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About Stefan Tsveltkov

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[b]Human Bladebound/Kensi Magus – Stefan Tsveltkov
Age 20; Height 5' 10"; Weight 155 lbs
NG Medium humanoid (human)
Init +6; Senses Darkvision 10', Low-light vision, Perception +0

DEFENSE
AC 16, touch 16, flat-footed 10 (+1 Int, +5 dex)
Hit Points 10
Fort +3, Ref +5, Will +2

OFFENSE
Speed 30 ft.
Melee Dueling Sword +7 (1d8+5/19-20/x2) S or dagger +5 (1d4+1/ 19-20/x2) P
Spell Combat Dueling Sword +5 (1d8+1/19-20/x2) S
Ranged Dagger +5 (1d4+1/ 19-20/x2) P 10 ft
Spells (CL 1st; concentration +5)
Prepared 1st (1/day) — Shield
Prepared 0 (2/day) – Dancing Lights, Acid Splash

STATISTICS
Str 13, Dex 20, Con 12, Int 17, Wis 10, Cha 11
Base Atk +0 CMB +1 (+6 w/ dueling Sword); CMD 16
Feats (1 first level, +1 Bonus Race, +2 Bonus Class) – Weapon Finesse (1st Level), Slashing Grace (Bonus Race), Weapon focus [Dueling Sword] (Bonus Class) Exotic Weapon Proficiency [Dueling Sword](Bonus Class)
Traits (2) – Arcane Temper (magic), Sword Scion (campaign), Civilized (Social)
Drawback Vain
Skills(2 level, 3 int, 2 BG) – K(Arcana) +7 (1 rank), K(History) +5 (1 BG rank), K(Local) +8 (1 Rank), K(Nobility) +4 (1 BG rank), (Planes) +7 (1 rank), Ride +9 (1 Rank), Spellcraft +7 (1 rank),
ACP: 0
FCB – Level 1 – 1HP
Languages(1) Common, Sylvan, Dwarven, Elven
SQ Arcane Pool 4

Combat Gear – Sword, Dueling (3 lbs, *gp)Dagger (1 lbs, 2 gp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp), Scroll Case (1/2 lbs, 1gp), Spell Book (1 lbs, *gp), Courtier's outfit x2 (12 lbs, 60gp), Signet Ring (* lbs, 50gp), Backpack (2 lbs, 2gp)

GP: 32; SP: 8; CP:

Light Load 50 Medium Load 100 Heavy Load 150
Total Carried 17 lbs

Spell Book:

Spell Book (CL 1st; concentration +5)
Known 1st — Expeditious Retreat, Frostbite, Obscuring Mist, Shield, Snowball, True Strike
Known 0 lvel — All 0-level spells

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Alternate Racial Traits:

Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.

Traits:

Sword Scion: You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

Civilized You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

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Drawback
Vain Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.


Feats:

Weapon Finesse (link) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus, Dueling Swords (link) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Slashing Grace (link) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Class abilities:

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills
The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Spells

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su)

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.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

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.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

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.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

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Background:

Stefan stood, shirtless, in the warm sunlight, the sweat glistened off his lean but well-muscled frame. He remained stationary for several seconds with his blade held out before him in the guard position. With little warning he exploded into motion, his sword a blur, as he went through his forms again; advance, feint, thrust, parry and riposte. As he continued going through the movements, faster and faster each time, his mind wanders to the past ….

On Guard, his youth…

Stefan was like many of the third or fourth sons of the minor houses of Brevoy, a dreamer. He grew up on his family manor within the city of Restov with tales of the Aldori Swordlords and their unmatched heroics. His family, the Tsveltkovs, are a minor, but well respected, noble house with tenuous family ties to Choral the Conquer and his dragon blood. His parents spared no expense in the education of their children, and so Stefan enjoyed instruction in academics, etiquette, equestrian arts, swordsmanship as well as magic. All agreed that the dragon blood was strong in Stefan as he was an energetic and inquisitive student who excelled at his lessons. Over time he grew accustomed to the attention and deference of servants and tutors, accordingly his arrogance and vanity grew in equal proportion.

Advance, 2 years ago…

The Tsveltkov’s were a self-absorbed family and Stefan’s parents interests centered on the next social gathering, latest fashions, or court rumors. Thus they ignored all but their eldest child and in turn Stefan’s elder siblings ignored him. With one exception, his sister Nytasha became his one true friend, closest confidant, and sometime rival. Nytasha was two years his senior and strong in the dragon blood as well. She was beautiful, and devastating with the sword, their tutor often marveled at her abilities. It came as no surprise when, soon after she graduated from the Aldori Academy, she announced that she was leaving to go on an expedition into the untamed lands of the south. However, all of the family was shocked when their father, teary eyed, bestowed the family sword, Night’s Edge, into her care.

Feint, 10 Months ago

In the beginning letters came regularly from Nytasha describing her many exploits. Soon the weekly missives turned into a monthly note and the patriarch of the Tsveltkov family grew worried with concern for his daughter and the blade Night’s Edge. Stefan’s father could often be found in the evening pacing in his study or inspecting maps of the stolen lands. Nevertheless Stefan pressed on in his studies spending hours each day preparing for his admittance duel, the gateway into the Aldori Academy.

Thrust, 1 month ago

There was no fanfare or posturing nobles as Stefan knelt over the prone form of his opponent’s body. Rather there was the startled gasp that arose out of the crowd punctuated by the sound of Stefan’s labored breathing. He had done the unthinkable and used magic to gain advantage over his opponent during his admittance a duel to the Aldori Academy.

He walked away in shame, all the time, effort, and coin wasted because he let his pride get in the way. He wondered what he would do now.

Parry and riposte, 2 weeks ago

The Tsvelkovs hadn’t heard from Nytasha in nine months and Stefan’s father became more and more distraught. At his wits end Stefan’s father charged him to find his sister and to restore the family blade. Stefan wondered which his father wanted to find more, Nytasha or the blade.

Stefan looked back at the family manor one last time wondering if this was the last time he would set eyes on it. Pulling his cloak tighter around him, Stefan clutched his sister’s last letter as he focused on a single name that he hoped would lead him toward finding his sister and his family’s sword.
Oleg.


Personality:

Stefan, in the manner of most young men born to a life of privilege, tends to be brash and headstrong. His upbringing in one of Brevoy's minor noble houses has left him prickly about his family's honor and he appears to be driven by his youthful arrogance, vanity as well as a thirst for recognition. However, he is friendly, outgoing, and gregarious by nature believing that it is better to make a friend then an enemy. Unfortunately, he often gives advice in a condescending manner to those he considers of a lesser station. Those who know him best appreciate Stefan's wry sense of humor and know him as a lover of debate, sword play, horse racing, and pipe smoking.

Appearance:

Stefan stands a little under six feet tall with a lean but well-muscled build, he looks older than his years and carries himself with an air of confidence. He is good looking and light skinned with piercing green eyes. His long, aristocratic, face is covered by a well-groomed beard and is framed by shoulder length light brown hair that always looks askew. Stefan favors well-made clothing in vibrant colors and he is never far from his dueling sword which usually hangs from a scabbard at his belt along with an assortment of pouches.

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