Lope is a member of a Taldor minor noble family. Years ago his father, Eduardo de Vega, was a rising star at Taldor’s Court after having proved himself on defending the land against many Qadiran raids. Having his father the confidence of Grand Prince Stavian III, Lope was selected as chamber company for Europia and her brothers. When his parents visited the palace Lope played childhood games with the princess and princeps.
When his father stood up against Maxillar Pythareus opinion of attacking Qadira, things started to go bad for the nobleman. Eduardo de Vega was accused of not being of Taldan noble blood. He had to demonstrate that despite his father only being a rich Taldan trader, her mother (Lope’s grandmother) who came from Brevoy, was an Aldori sword whose bloodline could be traced back to Baron Sirian First, former Taldor nobleman and founder of the Aldori Order.
As Eduardo was winning the public opinion, Pythareus plotters attacked trying to ruin the reputation of Lope’s grandmother, seeking proof that Magdalena Aldori had contacts with the Great Beyond and the entire family was under its influence and plotting against Taldor. Eduardo acknowledged that her mother’s sword, which latter passed to him, was forged in the Axis but that the sword’s will was tied to recover and expand the greatness of Taldor.
Finally, when Eduardo was still on the defense, Pythareus came up with a final plan that could be definitive. With well forged documents, Pythareus demonstrated Eduardo de Vega had been deviating money from the army into the trading ventures of his family, and moving part of its wealth out of Taldor’s reach at Andoran and Absalom banks. Not finding many supporters this time, Eduardo and his family were dishonored and their properties seized, including ‘Taldstar’ the aldori sword heirloom of the family.
Dishonored and with little else left than a few loyal servants, Lope had to follow his father and mother and leave Taldor for decades. Still young, the diaspora of his family made Lope fall very ill. Without access to medicine the disease caused him terrible scars in his face but ultimately survived. It was a disrupting event that changed his family forever.
The family took refuge in the nation of Brevoy, among the Aldori Swords friends of her grandmother Magdalena. Although Lope was granted a place to train among the Aldori, his father Eduardo did not want him to lose ties with his Taldan culture. He put the young boy under the mentorship of Eldon García, one of the few people that remained loyal to Eduardo and followed the family diaspora. Eldon had been professor of magic in the Kitharodian Academy and taught Lope on magic, arts and knowledge of Taldor traditions and history at the same time he was being trained by the Aldori.
Knowing what losing all and being at the edge of death meant, Lope showed from an early age an extreme discipline and a cunning mind. The boy was not easily distracted by child games and quickly mastered subjects as diverse as swordplay, magic and poetry. When his father Eduardo de Vega passed away, he promised Lope none of the accusations made against him were true, and requested that Lope would not be as naive as he was in his youth and to help Taldor recover its greatness from the shadows.
Once his mother also died, Lope decided to return to Taldor shortly after completing his wizardry and Aldori training. Now a man, he wanted to restore the rightful position at Taldor for his family, and recover the wealth that was stolen from them. Fearing Maxillar Pythareus influence he decided to reunite with his merchant grandfather at Yanmass, far from the capital Oppara and closer to his Aldori friends. Followed by his mentor, Eldon Garcia (a former Lion Blade, but this has been kept secret from Lope), he served protecting the caravans that bolster trade in the area while helping run his grandfather’s trade business. But not all is hard work, Lope had fun and infiltrated the high class circles demonstrating his cunning tongue on something he calls magical poetry, an art that combines prestidigitation effects with rhymes.
Lady Martella Lotheed found Lope at a club in Yanmass making rhymes while trying to charm the hearts of young maidens. Interested, she started to talk with the young man and finally discovered his ascendancy as a member of the Vega family. Thinking she might profit from the young man for her intrigue network, she has invited Lope to the Exaltation Gala.
Although reluctant at first to expose himself, Lady Lotheed probed convincingly and beautiful enough for Lope to decide it was the right time to relocate to Oppara and clean the name of his family.
Although a long time has passed since he played with Grand Prince Stavian III children, and Europia seemed a fickle girl at the time, Lope was delighted with her, and will always favor her in front of her brothers who were little more than jerks to him on their games.
His first mission is to recover the blackblade of his family which was taken by the people who set a trap for his father. The mission of this blackblade might be to see Taldor become the most prosperous country in the world, to defend the true bloodline of Taldor royalty, to recover his old glory, or maybe to make his family into the most powerful ones of Taldor. Or all ensemble.
Lope follows the opinion of his father that the Empire should focus on seeking a lasting peace with Qadira, while boosting the trade openness with Absalom and Andoran, opening sea routes with the distant Taldan nation of Amanandar in Tian Xia, and expanding the Empire territory to the north, seeking to reunite and civilize now ruined regions like Iobaria in Casmaron.
Lope enjoys bullfighting and plans to open a restaurant in Oppara with the best grilled meats of the capital.
HP 51/51 AC 22 TAC 19
ablative barrier 5 h
arcane pooled sword (+2) 1 min
arcane pooled sword (+1, flaming) 1 min
Lope unfolds one of his mage armor scrolls and starts reciting the words on it despite he not understanding it at full.
