When using a weapon that only threatens a critical hit on a natural 20 and that has only a x2 crit multiple (including unarmed attacks), the monk compares the die listed on Deadly Strikes Table 1 for a monk of his level and size to the weapon’s base damage die. If the table’s die is superior, the monk uses it instead of the weapon’s normal damage die whenever the monk deals damage with that weapon.

    When using more complex weapons (which are often more effective as weapons, but more difficult to improve with the monk’s superior control of his own movements), deadly strikes aren’t quite as effective. Instead of the die values on Deadly Strikes Table 1, the monk checks the dice listed on Deadly Strikes Table 2.

    Table 1: 1d8
    Table 2: 1d6

  • Ki Mystic (Su): If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check.

    A monk must have a ki pool to take this talent.

2nd Level

  • Bonus Feat: Blind Fight
  • Bonus Feat: Dodge

3rd Level

  • Expert Advice (Ex): The monk can now use his advice edge to inspire competence, as a bard of the monk’s level. If the monk is 9th level or higher, he may also inspire greatness, as a bard of his monk level.

    A monk must be 3rd level and have the advice edge to take this talent.

  • Blindsense (Ex): The monk’s senses become so alert he gains blindsense with a range of 30 feet. Using non-visual senses the monk notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

    Any opponent the monk cannot see still has total concealment against him, and the monk still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

4th Level

  • Ki Power (Ex or Sp): Ki powers are special abilities that allow a monk to harness his ki in new ways. When a monk takes this talent he selects one talent of his level or less. Once made, this decision cannot be changes.

    Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability. A monk must be at least the level of a ki power to select that ki power (thus a 5th level monk can select Acrobatic Steps, a 4th level ki power, but not cloak of winds, a 6th level ki power). Ki powers of 10th level and higher are listed as Advanced Ki Powers, in the Advanced Talents section, below.

    The saving throw against a monk’s ki power, if any, is equal to 10 + 1/2 the monk’s level + the monk’s Wisdom bonus.

    A monk must have a ki pool to select this talent. This talent may be taken more than once. Each time it is taken, the monk gains a new ki power of his level or less.

    Ki powers are divided into two categories: feats and spells.

    Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted with a † in the ki powers list.

    Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A monk uses his class level as the caster level for these spell-like abilities, and he uses Wisdom to determine his concentration check bonus.

    Barkskin - 1 ki point. CL: 6. Duration: 60 mins

5th Level

  • Bonus Feat: Improved Trip

6th Level

  • Bonus Feat: Combat Reflexes

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Weapon Champion Archetype:

Weapon Champion Archetype

Favored Weapons (Ex)

At first level the weapon champion selects a group of weapons (from the fighter's list of weapon groups for the weapon training ability) to act as her favored weapons. She is proficient with all these weapons. If the weapon champion has a feat that applies to one of these weapons (such as Weapon Focus), it applies to all the weapons in the group.

Favored Weapons - Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.
Additional Weapons: Kukri, Dagger & Dart

Weapon Advantage (Ex)

At 2nd level and every even level afterward, the weapon champion can select one of the following advantages. An advantage may be selected more than once. Their effects stack.

Lvl 2 - Unarmed Strike added to Favored Weapons
Lvl 4 - Dagger added to Favored Weapons
Lvl 6 - Dart added to Favored Weapons

Weapon Dominance (Ex)

At 3rd, 7th, 11th, 15th and 19th levels, the weapon champion may select one weapon dominance. Each dominance may be selected multiple times. The effects stack.

Lvl 3 - +1 to attacks and damage with favored weapons.

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Heroic Distinctions:

Heroic Distinctions

  • Lvl 3 – Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.
  • Lvl 4 – Defensive Training The character receives a +1 training bonus to the effective armor bonus of any one type of armor or shield worn.
  • Lvl 5 - Dexterous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.
  • Lvl 5 - Wise: The character receives a +2 training bonus to wisdom. A character must be at least 5th level before selecting this distinction.

