Peren Ambergross

Felvynius Cobblemottin's page

12 posts. Alias of Oritun.


Full Name

Felvynius Cobblemottin

Race

Gnome

Classes/Levels

Magus 1/Swashbuckler 1; HP 13/13; AC 17; CMD 16; Fort +5, Ref +7, Will +3; Init +6; Perception +7

Gender

Male

Size

S

Alignment

LE

Languages

Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Giant, Goblin, Orc

Strength 10
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 12
Charisma 12

About Felvynius Cobblemottin

Image of Felvyn

Mechanics Summary:

Felvyn
Male Gnome, Magus (Kensai, Bladebound) 1/Swashbuckler (Inspired Blade) 1
LE Small humanoid (gnome)
Init +6; Senses Low-light Vision 120ft., Perception +7
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DEFENSE
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AC 17, touch 17, flat-footed 10 (+5 Dex, +1 Dodge +1 Size)
hp 13
Fort +5, Ref +7, Will +3
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OFFENSE
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Speed 20 ft.
Melee
mwk. rapier +9 (1d4+5 / 18-20 x2)
(+5 from Dex)
Ranged
composite longbow +8 (1d8 / x3)

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STATISTICS
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Str 10, Dex 20, Con 14, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 16
Feats
Weapon Finesse [Bonus]; Use Dex for attack
Weapon Focus (Rapier) [Bonus]; +1 attack with rapier
Fencing Grace; Use Dex for damage with rapier
Combat Reflexes; +5 AoOs, can AoO while flat-footed
Traits
Magical Lineage:
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.

Benefit: 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.

Chosen: Shocking Grasp

Racial Trait Rapscallion (Gnome):
You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all your mischievous behavior, you've never been caught.

Benefits: You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks.

Campaign Trait: Dueling Unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Skills
Acrobatics 1, +9; Bluff 1, +5; Diplomacy 1, +5; Escape Artist 1, +11; Knowledge (Arcana) 1, +8; Knowledge (Local) 1, +8; Linguistics 1 +5; Perception 1 +7; Stealth 1, +13
Languages Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Giant, Goblin, Orc
SQ
Canny Defense
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type:

When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool (Su) 5 points
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. 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.

Inspired Panache (Ex) 6 points
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Combat Gear
mwk. rapier, longbow, 20 arrows
Other Gear
Magus's Kit [This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.], tree feather token.


Background:

Felvynius Cobblemottin ("Felvyn"), is a gnome who once was, like many of his kind, curious and expeditious. In recent years, these characteristics have begun to wane, and the slow process of The Bleaching started. Concerned for his own mortality, Felvyn began to commit more and more reckless acts in hopes of finding vivid experiences that could stave off his inevitable fate. It wasn't long before the gnome found himself in a duel to the death. Although the fight itself was exciting, it was ultimately his foe's death that restored Felvyn's lost curiosity.

He realized that each and every sentient has their own unique way that they pass from this life. Some beg for mercy, some curse their killer's name, some remain staunch in trying to hold their honor intact; the forms of death were only as finite as the number of people there were to kill. Felvyn has found that the greatest, most vivid and wondrous experiences he can find are those gained by a good fight that ends in his opponent's death.

A particular lack of caution in setting up his duels has led to Felvyn's capture and imprisonment in Branderscar Prison. But then, what better new experience than escaping from a prison deemed inescapable?

Spells:

In Spellbook:
0th: All
1st: blurred movement, corrosive touch, color spray, frostbite, shocking grasp, shield, warding weapon.

Prepared:
0th (3): prestidigitation, mage hand, read magic
1st (1): shocking grasp


Skills:

Acrobatics 1, +9; Bluff 1, +5; Diplomacy 1, +5; Escape Artist 1, +11; Knowledge (Arcana) 1, +8; Knowledge (Local) 1, +8; Linguistics 1 +5; Perception 1 +7; Stealth 1, +13

Felvynius Cobblemottin is an average-looking gnome, bearing a head full of seafoam green hair that is often tucked beneath a fine silk top hat. His hair has a few streaks of duller color, evidence that he is in the early stages of Bleaching. Furthermore, his left hand is an odd sort of white. It appears less like the color white, and more like the absence of any color at all - as a painting with single small area left unpainted.

Felvyn walks with an air of slight paranoia, eyes constantly darting around as if searching for something. While polite in mannerisms, Felvynius' smiles often seem forced, as the mere act of arranging his face thus is a burden.