Elf

Thalion Medyved's page

No posts. Alias of Dodekatheon.


Full Name

Thalion Medyved

Race

Elf

Classes/Levels

Gestalt Inspired Blade Swashbuckler 4/ Bladebound Kensai Magus VMC Admixture Wizard 4

Gender

Male

Size

Medium

Age

120

Alignment

CG

Deity

Cayden Cailean

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 13
Charisma 14

About Thalion Medyved

Statistics:
Thalion Medyved
Gestalt Inspired Blade Swashbuckler 4/Bladebound Kensai Magus (VMC Admixture Wizard) 4
CG Medium humanoid (Elf)
Init +9; Perception +10; low-light vision, Darkvision

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Defense
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AC 21, touch 19, flat-footed 12 (+4 Dex, +5 Dodge, +1 armor, +1 natural armor)
HP 48 (4d10+4+4 FCB)
Fort +6, Ref +9, Will +6

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Offense
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Melee +1 Crissaegrim +10 (1d6+7/18-20x2)
...w/Arcane Strike +11 (1d6+8/18-20x2)
...w/Precise Strike +11 (1d6+11/18-20x2)
...w/Power Attack +7 (1d6+11/18-20x2)
...w/Arcane Strike, Precise Strike and Power Attack +8 (1d6+16/18-20x2)
Ranged Longbow +8 (1d8/x3)

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Statistics
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Ability Scores: Str 10
Dex 18
Con 12
Int 18
Wis 13
Cha 14

Feats: Alertness (Free- Familiar), Weapon Focus Light Blades (Free- Inspired Finesse), Exotic Weapon Proficiency Spiral Rapier (Free- Kensai), Arcane Strike, Dodge, Quick Draw, Weapon Specialization (light blades)
Traits: Warrior of Old, Magical Lineage (Shocking Grasp), Noble Born (Medyved)
Skills: Acrobatics 11 (4), Climb 7 (1), Diplomacy 6 (1), Handle Animal 9 (2), Heal 7 (1), Intimidate 10 (4), Disable Device 10 (1), Knowledge Arcana 8 (1), Knowledge Dungeoneering 8 (1), Knowledge Engineering 8 (1), Knowledge Geography 8 (1) Knowledge History 8 (1), Knowledge Local 8 (1), Knowledge Nature 8 (1), Knowledge Nobility 8 (1), Knowledge Planes 8 (1), Knowledge Religion 8 (1), Linguistics 8 (4), Perception 10 (4), Perform Sing 6 (1), Ride 8 (1), Sense Motive 8 (2), Sleight of Hand 8 (1), Spellcraft 11 (4), Stealth 11 (2), Survival 5 (1), Swim 5 (2)
Equipment: Bracers of Armor +1 (1,000), Handy Haversack (2,000), Cloak of Resistance +1 (1,000), Wand of Shield (750), Cracked Dusty Rose Prism Ioun Stone (500), Amulet of Natural Armor +1 (2,000), Arcane Family Workbook (300), Masterwork Backpack (free), Potion of Cure Moderate Wounds x10 (free), Cold-weather outfit (free), Battle Mask (50), One week's trail rations (free), full waterskin (free), Military saddle (20), Training Harness (2), Pearl of Power Level 1 x2 (2,000), Golden holy symbol of Cayden Cailean (free), map of the Stolen Lands, ancestral deed to land in the Stolen Lands (free), Healer's Kit (free), Climbing Kit (free), Masterwork Thieve's Tools (free), Crissaegrim, Longbow with 50 arrows (80), Magus's Kit (22), Traveler's Outfit (free), Royal Outfit (free)
226 GP Remaining

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Special Abilities
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Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon and Armor Proficiency- Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

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.

Panache (Ex)- Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Inspired Panache (Ex)- Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex)]/b]- At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

[b]Deeds- Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Charmed Life (Ex)- At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex)- At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats- At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler 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 swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Spells- 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.

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.

Spellstrike (Su)- At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana- As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Diminished Spellcasting- 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.

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.

[b/Perfect Strike (Ex)[/b]- At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

This ability replaces spell recall.

