Tiryin Vonnarc

Falza's page

3 posts. Alias of marconi.


Full Name

Falza

Race

Half-Elf

Classes/Levels

Bladebound Magus 9

Gender

Male

Size

Medium

Age

27

Alignment

LN

Languages

Celestial, Common, Draconic, Drow, Elven, Undercommon

Occupation

Mercenary

Strength 20
Dexterity 12
Constitution 16
Intelligence 17
Wisdom 11
Charisma 10

About Falza

appearance:

Falza stands a little over 6 feet tall, with spiky, light blue hair, and reddish-black eyesh;his skin of a dark,blue tone. He possesses an athletic, yet somewhat slender shape, and from a distance one could surely mistake him for a drow elf: a boon of his dark lineage.

His armor and boots are of masterfully crafted dragonscale, with dark leather shin guards and rune engraved scarves around his waist - one of the many finery clothing materials and accessories he acquired on his journeys. His appearance is that of a strange warrior from a distant land, perhaps a desert or a similar place.

But what is most peculiar about this guy is his weapon:a long, slightly curved blade, of an intricate shape, serrated and broken up, almost as every curve is a sword by itself. The blade is of a deep black color;it's surface radiating and resonating slowly, almost as if the blade itself is moving. Breathing. Through the length of the blade are engraved red runes, which give away a faint glow which increases as the warrior infuses the blade with power. The hilt guard engraved with sinister looking spikes, dark as night, with glowing,small red runes, much like those on the blade. If one looks at the ominous weapon for long enough, he might feel as if being observed by a mysterious presence.

backstory:

Part 1

Falza's story begins with a small drow surface raiding party, one of the many the dark elves oh-so enjoyed. The objective was simple enough: a small human settlement has started to thrive in the vicinity of one of the key entry points to the underground, and became a perceived threat in the eyes of the matriarchs. In truth, the settlement was nothing more than a budding colony of mixed human and elven colonists, trying to find their place in the world.

The attack began at night. It was a drow war party versus a handful of poorly armed militia. It was a massacre.

Among the raiding drow was a young male by the name Bardiirn, of house Godelyl, Clan of the Blade. He was a male noble of the house, proud and arrogant as any drow, if even more cunning and ruthless. He enjoyed these raids to the surface, as they gave him a chance to pass steel to the weakling surface-dwellers. To him it made no difference: human, elf, dwarf, they were all scum in his eyes, unworthy of slavery even. A viewpoint shared in common by the majority of his kin. One of his finer tastes was the practice of rape, also adopted by his fellow comrades, as it represented a final insult to the surface dwellers.

As Bardiirn was in the middle of decapitating the last of the weakling militia, his eyes fell upon a human girl amidst the chaos, laying on the floor, staring at him with profound terror in her eyes. This blonde haired human female, barely of age, looking at him with her dark eyes, this tiny insect, took the breath out of his lungs and sent a shiver through his spine.

She had to be his, he decided.

Marissa remembered that day, along with the other few survivors of the raid, mostly females who suffered what would seem a fate worse than death - cursed with having to bear the bastard offspring of the vile drow. That day they were saved by a wandering elven scouting party, which unfortunately arrived too late. Among these elves there was one who decided to help these women, bring them to safety, and give them an opportunity to raise these children, cursed as they were...

Part 2

Falza's mother could not bear to hate him. From the first time she lay her eyes upon his dark skin and red eyes, she could only find love in her heart. She decided that the memory of that night would not be the image of her son. And this is what saved him, as to this day he had yet to find another child born of that night.

His days of youth were of relative peace, courtesy of the elf who saved his mother. He saw potential in the boy, as he quickly started to show signs of magical aptitude. He managed to enroll him in several magical studies, as well as to train the boy in warfare, among the elven community. Fortunately for the young half-elf, his pure-blooded kin took no offense at his appearance, even if it reminded them of their hated enemies, for it was not the boy's fault that such a fate befell him and his young mother.

So he was trained in the art of war and magic. His mixed heritage gifted him with both great strength as well as purity of mind, and not before long he became a skilled magical warrior, trained by the elven spellblade masters. Another gift of his heritage were his eyes, more drow than human, not completely adapted to the light of day. Over the years he learned to live with this flaw, although bright sunlight still brings him discomfort, even being able to blind him for a brief time.

Eventually he joined some elven scouting parties, particularly at night, where he could employ his senses best. During one of these patrols they stumbled upon a cave. Inside they found some goblin bandits who managed to amass quite a treasure. But none of this treasure seemed to interest them, as they kept on rumbling about a black sword, calling it "sword-tongue" and "witch knife". After quickly dispatching the crazed goblins, the raiding party stumbled upon the dark weapon. It's crafting was masterful, and design that of the warriors of east. But other than that it seemed plain enough. Until Falza touched it, compelled by some strange force suddenly screaming in his mind.