[dice=Use Magic Device 21]1d20+8[/dice]
STATISTICS Str 8, Dex 19, Con 12, Int 18, Wis 10, Cha 10
Ability increments +2 Dex (racial), +2 Int (racial), +1 Int (4th)
Base Atk +4; CMB +3 (+9 to Disarm, Sunder and Trip); CMD 22 (10 base, 4 BAB, -1 Str, 4 Dex, 4 dodge, 1 deflection)
Feats Slashing Grace, Exotic Weapon Proficiency (aldori sword)*, Weapon Focus (aldori sword)*, Toughness, Arcane Strike, Riving Strike*
* = Bonus feat
Elephant in the room (document)
Weapon Finesse and Agile Maneuvers: free feats
Risky Strike and Defensive Stance: Power Attack, Deadly Aim and Combat Expertise are free at BAB +1
Non-lethal damage: no -4 penalty, no criticals available
Hamstring: entangle maneuver (1 round + 1 round each 5)
Traits Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. You’ve had to practice deception as you began working your way back into Taldan social circles; +2 trait bonus on Bluff, +2 bonus on Linguistics, and one becomes a class skill for you [Bluff]. Once each day, you can choose a single humanoid involved in the conspiracy; you gain a +1 morale bonus on attack and damage against that NPC for 1 round/level. At 10th level, this bonus increases to +2.
Savant: From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type (Oratory). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Requirement(s) Kitharodian Academy
Skills (2 class, 4 Int = 6/level x 5 = 30 ranks; 0 ACP) Acrobatics +7 (4 Dex, 3 rank), Bluff +9/+11 (0 Cha, 6 rank, 3 class; +2 conceal identity trait), Climb +3 (-1 Str, 1 rank, 3 class), Diplomacy +2 (0 Cha, 2 item), Disable Device +5 (4 Dex, 1 rank), Fly (4 Dex, class), Intimidate +4 (0 Cha, 1 rank, 3 class), K. arcana +10 (4 Int, 3 rank, 3 class), K. dungeoneering +8 (4 Int, 1 rank, 3 class), K. nature +5 (4 Int, 1 rank), K. local +5 (4 Int, 1 rank), K. planes +10 (4 Int, 3 rank, 3 class), K. religion +5 (4 Int, 1 rank), Ride +8 (4 Dex, 1 rank, 3 class), Spellcraft +13 (4 Int, 6 rank, 3 class), Swim +3 (-1 Str, 1 rank, 3 class), Use Magic Device +9 (0 Cha, 6 rank, 3 class)
Background skills (2x4 = 8) Craft (4 Int, class), K. geography +5 (4 Int, 1 rank), K. history +5 (4 Int, 1 rank), K. nobility +5 (4 Int, 1 rank), Linguistics +9/+11 (4 Int, 3 rank, 2 item; +2 trait forgeries), Profession (0 Wis, class), Perform Oratory +13 (0 Cha, 6 rank, 3 class, 2 trait, 2 item; specialized on poetry)
Languages Common, Draconic, Azlanti, Celestial, Elven, Vudrani, Osiriani, Hallit
Favored class (magus): HPx6, +¼ pool point x0
SPECIAL ABILITIES AND RACIAL TRAITS Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Exotic Weapon Proficiency: Aldori Dueling Sword, level 1 Kensai weapon proficiency noted as a bonus feat
Weapon focus: Aldori Dueling Sword, level 1 Kensai bonus feat
Canny Defense (Ex): 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 (Core Rulebook 382), 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.
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 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.
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): 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.
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. [House Rule: Slashing Grace works with Spell Combat]
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.
Black Blade (Ex): At 3rd level, the bladebound magus' 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. Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill.
3rd - Black Blade archetype
6th - Empowered Magic (Su) The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.
(right hand) aldori dueling sword, 20 gp 3 lbs
(left hand)
(armor) silken ceremonial armor, 30 gp 4 lbs (+1 AC, max Dex -, 0 ACP, 0% ASF)
(belts)
(body)
(chest)
(eyes)
(feet)
(hands)
(head/face)
(headband)
(neck) amulet of natural armor, 2000 gp
(shoulders)
(wrist)
(left ring) ring of protection +1 [p]
(right ring) envoy ring relic, [p] (triumphs: 1; +2 competence Diplomacy/Linguistics/Perform, 1/day disguise self for clothing 24h, charm person (DC 14+triumph), comprehend languages; CL 1 + 2*triumph)
Side weapons
cold iron dagger, 4 gp 1 lbs
light crossbow, 35 gp 4 lbs
bolts 7/10, 1 gp 1 lbs
wand of mage armor (37 34 charges), 555 gp
Belt
spell components pouch, 5 gp 2 lbs
pearl of power I, 1000 gp [p]
pearl of power I, 1000 gp
flint and steel, 1 gp
alchemist fire, 20 gp 1 lbs
smokesticks (x2), 20 gp [p] (10 feet cloud 1 min)
Scroll case
scroll case, 1 gp ½ lbs
scroll of mage armor [x3], 25 gp (UMD DC 21)
scroll of obscuring mist, 25 gp
scroll of animate rope, blur, flaming sphere, hypnotism, mount, and web [p]
scroll of invisibility, 150 gp [p]
Backpack
rope (silk), 10 gp 5 lbs
grappling hook, 1 gp 4 lbs
Voritas's senate badge (telepathy with Martella) [p]
cheap Qadiran wine label [p]
nobleman outfit [p]