Rotrovio

Brice LeVaughn's page

87 posts. Alias of The Emerald Duke.


Full Name

Brice LeVaughn

Race

Aasimar

Classes/Levels

Arcanist (Blade Adapt) 3 | AC 11 T 11 FF 10| HP 14/14 | Arcane Reservoir 4/4 | 1st 4/5 | F +1 R +2 W +3 | Init +4 | Perc +0

Gender

Male | Cover: Aiden |

Size

Medium

Age

22

Alignment

NE

Languages

Common, Celestial, Dwarven, Elven, Sylvan, Draconic, Infernal, Abyssal, Halfling, Gnome, Orc, Giant

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

About Brice LeVaughn

Physical Description:

Height: 5'9"

Weight: 180 LB

Eyes: Ice Blue

Hair Color & Length: Short, coal black hair that has hints of dull red in spots.

Facial Hair: Slightly bushy black mustashe, well groomed so as not to touch the upper lip.

Skin Color: A white that almost looks like marble. Bizzarely, this does not change even after hours of sunlight.

Other Features: His teeth resembles those of a shark, apart from the multiple rows, though each time one gets knocked out a new one replaces it the next day. This makes his smile resemble that of a crocodile.


Skills:

  • Bluff (Bonus: 11)
  • Craft: Weapons (Bonus: 10)
  • Knowledge: Arcana (Bonus: 10)
  • Knowledge: Local (Bonus: 10)
  • Knowledge: Nobility (Bonus: 12)
  • Knowledge: Planes (Bonus: 10)
  • Linguistics (Bonus: 12 / 13 deciphering unknown languages)
  • Spellcraft (Bonus: 10 / 11 deciphering writing on scrolls)
  • Use Magic Device (Bonus: 10)


Feats:

Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.

Marial Weapon Proficiency - Longsword: Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. You make attack rolls with the selected weapon without the non-proficient penalty. Granted by Sword Bond.

Noble Scion: ou gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.
Scion of War: You use your CHA modifier to adjust Initiative checks instead of your DEX modifier.

Eschew Materials: You can cast many spells without needing to utilize minor material components. You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.


Traits:

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Keep your opponent off balance to destroy them: Whenever you strike a foe with a weapon, the DC of the next spell you cast against that person increases by 1 and you gain a +1 trait bonus to overcome their spell resistance. This spell must be cast before the end of your next turn.


Racial Traits:

+2 WIS, +2 CHA: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Lost Promise: While many view aasimars’ beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tief ling alternate racial trait. This racial trait replaces the spell-like ability racial trait. (Maw chosen, 1d6 DMG Bite {Primary Natural} attack.)

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.


Class Skills:

Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3).
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings).

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/3 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Sword Bond (Su): At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard’s arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon. This ability replaces the arcanist exploits gained at 1st and 9th levels.
Wizards who select a bonded object begin play with one at no cost. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. The weapon must be wielded to have effect. If a wizard attempts to cast a spell without his bonded object in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities.
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Sentient Sword (Su): At 3rd level, the blade adept’s bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept’s class level in place of the magus’s class level and points from her arcane reservoir in place of the magus’s arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class. This ability replaces the arcanist exploit 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. 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 using the items against characters rules. 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:

INT: 11

WIS/CHA: 7

Ego: 5

Enhancement Bonus: +1

Languages: Common

Arcane Pool: 1

Special Abilities:
Alertness (Ex): While an arcanist is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the arcanist 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 arcanist 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.


Spells Known:


Random Crunch:

Favored Class: Arcanist
Hit Points: 14/14
Hit Dice: 3d6
Armor Class: 11
Touch Armor Class: 11
Flat-Footed Armor Class: 10
Saving Throws:
Fortitude: 1
Reflex: 2
Will: 3
Initiative Bonus: 4
Base Attack Bonus: 1
Melee Attack: 2
Ranged Attack: 2
CMB: 2
CMD: 13
Spell Resistance: Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
Arcane Reservoir: 4/4
Spells Per Day:
Level 1: 5
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 43 lbs or less
Medium Load: 44 lb - 86 lb
Heavy Load: 87 lb - 130 lb
Lift Over Head: 130 lb or less
Lift Off Ground: 260 lb or less
Drag or Push: 650 lb or less
Experience Points: 0
Hero Points: 0

Items Equipped:

Armor
N/A

Weapon
MWK Longsword (Black Blade): DMG: 1d8; Crit: 19-20/x2; Type: S; Weight: 4 LB.
Light Crossbow: DMG: 1d8; Crit: 19-20/x2; Range: 80 FT; Type: P; Weight: 4 LB.

Other
Explorer's Outfit with Ostentatious Garment: Weight: 9 LB.


