Duelist

Faedrin Lantherion's page

511 posts. Alias of John Hathaway.


Classes/Levels

retired

About Faedrin Lantherion

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Faedrin Lantherion
FAY-drin Lan-THER-ee-on
Elf (humanoid; elf) Magus [spell dancer] 2
Ht: 6'3" // Wt: 97 lbs // Age: 143
XP: 1,300/3,300
Favored Class: Magus (1/6 new magus arcana)
Alignment: Neutral Good
Languages: Common (Varisian), Elven, Draconic, Goblin, Orc, and Sylvan
Senses: Low-light vision

==============STATS=============
Str: 15 (+2) // Dex: 18 (+4) // Con: 11 (+0)
Int: 18 (+4) // Wis: 13 (+1) // Cha: 14 (+2) // Comeliness: 13
================================

Base Stats:

Stat Generation
Str 15
Dex 16 +2 racial
Con 13 -2 racial
Int 16 +2 racial
Wis 13
Cha 14

Combat Info
HP: 12 (8 + 4)
BAB: +1
CMB: +3
CMD: 17
Initiative: +4
Speed: 30

AC: 19 (15 T / 14 FF) (+4 armor, +4 dex, +1 dodge)
Fort: +3 (3 base + 0 con)
Ref: +4 (0 base + 4 dex)
Will: +4 (+2 vs enchantment) (3 base + 1 wis)
(immune magic sleep effects)

Rapier: +5 (1d8+2 18-20/x2)
Cold iron kukri: +5 (1d4+2 18-20/x2)
Shortbow: +5 (1d6 x3) [70 ft increment]

Equipment
Coins: 115gp 6sp
Rapier
Cold iron kukri (wrist sheath)
Silver kukri (wrist sheath)
Shortbow
Arrows (20)
Chain shirt
Spellbook
Spell component pouch
Scroll of color spray (CL 1)
Backpack
Bandolier
Bedroll (3)
Explorer's outfit
Hammer
Noble's outfit
Signet ring
Weapon blanch, silver (2)

Crow infiltration supplies: 2 scrolls of spiderclimb, 200 feet of knotted hemp rope, 1 hammer, 1 piton

Recovered from Crow: hand crossbows (3), bolts (30), short swords (3), climber's kits (3), grappling hooks (3), silk rope (50ft x2), theives' tools (3), smokestick (3), tanglefoot bags (6), second-story harness (2)

starting gear:

Rapier ... 20gp
Cold iron kukri ... 16gp
Shortbow ... 75gp
Arrows (20) ... 1gp
Chain shirt ... 100gp (covered by Alabaster Outcast trait)
Spellbook ... 15gp
Spell component pouch ... 5gp
Backpack ... 2gp
Bedroll (3) ... 3sp
Noble's outfit ... free
Signet ring ... free

Starting Gold: 140gp
Spent: 134.3gp
Remaining: 5.7gp

Magus Class Abilities
Arcane Pool: 1/2 magus level + Int mod
Spell Dance: At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
Spell Combat: As full round action, cast standard action or quicker spell with 1 hand + attack w/ other hand (equivalent to 2 weapon fighting) w/ -2 penalty to melee attacks; Can take penalty on attack roll (up to Int Mod) and add to concentration check if spell is cast defensively.
Spellstrike: 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.

Traits, Feats, and Skills
Traits: Alabaster Outcast (campaign), Focused Mind (magic)
Feats: Dodge (Lvl 1)
Racial Traits: low-light vision, elven immunities, elven magic, keen senses, arcane focus (replaces weapon familiarity)
Trained Skills: Acrobatics* +7, Craft (alchemy)* +8, Diplomacy +5, Knowledge (arcana)* +9, Knowledge (nobility) +5, Knowledge (planes)* +8, Spellcraft* +9, Use Magic Device* +7
*denotes class skill

Detailed Traits:

Alabaster Outcast: You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.


Detailed Feats:

Dodge: (Prereqs: Dex 13) +1 dodge bonus to AC

Detailed Skills:

Skill Points/level: 6 = 2(class) + 4(int)
class skill // Armor Check Penalty = 2 // Total Ranks: 12

Acrobatics: +7 = +2(ranks) +3(trained) +4(dex) -2(ACP)
Appraise: +4 = +0(ranks) +4(int)
Bluff: +2 = +0(ranks) +2(cha)
Climb: +0 = +0(ranks) +2(str) -2(ACP)
Craft (alchemy): +8 = +1(ranks) +3(trained) +4(int)
Diplomacy: +5 = +2(ranks) +2(cha) +1(trait)
Disable Device: +4 = +0(ranks) +4(dex)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: +2 = +0(ranks) +4(dex) -2(ACP)
Fly: +2 = +0(ranks) +4(dex) -2(ACP)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +3 = +0(ranks) +2(cha) +1(trait)
Knowledge (arcana): +9 = +2(ranks) +3(trained) +4(int)
Knowledge (dungeoneering): +4 = +0(ranks) +4(int)
Knowledge (engineering): +4 = +0(ranks) +4(int)
Knowledge (geography): +4 = +0(ranks) +4(int)
Knowledge (history): +4 = +0(ranks) +4(int)
Knowledge (local): +4 = +0(ranks) +4(int)
Knowledge (nature): +4 = +0(ranks) +4(int)
Knowledge (nobility): +5 = +1(ranks) +4(int)
Knowledge (planes): +8 = +1(ranks) +3(trained) +4(int)
Knowledge (religion): +4 = +0(ranks) +4(int)
Linguistics: +4 = +0(ranks) +4(int)
Perception: +3 = +0(ranks) +1(wis) +2(racial)
Perform (dance): +2 = +0(ranks) +2(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +2 = +0(ranks) +4(dex) -2(ACP)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +4 = +0(ranks) +4(dex)
Spellcraft: +9 = +2(ranks) +3(trained) +4(int)
Stealth: +2 = +0(ranks) +4(dex) -2(ACP)
Survival: +1 = +0(ranks) +1(wis)
Swim: +0 = +0(ranks) +2(str) -2(ACP)
Use Magic Device: +7 = +2(ranks) +3(trained) +2(cha)