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Racial Traits:

Racial Traits

+2 to Two Ability Scores: Human characters get a +2 bonus to two ability scores of their choice at creation to represent their varied nature. These bonuses cannot be added to the same score twice.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Skill Details:

Total Ranks: 48 + 12 Scholastic + 12 Background 6((4+3+1) + (2, Scholastic) + (2, Background))

Trained Skills
Acrobatics (DEX)(C) + (6r) + (2, feat) = +16
Climb (STR)(C) + (1r) = +9
Craft (clockwork) (INT)(C) + (6r) + (2, equipment) = +14
Diplomacy (CHAR)(C) + (6r) = +12
Intimidate (CHAR)(C) + (2r) = +8
Knowledge (arcana) (INT)(C) + (4r) = +10
Knowledge (dungeoneering) (INT)(C) + (5r) = +11
Knowledge (engineering) (INT)(C) + (6r) = +12 (+10 Cyriss Tech)
Knowledge (geography) (INT)(C) + (2r) = +8
Knowledge (history) (INT)(C) + (3r) = +9
Knowledge (local) (INT)(C) + (3r) = +9
Knowledge (nature) (INT)(C) + (1r) = +7
Knowledge (planes) (INT)(C) + (2r) = +8
Knowledge (religion) (INT)(C) + (3r) = +9
Linguistics (INT)(C) + (3r) = +9
Perception (WIS)(C) + (6r) = +12
Profession (airship pilot) (WIS)(C) + (6r) + (2, Mwk Tool) = +14
Sense Motive (WIS)(C) + (6r) = +12
Stealth (DEX)(C) + (1r) = +9

Untrained Skills
Appraise (INT) = +3
Bluff (CHAR) = +3
Disguise (CHAR) = +3
Escape Artist (DEX)(C) = +5
Fly (DEX) +(2 feat) = +7
Heal (WIS) = +2
Perform (CHAR) = +3
Ride (DEX)(C) = +5
Survival (WIS)(C) = +2
Swim (STR)(C) = +5

Trained Only
Disable Device (DEX)
Handle Animal (CHAR)(C)
Knowledge (INT)(C)
Profession (WIS)(C)
Slight of Hand (DEX)
Spellcraft (INT)
Use Magic Device (CHAR)

(r) = Skill Rank
(C) = Class Skill

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Equipment Details:

Weapons Carried
Crossbow, Heavy (8 lbs)
. Bolts, [x10] (1 lbs)
. Bolts, Fire [x2] (.1 lbs)
. Bolt, Grappling (.5 lbs)
Dagger (1 lb)
Kukri (1 lbs)
Mithral Dueling Sword [Silene] (1.5 lbs)
Mwk Cold Iron Longsword (4 lbs)
Mwk Dart (x10) (5 lbs)
Pistol, Double-Barreled (5 lbs)
. Metal Cartridges (x22)
Sap (2 lbs)
Spiked Gauntlet (1 lb)
3rd-Gen Mechaniflail [full capacity] (10 lbs)

Total Weight: 40.1 lbs

Equipment Worn
Adventurer’s Sash (3 lbs)
Cloak of Resistance +1 (1 lb)
Clothing, Noble (10 lbs)
Jewelry
+1 Mithral Shirt (12.5 lbs)
Ring of Protection +1
Signet Ring
Wrist Sheath, Spring Loaded (1 lb)

Total Weight: 27.5 lbs

Adventurer's Sash
Pouch 1
. Potion of CLW [CL 1] (x2)
Pouch 2
. Chalk (x2)
. Compass (.5 lbs)
. Flint & Steel
. String/Twine (50ft) (.5 lbs)
Pouch 3
. Mirror, small steel (.5 lbs)
. Shaving Kit (.5 lbs)
. Soap (.5 lbs)
Pouch 4
. Mwk Tool - [Prof (airship pilot)] (1 lbs)
Pouch 5
. Ioun Torch
. Whetstone (1 lb)
Pouch 6
. Nimbus Orb [x2]
. Soul Node
Satchel
. Book, PF Chronicles (history) (1 lbs)
. Clothing, Cold Weather (8 lbs)
. Mwk Artisan’s Tools (clockwork) (5 lbs)
. Scroll Case (empty) (x2) (1 lbs)
. Waterskin (4 lbs)
Attatched
. Mwk Manacles (2 lbs)
. Rope, silk [100ft] (10 lbs)

Total Weight: 31 lbs

Total Weight Carried 98.6 lbs
Light 133 lbs, Med 134–266 lbs, Heavy 267–400 lbs, Lift 800 lbs, Push/Pull 2000 lbs

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Background, Physical Description & Personality:

***Details at a Glance***

Name Cassian Vespertine
Age 29
Gender Male
Race/Ethnicity Human / Free Cities
Height 6'1
Weight 180
Alignment Lawful Neutral
Token Deity none
Occupation Privateer

***Background***

To name Cassian Vespertine as a mere pirate would be a grave injustice. The gallant captain came from next to nothing and garnered adoration from noble thieves and chivalrous riffraff from one end of the Free Cities to the other. The future captain of The White Wind was born in the negligible coastal city of Osselo (according to most sources) and it was there the ambitious youth managed to unite a small gang of scoundrels and pickpockets. Of course where some childish antics would scheme little more than trinkets from passerby’s, witty Cass managed intricate plots with numerous rotating characters and astonishingly made a decent percentage of successful hauls; most of which hailed from the shipping yard.

