Rotrovio

Bardigan Cain's page

303 posts. Alias of John Hathaway.


Classes/Levels

retired

About Bardigan Cain

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Bardigan Cain
BAR-de-gan CANE
human (humanoid; human) Magus (Eldritch Scion) 2
Ht: 6'1" // Wt: 220 lbs // Age: 27
Favored Class: Magus (+1 skill pt/lvl)
Alignment: Neutral Good
Languages: Common

==============STATS=============
Str: 17 (+3) // Dex: 15 (+2) // Con: 15 (+2)
Int: 12 (+1) // Wis: 12 (+1) // Cha: 18 (+4)
================================

Base Stats:

Stat Generation
Str 17
Dex 15
Con 15
Int 12
Wis 12
Cha 18
+2 Cha (racial, lvl 1)

Combat Info
HP: 20 (8+2) + 10
BAB: +1
CMB: +4
CMD: 16
Initiative: +2
Speed: 30

AC: 16 (12 T / 14 FF) (+4 armor, +2 dex)
Fort: +6 (3 base + 2 con + 1 enhance)
Ref: +3 (0 base + 2 dex + 1 enhance)
Will: +5 (3 base + 1 wis + 1 enhance)

Equipment
Coins: 26gp
cloak of resistance +1
figurine of wondrous power (raven)
Rapier
cold iron kukri
Shortbow
Arrows (20)
Lamellar leather, mwk
Spell component pouch
Backpack
Noble's outfit
Signet ring

starting gear:

Rapier ... 20gp
cold iron kukri... 16gp
Shortbow ... 30gp
Arrows (20) ... 1gp
Lamellar leather, mwk ... 210gp (200 covered by Child of Kintargo trait)
Spell component pouch ... 5gp
Backpack ... 2gp
Noble's outfit ... free
Signet ring ... free

Starting Gold: 110gp
Spent: 84gp
Remaining: 26gp

Magus Class Abilities:

Spells: An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. This replaces the magus's spells class feature.

Bloodline: An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below).

If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

This ability replaces spell recall.

Eldritch Pool (Su): An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

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 Charisma 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. An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.

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.

Bloodline (Infernal):

Bonus Spells: Protection from good (7th), scorching ray (9th), suggestion (11th), fire shield (13th).

Hellfire Strike (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as flaming burst.

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage you can choose to have batlike wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability. At 20th level, your fly speed increases to 80 feet with good maneuverability.

Hellfire Charge (Su): At 16th level, when you charge the attack you make at the end of the charge gains the benefit of your hellfire strike without expending a use of it. If you already have hellfire strike active, the fire damage ignores fire resistance of 10 or lower.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.

Traits, Feats, and Skills
Traits: Child of Kintargo (campaign), Reckless (combat)
Feats: Weapon Finesse (GM Fiat), Improved Unarmed Strike (Hu), Deflect Arrows (Lvl 1)

Detailed Traits:

Child of Kintargo: You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name.

Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Detailed Feats:

Weapon Finesse: (Prereqs: GM Fiat)
Benefit: 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.

Improved Unarmed Strike: (Prereqs: none)
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows: (Prereqs: Dex 13, Improved Unarmed Strike)
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Detailed Skills:

Skill Points/level: 5 = 2(class) + 1(int) +1(race) +1(favored class)
Background Skill Points/level: 1 perform (oratory) & 1 spellcraft
Bonus Rebellion Skill Points: 1
class skill // Armor Check Penalty = 1 // Total Ranks: 15

Acrobatics: +7 = +2(ranks) +3(trained) +2(dex) +1(trait) -1(ACP)
Appraise: +4 = +0(ranks) +4(int)
Bluff: +4 = +0(ranks) +4(cha)
Climb: +6 = +2(ranks) +3(trained) +2(str) -1(ACP)
Craft (): +1 = +0(ranks) +1(int)
Diplomacy: +6 = +2(ranks) +4(cha)
Disable Device: +2 = +0(ranks) +2(dex)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: +1 = +0(ranks) +2(dex) -1(ACP)
Fly: +0 = +0(ranks) +2(dex) -2(ACP)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +4 = +0(ranks) +4(cha)
Knowledge (arcana): +6 = +2(ranks) +3(trained) +1(int)
Knowledge (dungeoneering): +5 = +1(ranks) +3(trained) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +1 = +0(ranks) +1(int)
Knowledge (local): +1 = +0(ranks) +1(int)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +6 = +2(ranks) +3(trained) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +1 = +0(ranks) +1(wis)
Perform (oratory): +6 = +2(ranks) +4(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +1 = +0(ranks) +2(dex) -1(ACP)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +6 = +2(ranks) +3(trained) +1(int)
Stealth: +1 = +0(ranks) +2(dex) -1(ACP)
Survival: +1 = +0(ranks) +1(wis)
Swim: +2 = +0(ranks) +3(str) -1(ACP)
Use Magic Device: +4 = +0(ranks) +4(cha)

Background:
Bardigan has lived the whole of his life within the walls of Kintargo, raised in the oppulence of a lesser noble home. His older siblings were all born to his father's first wife, a lovely and fetching woman if any of the paintings are to be trusted, who died when her youngest was just a toddler. His father, Bradigast, was stricken with grief at the loss and, in time, found comfort and succor in the arms of one of the women who'd been hired to help with the children. That woman, Ventura Fabre, would eventually come to be his second wife and Bardigan's mother.

