Seltyiel

Lothenlieth Farstrider's page

43 posts. Alias of ElegantlyWasted.


Full Name

Lothenlieth Farstrider

Race

Elf

Classes/Levels

Inspired Blade Swashbuckler 1/Bladebound Magus 1 | HP 11/21 | AC 18 Touch 14 FF 14 | Fort +4 Ref +7 Will +2 | Initiative +7 Perception +4

Prepared Spells:
Shocking Grasp x2

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Deity

Iomedae

Languages

Common, Elven, Celestial, Sylvan, Infernal, Draconic

Strength 11
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 9
Charisma 14

About Lothenlieth Farstrider

Background:

You can't run from destiny.

Lothenlieth had it all. Skills, smarts, looks. What he lacked was patience.

He didn't listen when his mother tried to tell him of the terrible responsibility his family carried. Who cared about some old sword they claimed to have to guard? That wasn't what he cared about. He craved adventure, the thrill of discovery on the open road.

Despite his irreverence, Lothenlieth loved his parents. They were always kind and caring, and thought they attempted to guide him, they gave him his space, believing that it was merely the fire of youth, and that he would come around eventually. They spent long hours attempting to instruct their son in arts of combat and magic, and in reverence of Iomedae, their patron.

He decided to strike out on his own. His mother insisted that he take some star-shaped disc that had a symbol of Iomedae on it. That if anything happened, he'd have to come home, and he'd know what to do.

Lothenlieth chucked the disc in his sack and forgot about it. For the next year, his life was one of adventure. Using his natural quickness and flair for the dramatic, he became a skilled combatant. His travels had taken him to Cassomir, where his style of combat had made him a natural fit for Jean Coremont's Corsairs. He went on a couple of missions, acquitting himself quite well. On one such missions a group of buccaneers attempted to raid a merchant vessel carrying imported ale for The Pike and Tankard Inn, and upon the corsair's successful recovery of the product, the grateful innkeeper, Vasaro, offered the corsairs a night of free drinks.

It was on that night, in that inn, that Lothenlieth's heart was moved for the first time.

Basila was unlike any woman he'd ever seen. Beautiful, to be sure, but intelligent and fierce. She had a fire in her that called to Lothenlieth, and the young Elf made certain that he got to know her. Lothenlieth isn't precisely the most suave person around, but he didn't attempt to romance Basila. He wanted to get to know her, and the two shared many a conversation over a tankard. Lothenlieth was, of course, also mindful of the fact that he was in her father's inn, and so was sure to be respectful. Vasaro didn't seem to mind the burgeoning friendship at all, though Lothenlieth has no idea how the man would react if Vasaro knew how Lothenlieth really felt.

Lothenlieth made a bit of a home for himself in Cassomir, and thought the time was right for a trip to see his parents. He thought himself quite the young hero, and couldn't wait to share his adventures with them. He had truly lived, far more than he would have at home. Lothenlieth decided it was time for a visit, and came home, heart light and carefree.

He found his home in ruins.
Lothenlieth could tell, from the char on the wood and the freshness of the bloodstains, that this could have happened no more than three nights ago. Three nights earlier, and maybe he could have saved them. Lothenlieth found the bodies of his parents, torn open and with limbs splayed at unnatural angles. Something evil had done this.

Lothenlieth wept. He didn't know for how long. He screamed, cursing whatever did this and swearing that he would hunt it down and visit undreamed of vengeance. Eventually, when he had screamed himself hoarse and could no longer see through the tears, grief and weariness overtook him. He slept.

Lothenlieth barely remembers the dream. There was a warrior, shining in her armor, and Lothenlieth knew that she was more than a mortal. She stood in front of the statue in his parent's shrine.
Then he woke up.

Lothenlieth knew what he had to do. There was no doubt, no hesitation. He went to his family's shrine and found the statue to Iomedae unharmed. He took the long-ignored disc from his pack and, upon examining the statue, found that the disc fit into a depression on the carving of Iomedae's sword. As he slid it in, something clicked, and the statue shuddered backwards, revealing a path to a hidden room. Lighting a torch, Lothenlieth descended.

He found a room that was far more bare than he was inspecting. The only things he found were an old family book, detailing their arcane studies for generations, a note, and a sword, wrapped up in oilcloth. The sword was ancient, and the metal was a solid back. Other than that, it seemed like any other rapier. Then, Lothenlieth read the note.

It was from his mother. It indicated that if he was reading this, things had gone wrong indeed. That their family was bound to this blade, as guardians. That it was a sacred charge from Iomedae. They didn't know it's origins, not truly, but did as their goddess asked. The note begged Lothenlieth to take it upon himself to guard the blade. That if he did not, disaster might come to pass. That the blade itself would awaken, when he was ready. The note said that he must use their family's arcane workbook and attain skill in the arcane as well as with combat, that only then would he be able to protect the blade and himself.

Lothenlieth sat in that dark room for a long, long time. When he emerged, blade in his safekeeping, he was a different person. Lothenlieth knew now how flawed and unworthy he was. How his capricious nature had led to him not being there to help his family. Lothenlieth was determined to change. He knew now the terrible burden of responsibility, and the cost when it is denied. Lothenlieth knew, down to his marrow, that he was meant for this. He is resolved to make himself worthy of the sword, and protect it from those who would claim it. He is resolved to hunt down whatever killed his parents, and remove it from existence. Lothenlieth is a different man, now, with a different path. He is returning to Cassomir, partly because he feels that he will be more likely to find information there, and partly because he doesn't know anyone anywhere else. In this time, Basila and Vasaro will be a balm to his wounded self, and he will prepare for the day of his vengeance.

Statistics:

Swashbuckler (Inspired Blade) 1/Bladebound Magus 1
Chaotic Good Elf
Languages Common, Elven, Sylvan, Celestial, Infernal, Draconic
Favored Class- Magus (FCB- +1 Skill Point)
Init +7; Perception +4
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Defense
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AC 18, touch 14, Flat-footed 14 (+4 Dex, +4 Armor)
hp 22 (1d10+1d8+4)
Saves Fort +4, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee Masterwork Rapier +8 (1d8+5/18-20x2)

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Statistics
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Str 11, Dex 20, Con 14, Int 18, Wis 9, Cha 14
Base Atk +1; CMB +1; CMD 16
Feats Weapon Finesse, Weapon Focus (Rapier), Deadly Agility
Traits Warrior of Old, Magical Lineage (Shocking Grasp)
Skills Acrobatics 10 (2), Diplomacy 7 (2), Knowledge Arcana 9 (2), Knowledge Local 9 (2), Perception 4 (2), Sense Motive 4 (2), Spellcraft 9 (2), Swim 4 (1), Use Magical Device 7 (2)
Other Gear Masterwork Rapier (320), Chain Shirt (100), Magus's Kit (21), Grappling Hook (1), 100' Silk Rope (20), Arcane Family Workbook (300)
237 GP Remaining.

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Special Abilities
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Spells Known
0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1st- Color Spray, Expeditious Retreat, Grease, Long Arm, Shield, Shocking Grasp, Silent Image

Racial

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Bladebound Magus

Weapon and Armor Proficiency

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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 cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

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. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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. 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.

Swashbuckler (Inspired Blade)

Weapon and Armor Proficiency

Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Inspired Panache (Ex)

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.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs..

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.