Ah, the shipping yard: the panoply of disorganized unmarked crates and slovenly managers, it’s aisles glittered sparsely with marginally sober watchmen and it’s every nook was teeming with danger and intrigue. It was in that bountiful floating lottery of materials that Cassian managed to get his hands the most fruitful treasure he would ever find; books. This particular shipment must have been headed for a library somewhere nearby or maybe it was a wizard’s personal collection in transit between studies or part of a merchant’s supply of wares; whatever the case it was a mystery Cassian had no interest in solving. He knew that the information enclosed carried much more value than the previous week’s candlesticks or last month’s sausages.

Encyclopedias, dusty diaries, children’s rhymes, graphic survival guides, clever carpentry tips and countless other subjects and genres flooded the crate and spilled over into the active imagination of their reader. His favorite books all shared the same subject: heroes. Cassian Vespertine wanted nothing more than the same lust for adventure and grandiose that followed his storied muses. So back to the shipyard he went after months of mostly honest living, only this time he meant to transpose his dreams to reality. The mercenaries who stayed ashore for the winter months were easy enough to convince to teach him the way of the blade, Cassian knew a sellsword need not bloody his blade for each man he sold it to. For years he visited these docks with the money he made selling cheaply crafted but fairly priced tinderwigs and sunrods (a skill from the ever helpful book, “Pocket McKenchi’s Alchemical Agenda, 2nd Edition”) and in return learned some less than knightly but equally brutal techniques from an untold number of different masters, cheaters, cravens and fools; each with a different style and skill to show.

The first real sword Cassian ever owned was won in a duel against a visiting knight’s squire. Cassian entered with a battered wooden practice sword on the (false) promise of 50g worth of alchemy supplies and a set of fine crafting tools, but he left with a fine piece of steel and much of the squire’s dignity. From that moment the boy came to romanticize the idea of dueling another. Though the squire was impulsive and sloppily relentless, he came at him in an unfamiliar form that could have proved much more difficult to counter if his opponent weren’t so bedeviled by his imposing armor. A few cracks above the ear must have been deafening, the fight was soon over after the squire pulled that ringing bell off of his head.

After many lower stakes challenges the next great win was his first vessel, Agatha’s Reverence; pitiful soapbox of a ship with little space for more than a dozen men. Now 18, and as just ambitious as ever, Cassian reunited his childhood gang to man his ship and once again call him Captain. Now with a ship beneath his feet and a more or less able crew at his command he felt closer than ever to his idols.

Whereas most Cryxian pirates would ravage, pillage and plunder any unfortunate ship they came across, Cassian led his men to much more theatrical assaults. With white banners raised, he would approach his targets diplomatically, board their ship and then challenge the captain to single combat holding honor and leadership at stake. In the eyes of men and boys who followed the words of their captain to the bitter end, honor and leadership are the most paramount resource to keep if one wishes to retain position. With that in mind a duel would soon ensue with the captain or his champion. More often than not these tests would end in a yield rather than death; in either case Cassian would claim a bit of plunder as his prize and ask only that those who witnessed the display would promise to spread the word of his battle prowess before he went gallivanting back to his own ship, he even went as far as to personally gift those who bested him. Suffice to say, the crew of ruffians and full-grown rapscallions didn’t care for the captain giving away their share of treasure whenever some sailor had outmatched his swordsmanship. With growing tension between himself and his crew, Cassian was forced to seek out bigger and better rewards.

Of course the more precious the prize the further a man will push to have it forcing these types of encounters to end in blood. However the rewards were indeed quite remarkable. The White Wind in particular made for the most incredible treasure Captain Vespertine had collected since the crate of books he and his had stolen as children. It was an airship of speed and elegance unlike any he had ever seen or known. After the massacre that gifted them the gem of a ship, Cassian decided it was time to shift attention elsewhere. Not one of his books would centerpiece a murderous pirate, but rather the glorious heroes who hunted the wicked men he and his crew had become. Unfortunately for Cassian, when he told his crew his plan to add their ship to Cygnus’ cause against Cryx’s abominations there was a near instantaneous mutiny which was hushed only by a challenge for leadership by his first mate, and lifelong friend, Ferric Baulder. Baulder was a mountain of a man who had absolutely no control over his emotions and won fights with his terrifying bouts of anger and relentlessly swinging a hammer wildly until he hit something hard enough to kill it. Cassian had no choice but to accept, not because he knew that the crew would pull him life from limb if he refused, but due to the simple fact that he had never once declined single combat. When the signal was given to begin, Baulder dropped his Warhammer and drew a blunderbuss from under his coat and fired. The shot hit hard enough Cassian overboard hurtling through the air to the cold black sea below; luckily it didn’t manage to pierce the mithral shirt worn beneath his fineries.