Black Blade (Ex)- At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

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.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Black Blade- Crissaegrim:
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Enhancement Bonus +1
Intelligence 11
Wisdom/Charisma 7
Ego 5
Special qualities Alertness, Black Blade Strike, Telepathy, Unbreakable

Magus Spells Known:
0-Level: All.
1st-Level: Expeditious Retreat, Feather Fall, Grease, Long Arm, Monkey Fish, Obscuring Mist, Shocking Grasp, Silent Image, True Strike, Unseen Servant, Vanish
2nd-Level: Glitterdust, Mirror Image

Character Background:

Thalion Medyved's destiny has always been clear to him. He has a legacy to uphold, a land to reclaim, and a kingdom to breathe life into.

Over a century ago, Thalion was born to Anariel, once one of the lords of Kyonin and member of the Winter Council, and Nibenhlaw, a Drow eschewing the depravity of her kin and seeking life on the surface world. Anariel, a peerless warrior, had come across Nibenhlaw by chance on a patrol. Beleaguered and beyond hope, rather than fight a surface Elf (who at the time, Nibenhlaw naively believed uniformly good, in direct opposition to her kin) she simply knelt before Anariel, offering a prayer to the God of her heart, Cayden Cailean, that her death be painless and swiftly bring her to freedom by his side.

Recognizing the prayer as he was, oddly for an Elf, a Caydinite himself, Anariel stayed his hand.

He took Nibenhlaw captive and decided to hear her story. Of her prowess with the arcane arts...of the plans her family had for her, plans that involved her directing her powers against defenseless children from an enemy house. Plans that horrified her, to the point that she could no longer ignore the cruelty of her people. Nibenhlaw fled, knowing that if her family ever found her, her life would be forfeit, but that was a better choice than living as a monster.

The two had fallen hopelessly in love within a week of meeting.

Queen Telandia Edasseril was welcoming to this refugee, despite her race. Most of the rest of the nobility of Kyonin, especially the Winter Council, were less inclined to offer sympathy. For over a century, Nibenhlaw tried to win them over, but though she was able to make several dear friends, as a whole her efforts were a failure. One of her greatest comforts, however, was her son with Anariel, a boy they named Thalion. Thalion was a precocious and talented youth, fiercely intelligent, quick of mind and clever of hand. He exhibited both his father's skill with a blade and his mother's affinity for the arcane arts, and was a constant joy to his parents. Thalion seemed possessed of a boundless wellspring of energy, and beyond even his talents, he seemed simply inherently kind. He was always courteous to others, and gloried in his talents but not in his superiority.

Growing up in the court of Kyonin led to Thalion developing not only martial and magical skill, but also keen social skill and a broad education. As a youth, while his body developed, he was in the presence of some of the most graceful and powerful Elves on Golarion. The most notable, of course, was the Queen. Though he is unaware of it, growing up with such a woman before him has forever colored what Thalion would eventually want from a mate.

Even such a child could only forestall the inevitable. Anariel, long since sick of the conservatives in the Winter Council and throughout the nobility (and far more in line with the Queen's progressive viewpoint) proposed a bold plan to the Queen.

North of Kyonin, the Stolen Lands lay empty. Anariel sought the position of his liege to leave her service; to take his soldiers, his mages and courtiers and artisans, all pledged to his name, and forge a new Kingdom. Cut from the wilds, this kingdom, Nargaroth, would be a bastion of hope and light, welcoming any that wished to build a life for themselves, asking only that they enrich their community and give to those that needed. Anariel swore the most sacred oaths he knew that Queen Edasseril would find no greater ally in all of Golarion than the kingdom of Dargaroth, and though he would claim the title of King, Anariel would always think of himself first as her subject.

The Queen was not moved by flattery; but she had known Anariel for centuries, and knew there was no false praise here. His words were true, and the Queen gave Anariel her blessing; not only did Anariel leave with all of his resources and people, but with the mighty blade Crissaegrim, meaning "Blessed Wind", named for the majestic mountains and wild winds of Sovyrian. And so it was that Anariel and his people left, claiming land in the wild places of the Stolen Lands, building homes and seeding crops and weaving banners for what they all knew would be a glorious kingdom; Dargaroth, where all would be welcome so long as they wished to enrich their community.

They didn't last a year.

Nibenhlaw's family had not been idle. The Drow do not suffer traitors, and her house, powerful among that dark society, had merely been waiting for the right moment. Kyonin was far too well guarded for the Drow to risk even a small group of assassins...but in the Stolen Lands, unprotected, they found the opportunity they had been waiting for.

