Mardrezi Seudair's page

2 posts. Alias of GM_Drake.


Full Name

Mardrezi Seudair

Race

Varisian (mostly human) sylph

Classes/Levels

(Kapenia Dancer) Magus 1

Gender

male

Size

medium

Age

17

Special Abilities

Breeze-Kissed

Alignment

Neutral Good

Deity

Shelyn

Location

Midland, Korvosa, Varisia, Avistan, Golarion

Languages

Common (Taldane), Elf, Halfling, Shoanti, Varisian

Occupation

Jeweler (Dancer)

Strength 11
Dexterity 17
Constitution 12
Intelligence 16
Wisdom 8
Charisma 15

About Mardrezi Seudair

Background, Part 1:

   Seventeen years ago, Mardrezi Seudair was born into a pure-blooded Varisian family of jewelers that reside and work in Midtown of Korvosa. He grew up learning the family business.  During his childhood a few of the Korvosan neighborhood bullies beat him up occasionally, his natural charm usually was enough to pay them a 'toll' of a few coppers to let him continue his walk without injury. During his thirteenth year, when a couple of the bullies had stopped him to demand their 'toll', Mardrezi panicked as he had no coins on him. The larger bully, Knapsen, grappled Mardrezi and pinned him to the ground, while the smaller bully, Turpin, picked up some pebbles and started to throw them at Mardrezi's face.  The first stone blooded Mardrezi's nose. As Turpin threw the second stone, Mardrezi's hair started moving wildly as if a strong wind had blown in during the calm day, and redirected the second stone to hit Knapsen in the face. Knapsen released Mardrezi and started to wail on Turpin for hitting him.  Mardrezi did not realize the wind had been localized to him, and he got up and ran off while the larger bully was pounding on the smaller bully.

   When Mardrezi got home, his hair was still blowing around from the localized wind. "Mom, I'm home. It's getting windy outside." His mother, Lireminda, was prepping dinner and looked out the window to see the still-windless day. She walked from the kitchen to the front room and saw her 13 year-old son's hair fluttering about his head. "It is not windy outside, Mardrezi. Your hair is blowing around right now and you are inside."

   Thinking that Mardrezi might have sorcerer abilities like his great-uncle Trotter, they went to visit him. After a few tests, Trotter was not sure what was causing his great-nephew's to fly around, and decided to ask a wizard friend of his for a favor to see if Mardrezi had any wizardry talent. Over the next year, Mardrezi had mastered a few cantrips though some basic cantrips were beyond his capabilities. Though he had mastered some basic offensive cantrips, which made the bullies stop picking on him. Mardrezi had also learned how to activate and deactivate the wind he could localize around himself. None in the family, including Mardrezi, know that the cause of his innate personal wind is due to a long-forgotten sylph ancestor that mingled with their Varisian bloodline.

   During Mardrezi's fifteenth summer, a Varisian caravan that travels the Dawn Shadow Path had set up camp for a week outside of Korvosa.  Each day after work that week, Mardrezi exited the city to go watch the travelling performers around their campfire. On his third night watching the kapenia dancers, he became captivated with a dancer, who locked eyes with him as she danced. When he had already thought he would never see a woman who is more beautiful than she is, her lips parted and he heard the most melodic voice he ever heard in his life. After the girl and her co-dancers had finished their performance, he approached the girl and asked her, "What's your name? If I knew what name meant the most beautiful, I would guess that it might be your name." The girl, used to a variety of flirtations, both sweet and vulgar, sensed the genuineness in Mardrezi's words and told him, "Most call me Lita, but you can call me by my full name, Carmelita. What's your name, handsome?" 

  For the rest of the week while Carmelita's caravan was camped outside of Korvosa, the two blossoming puppy lovers spent as much waking time as their schedules allowed.  On the last night before the caravan started roaming again, Carmelita attempted to teach Mardrezi how to dance with a kapenia. Mardrezi bungled the first two attempts. As he was failing his third attempt, he started to express that he wanted so much to be able to become a good enough dancer for her, and that he would never stop trying...but before he could finish his sentence she kissed him...which turned into a night-long kissing session. Knowing he would be late for work, he kissed her before she left and he stood, watching until the caravan disappeared from view.

  The following summer, Carmelita's caravan once again parked outside Korvosa for a week.  The two of them picked things back up where they left off the summer before.  After a week of lessons, Mardrezi got some of the basics of kapenia dancing down, which pleased both of them.

   After getting permission from his father to be able to work on his own project at the family business, Mardrezi surprised Carmelita during her last day with a pair of small silver strand earrings. She loved them and put them on and never took them off for the rest of her life.  They talked about the possibility of Mardrezi joining her caravan the following summer.