As his hand grasped the mysterious blade, his mind was instantly breached by an alien presence. He felt it in every inch of his body, as if it were... inspecting him. And then it spoke.

He would soon find out that this sword was a sentient being, able to think and communicate. It talked to his mind directly, not needing common words, only thoughts. In what seemed an instant it passed to him its memories, pieces of a story. Images of dark-skinned elves, underground cities. Traces of his heritage, and the story of his dark kin. He knew then that this weapon came into his hands not by chance, but by fate.

Soon after Falza would leave the elves, thankful for what they gave him, but knowing that he needed to seek his fortune in the world. This is what the blade told him, and so he followed. What came were years of traveling, fighting for his place. Wherever he came, he was met with prejudice, until his combat prowess talked instead. He worked for many an employer, as a guard, scout and spellweaver, perfecting his skills and earning respect among the ranks of mercenaries. The alliance with the blade grew stronger, both of them acting as a single force, furthering their position and gaining power.

Until a certain invitation came, from an elf he could not refuse...

personality:

Falza values strength and knowledge. His days of training with the elves taught him the meaning of order and discipline, and this is something that guides him in whatever he does. Patient and sometimes distant, he does not speak much when not required. Has a deep connection with his weapon, his decisions heavily influenced by his ally at times. Likes to get the job done, and enjoys battling strong foes, drow elves primarily.

crunch:

Male Half-Elf Bladebound Magus 9
LN Medium Humanoid(Elf,Human)

Init +1; Senses Perception +17; Darkvision 60 ft.

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Defense
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AC 21, Touch 12, Flat-footed 20(+8 armor, +1 deflection, +1 Dex, +1 natural)
HP 9d8+37
Fort +11, Ref +6, Will +8;+2 vs enchantment spells and effects
Weaknesses Light Blindness

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Offense
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Speed 20 ft.
Melee 1H +3 Black Blade +13/+9(1d8+14/18-20)
Melee 2H +3 Black Blade +13/+9(1d8+18/18-20)
Special Attacks Improved Spell Combat, Spellstrike
Magus Spells prepared (CL 9th, Concentration +12)
3rd—fly, haste, stinking cloud (DC 16), vampiric touch
2nd—brow gasher, frigid touch (2), glitterdust (DC 15), mirror image
1st—enlarge person (DC 14), shield, shocking grasp (3), vanish
0 (at will)—dancing lights, detect magic, light, mage hand, read magic

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Statistics
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Str 20, Dex 12, Con 16, Int 17, Wis 11, Cha 10
Base Atk +6, CMB +11, CMD 23
Feats Alertness(w.blade), Arcane Strike, Exotic Weapon Proficiency (Katana), Intensified Spell, Lunge, Power Attack, Toughness, Weapon Focus (Katana)
Traits Magical Lineage(Shocking Grasp), Eyes and ears of the city
Languages Celestial, Common, Draconic, Drow, Elven, Undercommon
SQ arcane pool (8/day), arcane training, black blade, bonus arcane pool (8x), elven immunities, keen senses, knowledge pool, spell recall
Magus Arcana Arcane accuracy, Ghost blade

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Skills
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Appraise +3
Climb +6
Fly +10
Intimidate +4
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +9
Knowledge (Planes) +9
Linguistics(Drow, Celestial) +5
Perception +17
Ride +2
Sense Motive +2
Spellcraft +10
Swim +6
Use Magic Device +8

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Special Abilites
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Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +3 enhancement bonus for 1 minute. 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. These bonuses can be also 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 you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Armor Proficiency (Ex) You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Black Blade (Ex) You gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Bonus Arcane Pool (8x) Magus: Add +1/4 to the magus's arcane pool.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Drow Blooded Some half-elves born of drow parents exhibit more drow traits than others:particularly many of the physical features of the drow:and have darkvision 60 feet and light blindness.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Ghost Blade (Su) Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options. The magus must be at least 9th level before selecting this arcana.
Headband of Intellect Skill Selection (Fly)
Improved Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty. You can also cast any spell from the magus spell list with a casting time of 1 standard action. When using the spell combat ability, you receive a +2 circumstance bonus on concentration check. If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as an additional circumstance bonus to your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. You must have one hand free to use this ability, even if the spell being cast does not contain somatic components.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Knowledge Pool (Su) When you prepare your magus spells, you can decide to expend 1 or more points from your arcane pool, up to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were in your spellbook and can prepare that spell as normal that day. If you do not cast spells prepared in this way before the next time you prepares spells, you lose those spells. You can also cast spells added in this way using your spell recall ability, but only until you prepares spells again.
Light Blindness (Ex) You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are dazzled as long as you remain in areas of bright light.
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.
Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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Gear
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black blade of Falza
amulet of natural armor +1
headband of aerial agility (int) +2
ring of protection +1
belt of physical might (str/con) +2
breastplate +2 (dragonhide)
cloak of resistance +2
pearl of power (1st level) (x4)

Funds remaining:3022gp