All the Thalion's parents had worked for was destroyed in one night. Thalion, fifteen at the time, will never forget the fires that burned that evening, both in the buildings his people had built and in the eyes of the foul Drow. Almost to a man, the people of Dargaroth were slaughtered. Anariel and Nibenhlaw, already wounded in the fighting, entrusted Thalion to their master of arms, Amdir, and spent their lives buying their precious son time to escape. Anariel pressed Crissaegrim into his heir's hands, and Nibenhlaw smiled bravely, giving her son her own spellbook, telling him what a fine man she knew he would be...and that was the last time he ever saw them.

Thalion wanted nothing more than to leap into action, to help his parents...but he was a child, and afraid, and there were so many of the enemy. Though it surely spared his life, his shame over that night still burns hot within him.

Amdir eventually found refuge with the Medyved, a noble family in Brevoy known to respect the denizens of the forest, the fey and the supernatural. Amdir's centuries of experience and vast skill with weapons, which he offered to impart to the the most promising young Medyved warriors, won them a place with that family.

Thalion was a long time in regaining some semblance of normalcy, but even when his grief was not so near, he was never again the happy, exuberant youth he had once been. No, Thalion, already an apt pupil, threw himself into Amdir's training with a ferocity the older Elf had never seen. Over the next century, Thalion was not one person, but two.

Outwardly, he was much as he had always been. Kind, charming, polite and endearing. He won friends easily, and the leaders of the House of Medyved viewed him first as a child prodigy; at this point, he has lived through two generations of Medyveds. At first they regarded the nigh-ageless Elf, still a child by his people's standards, as a beloved uncle. Thalion is extremely well-educated, possessing knowledge on nearly any subject imaginable, and possesses skills ranging from tight-rope walking to diagnosing diseases. As they grew older and leadership fell to them, they found Thalion a wise councilor. Having a longer view of events then Men, Thalion was able to help several of them see a path beyond the next day, that they may leave a better future for their children.

That is the Thalion the Medyveds know.

There is another.

Thalion has completely dedicated himself to the art of battle. He focuses on mastering the blade Crissaegrim, the bequest of his father, and utilizing it in a style of fighting full of flair and panache...the better to distract his foes from his ever-increasing arcane might, blended seamlessly with his bladework to produce a devastating warrior who has channeled the inheritance of his beloved parents.

This Thalion wears a mask in battle, painstakingly carved to resemble nothing more than the skull of his father. This Thalion revels in his superiority, for he knows it is by the strength of his arm and his magic that he may reclaim his legacy and complete his father's work. This Thalion knows nothing of joy or fellowship, for the last time he was innocent, that night ended with his parent's blood staining his garments. This Thalion is driven, nearly to the point of madness, to win back a kingdom that never truly was, but he feels deep in his bones is rightfully his, no matter the cost.

The real Thalion is probably somewhere in the middle.

Now fully in his adulthood, Thalion has set out for lands he barely remembers. Ancient documents of ownership, his father's sword and his mother's spellbook are his dearest possessions. Amdir fears for his charge, for more reasons than one. He believes that Thalion possesses the skills and courage required to succeed in his quest; he is proud of what the young man has accomplished, and believes in his abilities. He has every confidence that Thalion will achieve his goals and reclaim his family's lands.

His fear is that in so doing, Thalion will not rise above his own trauma, and an iron tyrant will rise in the Stolen Lands.

Appearance:
Thalion is simply striking. He is quite tall for an elf, standing over six feet, and is of a slender build. His cheekbones and jawline are angular and regal, and he possesses a thin, aquiline nose.

Thalion's skin has the pigment of burnished metal. His copper skin is a clear signal of his blended heritage, as is his stark white hair (which falls to his shoulder blades) and violet eyes.

While Thalion wears no armor (it hinders his movements and spellcasting far too much), even were he not of distinctive appearance, he still would be memorable for two of the items he carries. The first and more mundane is his battle mask. Not only does Thalion find the protection of his face and the obscuring of his features beneficial, the mask is carved to look like the skull of his father (though he's the only one that knows that). Still, those unfortunate enough to face Thalion in combat find the mask deeply unnerving.