Background:
Born to a wealthy noble family occupying a seat on the Council of Ushers, Faedrin and his twin sister are the youngest siblings in the Lantherion household. Growing up as he did, in the lap of luxury and political prominence, Faedrin quickly took to the role of a spoiled and entitled brat, all while remaining wholly ignorant of his haughty attitude. Near the end of his 11th decade, Faedrin and his sister were sent away to follow in the family footsteps, to study the arcane arts at the same academy their older siblings and father attended. Sadly for the family, neither sibling cared much for their scholarly pursuits.

Faedrin, for his part, did find some passing interest in the studies of alchemy, but his focus in that as well as the more refined arcane arts soon dwindled. Leaning on the family's name and coffers, he instead spent much of his time abroad recreating the life of luxury he'd left behind in Magnimar. Eventually though, whether by natural talent, dumb luck, or bribery (as some quietly suspect but don't dare voice), Faedrin and his sister at last graduated and returned to their family and life of comfort in Varisia's most prosperous city.

Faedrin wasn't expecting the reception he and his sister received, however. Their father was furious with their lack of discipline and with all the squandered time and money they'd wasted while at the academy. Incensed, their father swore that unless the two proved themselves by working off the debt, there'd no longer be a place for them under any Lantherion roof.

Faedrin and his sister were shell-shocked by the ultimatum, and the two decided to band together and shame their father in staggering fashion. Shortly thereafter, the pair joined the local Pathfinder Lodge intent to walk into some long forgotten ruin, recover a priceless artifact, and pay off their debt tenfold. Surely, that'd sufficiently spite and shame their father. Faedrin certainly thought so at least, but fate had a different course in mind for the elven pair. A far different course indeed.

Personality/Mannerisms:
Faedrin is quick footed, quick witted, and sharp tongued - a trio of traits he's long since learned how to leverage to his greatest delight. Despite the enjoyment he gets from his biting verbal repartee, it often times gets him into trouble rather than out of it. Still, the elf is no slouch with a blade and though still a relative novice, he's equally adept with arcane magic as well. He harbors a secret but slight envy of his sister, who seems to have gotten their family's full gift for mastery of the arcane arts, but it's never bothered him enough to make anything of it.

Faedrin is also highly energetic, despite the sedentary life of luxury he is accustomed too. He often fidgets or bounces from one foot to the other just as a subconscious habit, and sometimes it can be misinterpreted as boredom or rudeness.

Intensely protective of his twin, Faedrin is not afraid to draw his sword if he catches someone arguing with her. This is rarely well received by his sister, but he doesn't let that deter him in the slightest. As far as Faedrin is concerned, the only person allowed to disagree with his sister is him - anyone else better watch their tone.

Beyond all that, buried deep beneath years of pampered boredom, beats a genuinely good and thoughtful heart. Faedrin's never really experienced or seen poverty or hardship of any kind before, and exposure to it may well ignite an empathetic side of him he doesn't yet know he has.

Progression:
Finding himself more and more in the position of having to navigate precarious social situations for people other than just his sister, Faedrin will likely pick up 2 levels in Rogue (acrobat) at levels 3 & 4, then return to magus levels. Down the line, he may redirect into a Prestige Class (perhaps duelist or eldritch knight) depending on how the campaign develops.

The rogue levels will make the social skills class skills and will give Faedrin access to either the Honey Words or Charmer rogue talent with his second rogue level. The acrobat archetype meshes well with his spelldancer archetype and further empasizes his being extremely nimble and mobile. That should also help him take advantage of his sneak attack, though that extra 1d6 damage certainly is not a class feature he'll lean on overmuch.

Macros:

[spoiler=Status]
HP: 12/12
AC: 19 (15 T / 14 FF)
CMD: 17
F/R/W: +3/+4/+4 (+2 vs enchantment, immune sleep)
Arcane Pool used: 0/5
Harrow Points remaining: 2

Spells Prepared:
Cantrips (4) - dancing lights, daze, ghost sound, read magic
Level 1 (2+1) - jump [ ], obscuring mist [ ], silent image [ ]

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+10[/dice]
[dice=Acid Splash]1d20+5[/dice][dice=for]1d3[/dice]
[dice=Rapier]1d20+5[/dice][dice=for]1d8+2[/dice]
[dice=Cold iron kukri]1d20+5[/dice][dice=for]1d4+2[/dice]
[dice=Silver kukri]1d20+5[/dice][dice=for]1d4+1[/dice]
[dice=Shortbow]1d20+5[/dice][dice=for]1d6[/dice]