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Dorijann vom Mear's page

8 posts. Organized Play character for Jeremy Packer.


About Dorijann vom Mear

Dorijann vom Mear
Taldan Human Female Staff Magus 1
NG Medium humanoid (human)
Init +2; Senses Perception +3
-----DEFENSE-----
AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 deflextion); quarterstaff defense
hp 59 (7d8+21)
Fort +8, Ref +5, Will +5; +2 trait bonus against charm and compulsion effects
-----OFFENSE-----
Speed 30 ft.
Special Attack arcane pool (9 points, +2 bonus), spellstrike, spell combat
-----STATISTICS-----
Str 16, Dex 14, Con 14, Int 17, Wis 8, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Arcane Strike, Combat Casting, Extra Arcane Pool, Quarterstaff Master, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Acrobatics +5, Bluff +2, Diplomacy +6, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (planes) +9, Knowledge (religion) +4, Perception +3, Profession (sailor) +3, Profession (soldier) +5, Sense Motive +0, Swim +7, Use Magic Device +12
Languages Taldane, Draconic, Dwarven, Elven, Tien
SQ knowledge pool, magus arcana (close range, enduring blade), quarterstaff master, spell recall
Traits Oregent Timing, Strong Willed

Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level. (arcane strike)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:
Favored Class Bonus (magus): +1 3/4 arcane pool
Weapon and Armor Proficiencies: A staff magus is proficient with simple weapons only. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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 the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
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.
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 (see Arcane Spells).
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 (see the Alchemist description) 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 (see the Magic Weapon Special Ability Descriptions). 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. (9 points, +2 bonus)
Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. (weapon specialization [quarterstaff])
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
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.
Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Enduring Blade (Su): Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level. The magus must be at least 6th level before selecting this arcana. (7 minutes)
Quarterstaff Defense (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
Quarterstaff Master (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.
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.
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 Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Traits:
Oregent Timing (region, Andoran): After years of soulnumbing obedience to the schedules of others, you find synchronizing your actions with an ally second nature. Once per day when you take a readied action in combat, you gain a +3 trait bonus on the d20 roll for that action if it was triggered by an ally’s action.
Strong Willed (religion, Cayden Cailean): Your fervent desire to choose your own path gives you strong willpower. You receive a +2 trait bonus on saving throws against charm and compulsion effects.

Questionaire and Timeline:
Part 1: Personal Information

What is your Full Name, including any titles? Corporal Dorijann Cayden vom Mear
What are you known as among your friends? Duri

  • Explain? Mentor called her Duri, sounding very similar to Dori with his accent, because of her tenacious attitude and habit of not letting things go easily. Like the spine of certain fish imbedded in your hand when cleaning them.

Do you have any Aliases, known or not? Not specifically.
  • Explain? Being a trustworthy person, Dorijann has never felt the need to hide her identity.

Where were you born? Augustana, Andoran
What is your heritage? Taldan Human
Do you have any existing family or equivalent? No blood relations. Mentor and Sonthonax are seen as family.
  • Explain? According to the priest at the orphanage, Dorijann was orphaned very young and her parents were killed in a fire at the Augustana shipyards. Dorijann now sees Sonthonax and his followers as her adopted family, and Mentor as her adopted father.

Do you have any existing enemies or rivals? None specifically
  • Explain? As a soldier, Dorijann was seen as an enemy by many, but she was nothing more than one face in the crowd.

Describe any favorite possessions such as jewelry, clothing, tools, and such? The staff Dorijann carries was gifted to her by Mentor, she carries it proudly and has since had it enchanted. The accompaniment of her armor were also a special commission of her family, a reminder of her true savior Sonthonax. The mithral dagger she carries was a gift of a Kyonin noble house, a parting gift to reminder her of the year she and Mentor spent in (special village) among the elves.

Part 2: Religion

What god/gods (if any) do you pray to? Cayden Cailean, Apsu

  • Explain? Dorijann was partly raised in an orphanage run by the church of Cayden. There she learned of his adventures and his faith. Even today she offers thanks to him and tries to live up to his ideal. In addition, Dorijann’s time with Sonthonax introduced her to Apsu, the father of dragons. Dorijann may not be a devote follower of Apsu, but she will occasionally say thanks for having Sonthonax in her life.

Are you devote to your faith or do you mainly worship out of habit/heritage? Mainly out of habit.
  • Explain? Dorijann tries to live her life in the ideal of Cayden mainly because she feels that Cayden was a good man, not out of a devotion to him specifically. It is what he represents that she feels strongly about.

Do you openly declare your faith, such as holy symbols, religious icons, etc.? Holy symbols and prayer.
  • Explain? Dorijann wears a silver flagon on her belt in the tradition of Cayden’s warriors. She also says a prayer, or a toast, to him when she drinks at the end of her day. Sweet Barelybrew!

What is the source of your feelings on religion? The orphanage and her mentor.
  • Explain? The priests used to tell the children many of the less risqué tales of Cayden’s adventurers. When she left on board the naval ship, the priests gave her a journal full of the rest of the adventures and she read it several times during her journeys.

Part 3: Magic

What do you think about magic? Magic is the knowledge and power to enact ones will upon the world. It is appropriate that magic began with dragons, and their blood carries the raw power through the generations.
Do you feel there is a difference between magic from the gods (divine) and magic from man (arcane)? All magic requires some form of sacrifice for the power it grants. Divine magic requires the sacrifice of devotion and arcane requires the sacrifice of study or the sacrifice of heritage.

  • What about the innate magic of some creatures? The innate magics of certain creatures seems to be the roots of such power. It was these powers that sparked the knowledge among the first dragons

Timeline

  • 4683 - Born in Augustana to Alarich and Hanne vom Mear, a journeyman shipwright and his wife.
  • 4685 – Mother dies in a tenement fire, father dies shortly after from injuries he sustained rescuing Dorijann from the same fire. Dorijann is sent to the local orphanage to be raise by the local priests of Cayden Cailean.
  • 4692 to 4694 – Joined the crew of an Andoran Naval ship as a cabon girl.
  • 4694 – The Naval ship was sunk by a collection of slavers, leaving Dorijann to be rescued by Sonthonax.
  • 4694 to 4702 – Lives among the freed slaves with Sonthonax. Meets and is trained by Melati Tong in the staff fighting style.
  • 4702 – Returns to mainland of Andoran with Sonthonax, Melati Tong and the rest of the freed slaves. Heeding Melati’s recommendation, Dorijann enlists in the Andoran army and is sent to Oregent Base.
  • 4708 – Returns to Sonthonax and Melati Tong expecting to be enlisted in their ongoing war against the slavers. Instead is told that Melati wishes to return to Tian Xia.
  • 4709 – Dorijann and Melati Tong settle in Erages for a year and petition to be escorted to Iadara in Kyonin. After more than ten months the petition is granted and they send just under two months in Iadara.
  • 4710 to 4711 – Dorijann and Melati Tong continue their journey north, eventually stopping to rest in Ustalav.
  • 4711 – Present Day!