When he awoke, he was in chains within the confines of the storage hull of the ship he captained mere hours before and beside him a familiar crate. With a brush up lesson from “Tumbling Tumblers and Pinning Pins: A Treasury of Designs, Old and New” Cassian escaped his makeshift cell and jumped ship to stowaway upon Capt. Baulder’s next victim, he had apparently taken to the same stunts Cassian had championed. It took months but the disgraced sailor eventually made it to Cygnus to enlist in their armed forces. He trained in infantry but tested so well as an engineer he was assigned to maintain an active airship. It is here that he works and plans for his rise to rank and power and glory.

***Physical Description***

A wave of unruly black hair sweeps down to a well pronounced chin forming the point of Cassian’s comely heart-shaped face. His slightly feminine facial features have been the subject of many a man’s taunts and insults, most of which were answered with a test of mettle by metal. Elegantly handsome with a roguish confidence that radiates from his ever-present cocksure grin, the once captain never fails to stick out in a crowd. His tall athletic frame is laced with layers of compact and well defined muscle from years of strenuous endurance training, though his catlike physique is often masked with an equal number of layers of noble-grade fineries.

Although it’s rumored that Cassian never removes the mithral shirt from his body, you would hard pressed to find it beneath a series of dress shirts, waistcoats, jackets, capes, half-capes, cloaks and a plethora of jewels. His wears his pants to a snug fit as to prevent loose fabric catching on any obstacles he may need to tumble over or through, and caps them with a pair of high leather boots with a number of buckles keeping them in place. He fastens his cloak to a fluted mithral pauldron from his right shoulder and tends to drape it as a half cape covering his left side. He specially tailors the majority of his clothes to leave his right arm bare so that he avoids any interference with his sword arm. The only protection he keeps is a forearm length gauntlet.

He keeps two longswords of different materials on his person for battling different types of enemies. The first is a finely crafted cold iron estoc. The second is a beautifully decorated dueling sword forged of weightless platinum mithral. Both swords are hung from his back with hilts leaned to the right for quick access. The harness the scabbards are fixed to is an adventurer’s sash that he keeps most of his possessions in. Strapped to his left thigh is a double-barreled pistol and linked together on a belt on his right, a quartet of matching alchemically treated throwing darts. Three more darts are found tucked into the upper tier of belts on each his boots and a sheathed kukri rests in the middle of his back. Finally a simple dagger is concealed in a hidden device up his left sleeve, prepared to spring out into hand at a moment’s notice.

***Personality***

Dashing, brave and (overly) confident are but a few words to describe the once commander of pirates known to some as Cassian Vespertine. His ambitions often cloud his better judgment as he searches for ways to lift position, expand fame and bask in glory. It is his one true goal in life to become the subject of song, theatre and most of all history books. To achieve this he has formulated his own code of honor and conduct which emphasizes that possession and privilege belong only to those strong enough to earn and keep them; freedom, however, is granted at birth. This freedom gives any man the right to challenge the his betters for the rights to any possession or position they hold, so long as it is not subjugating another individual. It is a harsh system but it gives opportunity for any man to rise in position as long as he is worthy of the place.

Despite his militaristic outlook, he remains a warm and welcoming person. The fine arts of conversation are almost as alluring as the promise of a well matched duel, though his mind does tend to wander if he finds the conversation without the stimulation of conflict or lacking any useful knowledge. He prefers to keep his mind just as sharp as his blades. To do this he keeps with him any number of various books on his person at any given time. A lifetime of study in a wide variety of subjects has given him an impressive expanse of random knowledge he takes pleasure in siting. It's also given him a swollen ego and wit that sometime outmatches his sword.

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Cassian's Magic Item Wishlist:

The following lists the sort of magical items Cassian would buy for himself were he to have the gold and opportunity. The following lists may also be treated as a shameless pandering to the DM for uninspired treasure drops!

