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About Denzen CzarniBackground:
Denzen Czarni was born a Tiefling drow in the House of Czarni. As a Tiefling he enjoyed a dual status; revered as a symbol of the great powers associated with the House and reviled as a non-pure blooded drow. Due to the interventions of his powerful mother, he enjoyed a relatively stable childhood, training as a Cavalier (Daring Champion) in the order of the Cockatrice, which he excelled at, and even spending a short period as a courtesan. In his private time he developed a spontaneous affinity for magic, which he learned to embroil into his swordplay as a Magus (Eldritch scion).
Recently, however, his fortunes have waned: first his mother's enemies targeted him as a way to weaken her, forcing him to be temporarily posted to Vathys; then his mother was killed while she was trying to negotiate his return. Now he is stuck at Vathys and his only chance at getting revenge is to build himself a powerbase there. Fortunately, he has long nurtured a sense of destiny and has come to believe that fate has sent him here for a purpose. DENZEN CZARNI:
Male Tiefling (Rakshasa-spawn) Cavalier (Daring Champion) 1//Magus (Eldritch scion) 1 Init +7; Senses Darkvision (60 ft.), Perception +4, Languages Abyssal, Common, Orc Combat:
AC 18, touch 15, flat-footed 13
hp 12 (1HD) Fort +4, Ref +5, Will +2 Resistances Cold 5, Electricity 5, Fire 5, Speed 30 ft. (6 squares) Base Atk +1; CMB +0; CMD 15 Special Actions Challenge, Spell combat, destined strike Melee masterwork rapier +7 (1d6+5/18-20) Melee masterwork rapier +5 (with Spell Combat) (1d6+5/18-20) Spells:
Innate Spell-Like Abilities: detect thoughts ( 1/day) Eldritch Pool: 6/6 Spells Known: Cantrips (DC 15): Detect Magic, Mage Hand, Prestidigitation, Read Magic 1st (DC 16): Grease, Shocking Grasp Spells/day: 1st: 0/3 Feats, Traits, etc.:
Special Qualities: Champion's Finesse,Darkvision, Fiendish Language, Fiendish Resistance, Order of the Cockatrice, Prehensile tail, Skilled, Spell-Like Ability, Tactician,
Feats Fencing Grace, Precise Strike, Spell Focus (Evocation), Spell Specialization (Shocking Grasp), Weapon Focus (Rapier) Traits: Magical Lineage (Shocking Grasp), Noble Courtesan, Reactionary, Favoured Class: Magus Favoured Class Bonus:1/4 Eldritch Pool Skills:
Acrobatics +9, (Rank 1, Class3, Dex5)(Bonus skill) Bluff +5, (Cha5) Climb -1, (Str-1) Diplomacy +9, (Rank 1, Class3, Cha5) (+1 on Gather Information) Disguise +7, (Race2, Cha5) Escape Artist +5, (Dex5) Fly +5, (Dex5) Perception +4, (Rank1, Class3) (Bonus skill) Ride +5, (Dex5) Sense Motive +3, (Race2, Trait1) Spellcraft +5, (Rank1, Class3. Int1) Stealth +5, (Dex5) Swim -1, (str-1) Use Magic Device +9, (Rank 1, Class3, Cha5) Possessions:
Carried masterwork rapier; Worn masterwork studded leather; Common Backpack courtier's outfit; outfit (traveler's); In Backpack Scroll of Floating Disk Scroll of Magic Weapon Scroll of Mount potion Cure Light Wounds Bedroll Belt Pouch (contains 2sp, 4cp) Blanket Flint & Steel Ink Inkpen Journal Mess Kit Mirror Mug Oilx5 Silk Rope 50' Signal Whistle Soap String Tanglefoot Bag Waterskin Whetstone Abilities:
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. Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 1. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses Champion's Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day. 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. Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal. Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Magical Lineage (Shocking Grasp): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. 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. Noble Courtesan: At some point you have been a courtesan. Perhaps you did this out of desperation or perhaps you simply enjoyed the lifestyle. Regardless, you know how to listen and how to ask without asking. Benefit: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference. Order of the Cockatrice An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal). 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. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Skilled (Ex) Rakshasa-Spawn have a +2 racial bonus on Disguise and Sense Motive checks. 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. 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. Spell Combat (Ex): 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. Spell-Like Ability (Sp) Rakshasa-Spawn Tieflings can use detect thoughts 1/day as a spell-like ability. Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.thereafter. |