Bardigan's parents genuinely loved one another and, unlike so many other noble families, his father never got caught out in any illicit affairs or scandals, his mother wasn't manipulative or dishonest in her affections for her husband, and the two genuinely raised their children under a banner of respect, honor, and love. Now, there was certainly no shortage of conflict in Bardigan's life or in his parents' marriage, but they dealt with it as a unit and as Bardigan grew that cohesiveness made more and more of an indelible impression upon him.

When Bardigan was fifteen though, the unexpected happened when his mother's distant sister, a woman he'd only heard mention of scant times before, called at the house in an attempt to ostensibly reconcile. Bardigan was shocked to see his aunt and her blatant, devilish features, and was hurried off to another part of the estate as his mother swept his aunt into a private room behind closed doors.

His mother was shaken after the visit, and Bardigan was told not to inquire into the matter further, but he'd found a token his aunt had left behind: a simple copper pin of a sword and sunburst. His curiosity piqued and his rebellious spirit stoked, Bardigan kept the pin and sought his aunt out, eventually finding her.

Since then, the two have forged a fast and deep affection for one another, Bardigan constantly hoping to bring about a true reconciliation between his aunt and mother, though the reason for his mother's distance and recalcitrance is unknown to him. Still, in the years since, Bardigan has found his Aunt Jinx to be a sympathetic ear to his ideas and his dreams as the young noble's naive view of House Thrune erodes more and more with time.

A striking and handsome man with a gift for words, Bardigan has begun to participate in, what he hopes will be, a civil revolution against House Thrune and its abusive and exploitative stances and edicts. It is with that hope that Bardigan makes arrangements to attend one of the largest public protests to date.

Reason to Protest
To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now!

You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.

Personality/Mannerisms:
Bardigan is charming, witty, and genuinely hard to dislike. He's always had something of a raw gift for public speaking and discourse, but something about how his family has treated his aunt has always left him wary of drawing too much attention to himself. His involvement with a growing movement within Kintargo's populace though has been encouraging him more and more to shed that reluctance and to instead use his natural gifts and his social standing to draw attention to the problems with House Thrune and its rule.

Bardigan has never really known hardship or struggle, sacrifice or pain. Most of his beliefs have largely been formed through scholarly discourse and hypothetical pontificating, not through hard experience. As the stakes become clear to him though and he finds himself thrust into a position of leadership, when people will quite literally be losing their lives at his decisions, Bardigan will come to a crossroads in his life. And though he may endure a period of dark, personal trial, he'll emerge from the other side all the more committed to his ideals.

With an easy smile, a thick head of short, wavy, dark hair, and the broad shoulders and square jaw fit for a grand knight, Bardigan oozes confidence wherever he goes. He has a habit of running one hand through his hair when he's perplexed or nervous and pinching the bridge of his nose when he's frustrated or irritated.

The deal his grandparents struck with Mammon has also found its way into Bardigan too, though it's only ever manifested itself but once before. While his aunt may exhibit her infernal traits all the time, Bardigan has diabolic features of his own which emerge when he is especially angry, desperate, or otherwise extremely emotional. When those times come, veins of fiery heat split and crack his skin, glowing like magma. His eyes also turn coal black while a scent of brimstone or sulphur faintly follows after him.

In time, Bardigan will learn how to harness this power and bring it to heel with discipline, but for now, he's still unaware of it.

Progression:
Straight magus!
Notable Feats: Lightning Reflexes (Lvl 3), Intensified Spell (Lvl 5)
Notable Spells: shocking grasp, thunderstomp (Lvl 1), mirror image, scorching ray (Lvl 2), greater thunderstomp, haste (Lvl 3)
Notable Magus Arcana: Pool Strike (Lvl 3), Empowered Magic (Lvl 6)

Macros:

[spoiler=Status]
HP: 20/20
AC: 16 (12 T / 14 FF)
CMD: 16
F/R/W: +6/+3/+5
Hellfire strikes used: 0/3
Eldritch Pool used: 0/5
Lvl 1 Spell Slots used: 0/3

Ongoing Effects
+3 to hit metal w/ shocking grasp
[/spoiler]

[dice=Rapier]1d20+4[/dice][dice=for]1d8+3[/dice]
[dice=Shocking Grasp Rapier]1d20+4[/dice][dice=for]1d8+3+2d6[/dice]
[dice=Hellfire Rapier]1d20+4[/dice][dice=for]1d8+3+1d6[/dice]
[dice=Acid Splash]1d20+3[/dice][dice=for]1d3[/dice]
[dice=Shortbow]1d20+3[/dice][dice=for]1d6[/dice]
[dice=Concentration]1d20+6[/dice]

Fushi Sisters:

Tengu sisters found in the Wasp's Nest and our first real recruits into the New Silver Ravens.

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