Worn Gear:
All enchanted weapons welcomed, (Longswords Favored Weapons preferred)
Scabbard of Vigor
Scholar's Ring
Ring of Feather Falling
Gloves of Dueling
Eye's of the Eagle
Headband of Ponderous Recollection
Medallion of Thoughts
Fun Stuff:
Feather Token: Whip
Dust of Appearance
Soverign Glue
Handy Haversack
Universal Solvent
Chime of Opening
Sustaining Spoon

More to Come...

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Combat Stuff:

[spoiler=Stats ]HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Perception +5; Initiative +5; Acrobatic Dodge (+16) [8/8 day][/ spoiler]
[dice=Attack]1d20+[/dice]
[dice=Damage][/dice]

Silene BAB +6/-, STR +5/+5, Focus +1/-, Spec -/+2, Training +1/+1, Favored Weapon +1/+1, Mwk +1/-, Expertise -1/-; Total: +14/+9
– (Two-Handed) BAB +6/-, STR +5/+7, Focus +1/-, Spec -/+2, Training +1/+1, Mwk +1/-, Expertise -1/-; Total: +14/+11
– (Flurry)BAB +6/-, STR +5/+5, Focus +1/-, Spec -/+2, Training +1/+1, Favored Weapon +1/+1, Mwk +1/-, Flurry -2/-, Expertise -1/-; Total: +12/+9
Cold Iron Longsword BAB +6/-, STR +5/+5, Focus +1/-, Spec -/+2, Training +1/+1, Favored Weapon +1/+1, Mwk +1/-, Expertise -1/-; Total: +14/+9
– (Two-Handed) BAB +6/-, STR +5/+7, Focus +1/-, Spec -/+2, Training +1/+1, Mwk +1/-, Expertise -1/-; Total: +14/+11
– (Flurry)BAB +6/-, STR +5/+5, Focus +1/-, Spec -/+2, Training +1/+1, Favored Weapon +1/+1, Mwk +1/-, Flurry -2/-, Expertise -1/-; Total: +12/+9
Dagger BAB +6/-, STR +5/+5, Focus +1/-, Spec -/+2, Favored Weapon +1/+1, Expertise -1/-; Total: +12/+8
Kukri/Sap/Spiked Gauntlet BAB +6/-, STR +5/+5; Total: +11/+5

Ranged Attack/Damage
Double-Barreled Pistol BAB +6/-, DEX +5/-; Total: +11/-
Dagger(ranged) BAB +6/-, DEX +5/-, STR -/+5, Focus +1/-, Spec -/+2, Favored Weapon +1/+1; Total: +13/+8
Mwk Dart BAB +6/-, DEX +5/-, STR -/+5, Focus +1/-, Spec -/+2, Favored Weapon +1/+1, Mwk +1/-; Total: +14/+8

Optional Modifiers
Combat Expertise -1/+2 Dodge AC
Whetstone -/+1 Non-magic blades only. Requires 15 minutes of sharpening

Combat Manuevers
CMD All Base +10, BAB +6, STR +5, Dex +5, Monk +4, Manuever Mastery +2, Expertise +2, Dodge +1, Ring of Deflection +1; Total 36
CMD v Disarm/Sunder Base +10, BAB +6, STR +5, Dex +5, Monk +4, Manuever Mastery +2, Expertise +2, Dodge +1, Ring of Deflection +1, Weapon Training +1; Total 37
CMD v Trip Base +10, BAB +6, STR +5, Dex +5, Monk +4, Manuever Mastery +2, Expertise +2, Dodge +1, Ring of Deflection +1, Improved Trip +2; Total 38

CMB All BAB +6, STR +5, Manuever Mastery +2, Expertise -1; Total +12
- (w/ Heavy Blades) BAB +6, STR +5, Manuever Mastery +2, Expertise -1, Focus +1, Training +1, Favored Weapon +1; Total +15
- (w/ Favored Weapons) BAB +6, STR +5, Manuever Mastery +2, Expertise -1, Focus +1, Favored Weapon +1; Total +14
CMB Trip BAB +6, STR +5, Manuever Mastery +2, Improved Trip +2, Greater Trip +2, Expertise -1; Total +16
- (w/ Heavy Blades) BAB +6, STR +5, Manuever Mastery +2, Improved Trip +2, Greater Trip +2, Expertise -1, Focus +1, Training +1, Favored Weapon +1; Total +19
- (w/ Favored Weapons) BAB +6, STR +5, Manuever Mastery +2, Improved Trip +2, Greater Trip +2, Expertise -1, Focus +1, Favored Weapon +1; Total +18


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