Jeggare Noble

Gareth de Lockhart's page

294 posts. Alias of Bill Lumberg.


Full Name

Gareth de Lockhart

Race

Human

Classes/Levels

Magus 5 HP 22/43 | AC 14 FF 11 T 13 | Saves +6/+5/+3 | Init +8 | Percep +3

Gender

Male

Size

6'1 175LB

Alignment

Neutral

Languages

Taldane, Varisian, Hallit, Kelish

Strength 12
Dexterity 18
Constitution 14
Intelligence 15
Wisdom 9
Charisma 10

About Gareth de Lockhart

Magus Guide
Guide to Touch Spells

Kingmaker exploration link

Consider retraining Arcane Accuracy for Flamboyant Arcana at 6th level and also taking Arcana Deeds for 6th level arcana

Buy a spiral rapier

Male Human Magus 5
N Medium humanoid (human)
Init +8; Senses: Perception +3
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+1 Armor, +3 Dex)
HP 43
Fort +6, Ref +5, Will +3
Concentration +9
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OFFENSE
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Speed 30 ft.
Melee
Rapier: Attack +8 Damage 1d6+4 18-20x2
Sharpened Combat Scabbard: Attack +3 Damage 1d6+1 slash 18-20/x2
Kukri: Attack +7 Damage 1d4+4 18-20/x2

Ranged
Crossbow: Attack +7 Damage 1d8 19-20/x2 80' range increments
Sling: Attack +7 Damage 1d4+1 x2 50' range increments

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Statistics
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Str 12, Dex 18, Con 14, Int 15, Wis 9, Cha 10
Base Atk +3; CMB +3(+7 w/finesse); CMD +18

Feats: Improved Initiative, Weapon Finesse, Extra Arcane Pool (x2), Fencing Grace
Traits: Focused Mind, Magical Lineage (Shocking Grasp), Sword Scion
Drawback: Doubt
Skills: Class skills
Climb +1(Str)-1(Armor)=0, Fly +3(Dex), Knowledge(Arcana)5+3+2(Int)=10, Knowledge (Nobility)+2(Int), Knowledge(Planes)+2(Int), Ride +3(Dex)-1(Armor)=4, Spellcraft 5+3+2(Int)=10, Swim +1(Str)-1(Armor)=0, Use Magic Device 1+3=4

Non-Class
Acrobatics 2+3(Dex)-1(armor)=4, Perception 5-1(Wis)=4, Perform(Dance)+3(Dex), Sense Motive 1-1(Wis)=0, Stealth 1+3(Dex)=4

Languages: Taldane, Varisian, Hallit, Kellid

SQ: Arcane Pool (9/10 points), Spell-combat
Acana: Arcane Accuracy

Spells: Concentration +9
Known
0 Level:(DC 12)All
1 Level:(DC 13)Burning Hands, Chill Touch, Color Spray, Expeditious Retreat, Frostbite, Grease, Infernal Healing, Magic Weapon, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Silent Image, Truestrike, Unseen Servant
2 Level:(DC 14) Cat's Grace, Frigid Touch, Glitterdust, Mirror Image, Web

Wizard spells in spellbook but not known: Identify, Mage Armor

Memorized
0 Level: Daze, Detect Magic, Disrupt Undead, Mage Hand
1 Level: Color Spray(x2 1 used), Grease, Shield, Shocking Grasp
2 Level: Frigid Touch, Glitterdust(used), Mirror Image

Gear:
Spent 109gp 1 sp 2cp so far if Kukri taken
1290gp 5sp 8cp left
43LB (light encumbrance)
Scroll of Web (CL 3)
Potion of CLW
Wand of Burning Hands CL 2 4 Charges
bladeberry cordial 2/5
Parade Armor 25gp 20LB
Rapier 20gp 2LB
Sharpened Combat Scabbard 10gp 1 LB (1d6 slash 18-20/x2)
Kukri 8gp 2LB (1d4 slash 18-20/x2)
Light Crossbow 35gp 4LB
8 Bolts 1gp 1LB
Sling
10 bullets 1SP 5LB
Discard the sling and bullets if encumbrance becomes too high
Riding Saddle 10gp 25LB (not carried)
2 torches 2cp 2LB
Spell component pouch, 5gp, 2 lbs
Spellbook, 15gp, 3 lbs
Ink, 8gp, - lbs
Inkpen, 0.01gp, - lbs

Mount: Light horse

Magus Class Features

Spoiler:

Arcane Pool (10 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.

Spell Combat: 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 2, 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.

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.

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.