Items Owned:

Name*****Weight*****Value
MWK Longsword (Black Blade)*****4 LB*****315 GP
Light Crossbow*****4 LB*****35 GP
Crossbow Bolts (20)***** 1 LB per 10 (2 LB)*****1 GP per 10 (2 GP)
MWK Backpack*****4 LB*****50 GP
Bedroll*****5 LB*****1 SP
Blanket*****3 LB*****5 SP
Black Ink*****N/A*****8 GP
Inkpen (2)*****N/A*****1 SP each (2 SP)
Insulated Flast*****1 LB*****2 SP
Belt Pouch*****1/2 LB*****1 GP
Silk Rope (50 FT)*****5 LB*****10 GP
Signet Ring*****N/A*****5 GP
Small Tent*****20 LB*****10 GP
Waterskin*****4 LB*****1 GP
Spellbook*****3 LB*****15 GP
MWK Arisan's Tools (Weapon's Crafting Hammer)*****5 LB*****55 GP
Concealment Coin*****1/10 LB*****12 GP
Explorer's Outfit*****8 LB*****10 GP
Ostentatious Garment (Silk cloak & Gloves)*****1 LB*****10 GP
Collar of Disguise*****N/A*****N/A
Total Weight & Value: 69 6/10 LB / 540 GP

Wealth:
0 PP 48 GP 5 SP 0 CP

Backstory questions:

"Who are you, in your own words?"

"Who am I? Have you been living under a rock your whole life you measly plebeian?" <SIGH> "Very well, allow me to educate you. I am Brice LeVaughn. That is pronounced 'Lay-VAAWN', mind you. Not Leevaygen, not LaVogan. I have the 'fortune' of being the third son of Duke LeVaughn, hells take the man and keep him warm."

"Tell us about your family and your upbringing."

"Ah, curious about the lifestyles of your betters, are you? Fine, I will give you a brief prospectus of the family LeVaughn. Baron LeVaughn, my father, is the 'justly' appointed magistrate of Varyston. He has had two wives, three sons, two daughters, and enough wealth to keep the poor unwashed masses of the settlement fed and clothed in the harder years."

"Fun fact: I was the first born son of the second wife. His first wife died in childbirth delivering my second older brother. Well, 'half brothers', if you want to be technical. My older sister was his second wife's firstborn... and my younger sister is the youngest of the lot of us."

"I suppose that being the fourth child meant that my father really didn't know what to do with me. His first born was set to take over the estate and title, his second born was keen on joining those fools in the clergy. Things became even more complicated when it became apparent that I had... gifts... that did not align with martial or clerical natures. Arcane magic being somewhat suspect, it was hard to learn anything at all on how to harness them. Hells know that every so-called 'tutor' the man hired for me seemed employed with the sole goal of 'curing' me of these powers and inclinations. Still, I tried my best to be a good son to the man and play the fool at his parties, pass out offerings to the masses on holidays, and pretend that everything was perfect in Talonguard like the church and crown teaches."

"Well... that is, until my older sister was burned for 'witchcraft' by my father's own hands. Poor girl must have had some of the latent gifts that I do, but both stronger and weaker. They lay dormant much longer than mine did, and none suspected that the graceful young slip of a girl was anything more than a potential match for tying estates together. When she suddenly and violently manifested fire from her hands when her suitor got a little too... touchy... to say that the whole household was shocked would be an understatement."

"I cannot help but think that had she instinctively cast any other spell she might have been OK. The Baron loved her most of my mother's children, after all. Not as much as his first two sons, mind you, but still more than his youngest daughter or his 'problem-child' son. The fact it was fire, though... and in a public place... and against the heir of another prominent household... well, there was, to quote him, 'Nothing left to do but to try her for witchcraft.' He said it was for the sake of 'her soul' but I know the truth. He did it to protect his own status and reputation. For that his 'beloved little angel' burned at the stake within the week."

"Tell me about what happened recently. What have you been doing in the aftermath of your sister's burning?"

"Now THAT is a question worth answering. First, I started studying all that I could about magic. It wasn't easy, but I managed to hide a little of it by practicing swordsmanship. Little did my fool of a brother know that the sword I had commissioned was anything more than just a well made blade. Through it I was able to channel some of the energies coursing through my veins... and it has begun to respond of late... but that is a different question."

"After I had better control over my abilities, I began to seek out others who had reason to be... dissatisfied with Mitrian justice. Loved ones of family members taken to the mines. Mothers of children burned for magic they could not control. Sons of fathers slain for daring to want to make their families a little richer. Banding them into a tiny cabal, I set them to work undermining my father's rule in the city. Minor setbacks caused here, delays caused there... all semi-explainable, but all toward the end of getting my father deposed. After that, just a matter of seeing my eldest brother off to an early grave through a suitable 'accident' and the city would be mine. With it, control of the salt mines... and all those souls condemned within them, just begging for another chance."

"It would have worked. It SHOULD have worked! If it was not for those idiots deciding to escalate matters... make 'a statement' that could in no way be passed off as an accident or negligence." <SIGH> "That is what you get for working with the common folk, I suppose. No appreciation for long term planning. As it was, I barely had time to flee before the guards locked down the manor."