Far more memorable and far less mundane is the sword Crissaegrim. It's sheath is simple leather, a humble home for a magnificent weapon. Crissaegrim is approximately 46 inches long, with the blade itself measuring 38 inches. The blade appears to have the consistency and qualities of steel, but what it is actually made of is a secret lost to the ancients that created the blade. Crissaegrim's hilt is wrapped in a fine black leather that is surpassingly smooth, though it in no way renders the grip silvery. Fine mithral which shines like starlight regardless of the time of day forms an intricate spiral pattern crossguard that rests comfortably above the handgrip.

Thalion possesses several outfits, and generally favors his utilitarian sets; his cold-weather and traveler's outfits. He has a set of clothing fit for royalty, but has sworn never to wear it unless he has succeeded in reclaiming Dargaroth.

Personality:
Thalion was once a kind, happy and centered young man. Had his parents lived to guide his natural talents, surely he would have become a beacon of light to his people.

That is not what happened.

Thalion still has flashes of that, especially when around the friends he's made in House Medyved. He is quick of wit and able to converse on nearly any subject. Get a couple of drinks in him, and Thalion will even surprise you with a song or two in a surprisingly lovely tenor. He is quick to help those around him, as care for your community was one of the tenets his parents held most dear, an ideal that Thalion has integrated into his own life.

Then, there's the Thalion that emerges when battle is joined.

Though, yes, he is full of flair and laughs ever in the face of danger, his laughter is not defiant or joyous, reveling in the thrill of challenge. His laughter is chiding, mocking, daring his opponents to harm him and striking like a lash of scorn when he proves superior. This Thalion is ruthless, implacable and remorseless in the pursuit of his goals. He will stop at nothing to reclaim what he believes is rightfully his, and Gods help anyone that stands in his way.

This is the goal that drives Thalion. It consumes his thoughts. He can escape them for a time; he can enjoy a play, or delight in some new food or beverage, or lose himself in the company of his friends or lovers. But always, that insatiable lust for what is his, the need to reclaim it, return.

10-Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.

1) Thalion is a displaced scion of nobility who would have been a prince. He is consumed with the need to reclaim his lands and live up to the legacy of his parents.
2) Thalion is half-Drow, something that he struggles with and could cause difficulty with surface Elves, the people of his father.
3) Thalion's parents and the kingdom they were building were destroyed by House Saedius, his mother's kinfolk, as retribution for her defecting and leaving the realm of the Drow.
4) Though Thalion can still find joy in everyday life, his desire to reclaim what he views as "his" lands borders on madness and obsession.
5) Thalion is barely into adulthood for an Elf. His foray into the Stolen Lands will be a crucible that will forge him into either a legendary king or a despised tyrant.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Thalion has one goal that motivates his every action; re-found Dargaroth and honor the legacy of his lost parents.
2) I would love opportunities for Thalion to get revenge on House Saedius; perhaps even his mother's siblings, who perhaps led the attackers against Dargaroth.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) Thalion's father was a lord of Kyonin and was well on his way to becoming King of a new land. Thalion's father was recognized by Queen Edasseril as a valued subject and ally, and Thalion would likely have a place in Kyonin if he wished to return (known by Thalion).
2) Thalion's mother is still alive. Her family thought her arcane powers too great to throw away, and so they crafted a device to render her nearly mindless and pliant, but still able to call upon her magics. For more than a century, she has been the slave of House Saedius.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1) Amdir- Thalion's father's Master of Arms. In Kyonin and Dargaroth, Amdir provided training for Anariel's personal guard and for Thalion. Amdir has always blamed himself for what happened to Dargaroth, though against the overwhelming might of the Drow, there had been no hope for victory. Amdir is in his sixth century, and has trained and raised Thalion. He loves the boy like a son, but fears that Thalion has been too traumatized by his experiences to rise above them. He is always ready to help, either by training his ward or simply to talk.
2) Szeth Medyved- the oldest son to the current Baron Medyved. Szeth is currently 17, and he idolizes Thalion. He commissioned a sword in the fashion of Crissaegrim, something some of the Aldori Swordlords sniggered about...until Szeth challenged them to a duel. Thalion, quite fond of Szeth, has been training the boy, as Amdir trained him. Szeth is strong, clever, and Thalion believes Szeth, with his aid, might become the greatest leader the Medyved have yet known.
3) Queen Telandia Edasseril- Thalion has not seen the Queen since he was a teenager by human standards; it has been over a century. As a youth, Thalion idolized the queen; regal, beautiful, powerful and just, serving her people to the best of her abilities. The Queen gave her father leave to establish a new nation, and was looking forward to allying with them. Perhaps if Thalion can complete this task, she would be open to an alliance...and perhaps Thalion could even offer himself up as a potential suitor.
4) Solanus Blackthorn- an Elven member of the Winter Council. Unbeknownst to Thalion or his father Anariel, Solanus had entertained thoughts of striking out on his own to the Stolen Lands and carving out his own Empire. Jealousy for Anariel, granted what he coveted by the Queen, drove Solanus to seek out the Drow and betray the location of Nibenhlaw, ensuring the destruction of Dargarth. Solanus has been relatively quiet in the century since, to avoid suspicion, but soon he may return to his desire and make for the Stolen Lands...