Bio

Spoiler:

Gerard de Lockhart is a tall, handsome, athletic young scion of a minor noble family from southern Brevoy. He grew up on his family estate outside of Restov, accustomed to the attention and deference of servants and tutors. His parents spared no expense in the education of their first-born son, and so Gerard enjoyed instruction in academics, social graces, horsemanship, swordsmanship as well as sorcery. The aim of this education was to prepare him to take over the family's estate and their other business interests. Gerard's parents ultimately hoped that he would lead the Lockhart family into the upper ranks of Brevoy's nobility by way of an advantageous marriage to a suitable daughter of one of Brevoy's more esteemed families.

Unfortunately, Gerard was not cut out for a life of grape-farming, wine-making, land-holding and so on. In fact, he struggled to learn the intricacies of managing commercial affairs of any kind. and despite the fact that Gerard threw himself into Brevoy's social scene, he did so only for the liaisons with pretty women that it afforded him. Entrusting the family fortune to him would have been disastrous.
Therefore, responsibility for the estates, and the right to inherit them, passed on to his younger brother.

Once Gerard had unburdened himself from his filial duties he sought entrance to the Aldori School but was rebuffed. The Aldori masters saw his potential but felt that was divided in his attention between sword and spell as well as being moved by vanity as much as by dedication. In addition, they felt that Gerard was overly aggressive in his swordplay and lacked the appreciation for defensive counter-maneuvers that typify the Aldori School. Instead of leading Gerard onto the school's practice field the retainers at the academy escorted him to the stables where his horse had been made ready for him. The only explanation that was given to the aspiring swordsman was that he was "not good enough".

The rejection deeply hurt Gerard's pride and for a time he idled in Restov without a focus in life. During this period Gerard partook in many duels, some over personal slights that he felt or had inflicted on others or sometimes for sport and cash. In truth, Gerard enjoyed losing himself in contests of skill and used these opportunities to forget the harsh rebuke that he received from the Aldori masters. In time, however, he overcame the wound to his ego and rediscovered his drive to master the blade and to propel himself back toward respectability.

It was during this time that Gareth met Alexei Lebeda, a distant cousin to Dame Sarrona who came to act as a patron for the young man.
Alexei convinced Gareth that he could combine his magical skills with his sword-arm in order to make his mark in Brevoy. And an expedition to the Stolen Lands would be the instrument of his triumph. Naturally, such a triumph would be shared with House Lebeda, but everything comes with a price.

Personality:

Spoiler:

Gerard enjoys excitement and being the center of attention especially when the attention comes from from attractive women. He is a good dancer and a good gambler who dresses in impressive style and spends his coin freely. When he is in a crowd Gerard tends to be loquacious, even to the point of carelessness. Making an impression is important to him. Wine, spirits and fine food are of great interest to the young man but he does not overindulge in them.

Gerard keenly feels a sense of noblesse oblige although his understanding of the term is unusual. The young magus believes that he should step forward on behalf of those who cannot defend themselves and they, in the spirit of the social contract, should reciprocate with appropriate respect and subordination. He is somewhat inconsistent in his application of this standard but this stems from simple human failing rather than from hypocrisy.

Spells to learn later:

Spoiler:

1 - Expeditious Retreat, Feather Fall, Jump, Illusion of Calm, Mount*, Obscuring Mist, Snowball

2 - Blur,

Avancement

Spoiler:

Raise Int at 8th and 12th level.
6th Arcana: Lingering Pain or Empowered Spell
7th Feat: Intensify Spell
8th: Increase Int
9th Feat: Defensive weapon Training
9th Arcana: Ghost Blade or Spell Blending
11th Feat: Extra Arcana for Spell Blending, if not taken at 9th
12th Raise Int
12th Arcana: Spell Blending again?

Bio 2

Spoiler:
Use Jeggare avatar
Gareth was apprenticed to a traveling wizard who convinced his parents that the boy would be become a great magician under the former's tutelage. But the wizard, Linoge, was a con-man who taught him little and only wanted him to replace a member of his retinue who had been slain during a prior caper.

Gareth learned a bit of magic from Linoge and learned fencing from, Ovi, another member of the group. He spent six years traveling around Varisia with Linoge's gang as they defrauded and stole from this or that village. Linoge had stolen a great number of books from his master at one of the more reputable academies of magic and he tried to use them to locate valuable items to steal.

Gareth barely escaped capture when some of Linoge's recent victims ran him to ground outside of Riddleport. Ovi died fighting at Gareth's side. The young magus saw Linoge pulled from his horse but does not know the wizard's fate and he does not care in any event. In the confusion he made his escape and has put as much distance possible between himself and pirate city.