Khair Al Din

Damien Rathusia's page

22 posts. Alias of Maddigan.


Full Name

Damien Rathusia

Race

AC 16-Touch: 11-FF: 15/HP 10/10/Saves: Fort: +5 R: +1 W: +2/Init: +1/ Perception: +1 (Darkvision)

Classes/Levels

Magus 1 (Hexcrafter)

Gender

Male

Size

6"3" 205 lbs.

Age

91

Alignment

Neutral Evil

Deity

To the highest bidder goes my soul

Location

Talingarde

Languages

Common, Infernal, Celestial, Dwarven, Draconic, Elven

Occupation

Duelist/Gentleman/Lech/Gambler

Strength 16
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Damien Rathusia

Male Tiefling Magus (Hexcrafter/Blackblade) 1

Defense:
Perception: +1
AC: 16 (+4 armor, +1 dex, +1 natural); Touch: 12; FF: 15
CMD: 15 (+3 str, +2 dex)
Saves: Fort: +5 Ref: +1 Will: +2
Hps: 10 (+2 Con)

Offense:
Init: +2
Space/Reach: 5 ft/ 5 ft
Move: 30 feet
Attack: Scimitar: +3 attack Dam: 1d8+3 18-20/x2
Touch: +3 attack
Ranged Touch: +1 attack
BAB: +0
CMB: +3

Stat Increases:
None

Favored Class:
+1/4 Arcane Point

Feats:
Simple/Martial Weapons, Light Armor, Rime Spell

Trait:
Magical Lineage (Frostbite): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Dueling to the Death: Benefit: +1 trait bonus on Fortitude Saves.

Skills:
Perception 1 (+0 wis, 1 rank)
Sense Motive 1 (+0 wis, 1 rank)
Knowledge (Local) 5 (+4 int, 1 rank)
Spellcraft 8 (+3 class, +4 Int, 1 rank)
Bluff +2 (-1 Cha, +2 racial, 1 rank)
Stealth +4 (+1 Dex, +2 race, 1 rank)
Profession (Gambler) +4 (+3 class, 1 rank)
Knowledge (Planes): +8 (+3 class, +4 int, 1 rank)

Special Abilities Race:
•Ability Score Racial Traits: +2 Int, Dex, -2 Cha

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains resistance fire 5 and gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Special Abilities Class:
Arcane Pool (Su) 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. Arcane Points: 5

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.

Spellbook:
0-lvl: acid splash, arcane mark, brand, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

1st-lvl: ill omen, burning hands, shield, color spray, frostbite, true strike, grease

Spells Memorized:
Concentration: +5

0-lvl (3): brand, detect magic, acid splash

1st-lvl (2): shield, color spray

Equipment/Treasure:
Traveler's Uniform (Maroon and Black), waterskin, belt pouch. spell component pouch.

Magic Items: None

Armor: Chain Shirt:: +4 armor bonus/-2 armor check/25lbs

Weapons: Dagger, Scimitar

Encumbrance: 52 lbs.
Light Load: 76 lbs or less./Med: 77-153/Heavy: 154-230

Gold: 16
Silver:
Copper:

Appearance:
Damien is a tall, muscular, wide-shouldered man with a narrow waist. His body's musculature would provide a sculptor with a perfect male form. He has reddish-tan skin that is slightly scaly to the touch, like the hide of a dragon. He has deep set, red eyes and high arched eyebrows giving him a sinister, cruel, yet unnaturally handsome, appearance. His lips are full, yet proportioned perfectly to fit a face with high cheekbones and a pronounced, well-shaped chin. His silken, just past shoulder length raven hair is tied into a tight braid. He has a goatee and moustache he keeps trimmed and well groomed. He has white teeth with slightly pronounced incisors. Unseen by all is a long, thin red tail. His ancient ancestor was a Salikotal devil that raped the wife of a noble it assassinated leaving a bloodline from the child born of that act.

Personality:
Damien has a quiet voice. He is a naturally cruel man prone to insulting others or abrupt, direct speech. He attempts to give the impression of control, but he has a short, cruel temper that manifests as a cold, controlled rage. He attempts to hide his personality under a veneer of social training and trickery. He revels in killing men and bedding women. He thinks himself as superior to almost everyone. He views almost everything in terms of what it provides him or what pleasure it brings him including people. He is not loyal, but pays those with power their proper respect in the interest of survival. He enjoys playing games of chance and seeks them out. He will even wager life if he feels he has a fair or better chance to win. He does not fear death, but does not seek it out either. His goals are nothing other than gain more power and wealth because they allow him to enjoy life.

Background:
Damien is a man with a short temper skilled with spell and blade. He chafes under the civility and peace of modern society in this kingdom of Mitra. He enjoys ladies, gambling, and dueling. Any one of his favorite activities are viewed with disdain, and all three together have proven to be a combination that has lead him into conflict with the law. Damien was gambling with a Count Oman Thar, who lost a pretty penny to Damien at cards. That man refused to pay Damien calling him a "cheater and a conman". Damien did not take kindly to the insult, he offered to clear the Count's debts in a duel. The Count fancied himself a good swordsman, he took the offer. Damien killed the man making him suffer during the fight. The Count's family pursued the manner with the law turning Damien into a wanted criminal.