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Thalion's most potent memory is of his mother and father when last he saw them. They were already wounded, and entrusted him with their most precious material possessions, strong in their belief that Thalion would one day grow into an Elf to surpass all of them.
2) When annoyed, Thalion tends to click his tongue in irritation.
3) When moved to anger or close to violence, Thalion will longingly stroke the hilt of the sheathed Crissaegrim. He is completely unaware of this.

Locked-in Gestalt:
Magus will be the 1-20 locked in Gestalt class.

Optional Houserules:
I am potentiall interested in the Spell Point replacement system, but would like more information.

The Wounds system sounds like a fun way to represent becoming battle-hardened (and perhaps avoiding death!)

I will choose to Roleplay rather than use Social Skills.

Equipment Wishlist:
  • Robe of the Archmagi (Good alignment)
  • Wand of Blade Tutor's Spirit
  • Book of Harms
  • Bane Baldric
  • Bag of Holding
  • Boots of Haste
  • Belt of Stoneskin
  • Saliharion
  • Ring of Wizardry Type 1
  • Pearls of Power
  • Eyes of the Eagle
  • Truesight Goggles
  • Gloves of Dueling
  • Crown of Conquest
  • Headband of Seduction
  • Medallion of Thoughts
  • Wings of Flying
  • Spellguard Bracers
  • Stone of Good Luck
  • Lord's Banner of Victory
  • Cape of Daring Needs
  • Tomes/Manuals
  • Circlet of Persuasion
  • High Elven Bracers
  • Wayfinder
  • Clear Spindle Ioun Stone
  • Dark Rhomboid Ioun Stone
  • Dusty Green Prism Ioun Stone
  • Pale Green Prism Ioun Stone
  • Flawed Pale Green Prism Ioun Stone
  • Gamboge Nodule Ioun Stone
  • Iridescent Spindle Ioun Stone

Themes To Explore:
Thalion is meant to be a complex, nuanced character. His alignment is Chaotic Good; however, that could easily change if his darker impulses are fed. I don't *think* they will; I don't want him to become villainous. However, what I would like to see is have Thalion develop more into a pragmatist. Thalion will not be blinded by ideals; if he needs to increase taxes or the crops his farmers tithe to feed his armies, well, he will not be happy about making the life of commoners more difficult, but he will do what has to be done for the greater good.

I'd like to explore the political aspect of that, having to make hard choices and then explain them to people. Thalion will likely try to surround himself with both idealists and realists. That way his advisers will present both sides of any situation to him.

I'm also very interested in exploring a revenge arc. I want to see how far Thalion will go to achieve is vengeance.

Thalion has a Black Blade; a sentient magical weapon that has a definite purpose of it’s own. That purpose could conceivably be tied to some of the greater arcs of Kingmaker, and the blade could either coax Thalion down a path of forgiveness and mercy or urge him towards retribution and harsh measures.

What I Want From The Game:
  • ADVENTURE! From what I can gather, Kingmaker is heavy on exploration which I like.
  • POLITICS! So Thalion becomes a king...but how does he rule? Are his subjects content or oppressed? Does he win allies or conquer neighbors? Most specifically, Thalion would be interested in allying with Kyonin and rooting out some of the nefarious elements of the Winter Council.
  • PERSONAL PLOT AND PLAYER CHOICE! Thalion has some pretty specific goals tied to his background, and even becoming king will not dissuade him from some of them. He might even make bad decisions because of it...
  • ROMANCE. Thalion would love to court a queen eventually. If he has his druthers, it will be a certain Elven-queen to the south.

Can I Keep Up The Pace?:
Honestly, I would freaking LOVE to play in a game with this pace. I spend a lot of time on the boards waiting for games, especially during combat. I would love for one to have a faster pace.