   When Carmelita's caravan arrived during Mardrezi's seventeenth summer, he had persuaded his father to give him the week off, and was waiting at the area where the caravan set up camp for the week. When Carmelita saw him she ran into his arms and kissed him. "My parents want your parents and us to have dinner with them tonight. Can you get the night off?" Mardrezi asked her after their long kiss. That night the six of them had dinner at Mardrezi's house. After dinner and before dessert was served, Mardrezi left the table and came back a few minutes later dressed in a Kapenia Dancer's outfit. He then started to dance. He had perfected the proposal kapenia dance! Carrmelita, both ecstatic and worried about her parents' reactions...until she saw her father and mother were smiling in approval as Mardrezi danced. As Mardrezi finished his proposal dance, he dropped onto his right knee, his right hand closed, as his left hand reached out to gently hold Carmelita's left hand, "Do you want to spend your life dancing with me, beautiful singer?"

  "Yes, my charming dancer, I do."

   Mardrezi's right hand opened to reveal a gold ring with a blue sapphire burnished set stone, and slid it onto Carmelita's left ring finger.

Carmelita's mother told her to read the inscription.  Her mother's words revealed that her parents must have known what this dinner was about, she takes a closer look at the ring and reads the Varisian script inscription aloud, "For my beautiful Singer."

Mardrezi's mother then tells her to read the interior Varisian script inscription, which Carmelita does, "Love, your Dancer."

  During dessert, the mothers of the newly-engaged couple talked about wedding plans for the following summer.

After dinner, Mardrezi and Carmelita went for a stroll while there was still some daylight left of the day.

Background, Part 2:

  While Mardrezi and Carmelita were having their stroll, a group of thugs, led by his childhood bullies, Knapsen and Turpin, jumped the couple and knocked Mardrezi out before he had a chance to defend his fiancée and himself.  When he came too, he was alone on the street where he was knocked out.  He rushed home to tell his and Carmelita's parents what happened and then sprinted to report the abduction to the town guards, who seemed disinterested in helping him.

   Mardrezi, his parents and Carmelita's parents search for her all night, with no success.  The town guard came to arrest Mardrezi later that day for the murder of Knapsen and Turpin, who had been found dead in an alley behind the Suedair Family's jewelry shop.  While Mardrezi spent the night in a cell, his parents gathered witnesses that provided valid alibis for Mardrezi's whereabouts since the dusk of the night Carmelita was taken up to the time the guards arrested him.  

   Frantic, Mardrezi continued his search, along with his parents and future in-laws. No success and no assistance from the Chelaxian guards who did not feel like wasting their time to help out pure-blooded Varisians.

   A week of searching came and went. Then a knock at their house before the sun came up...requesting they come to identify whether or not a body they had found during the night was the woman they have been searching for.  It was. Her ripped, grass-stained clothing and other telltale signs that someone or multiple someone's had their way with Carmelita. Her silver strands earrings still hung from her ears but her engagement ring was missing.

The guards gave little more than lip service that they would look into the missing ring.  Three days later a funeral was had for Carmelita.  The smile that usually adorned Mardrezi's face when he was not being bullied had not been on his face since the night he and his fiancée were jumped.  Two weeks later Mardrezi heard that the ring he had created for the love of his life was for sale in a pawn shop.  Mardrezi went to the pawn shop and demanded the ring be returned to him, which the shopkeeper refused, as he needed to be compensated for the money he spent to acquire the ring...from one Gaedren Lamm.

  With a name to go off, Mardrezi started his determined hunt to make whoever took the love of his life away from him pay for their sins.  Mardrezi's determination to find his fiancée's killer, he prepared spells from his spellbook he had never used against others before.  During his investigations, low-tier criminals of Gaedren Lamm revealed that Lamm did not kill his fiancée but did give the order. The first low-tier thugs he attempted to interrogate thought he was a joke, until his scarf levitated in the air around him, and the winds he summoned around himself and as he danced underneath his scarf that reached out to protect him, he would stomp his feet and cause a nearby thug to fall down from the tremor his dancing caused, then would grab his scarf back in hand and flick it to slash a thug's face and leave his arcane sigil, "Dancer" in Varisian script magically branded into the thugs' foreheads.

   Before Mardrezi could confront Lamm directly, news spread that others had taken Lamm out.  Mardrezi's search for the identity of the person who murdered his Singer continues...

   His left arm has a full sleeve tattoo of Carmelita in her kapenia dancer attire, with the scarf extending across his upper back and spiralling around his right arm to the wrist, so in addition to it being a tribute to the woman he will never stop loving, allows her to always be dancing with him when he dances.

Ability Scores:

Rolled stats: 15, 8, 15, 14, 14, 11

Racial Ability Score Adjustments: +2 Dex, +2 Int, -2 Con

Str 11 (+0)
Dex 17 (+3)
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Cha 15 (+2)

Languages:

Automatic: Common, Varisian
Int Bonus (3): Elven, Halfling, Shoanti

Alignment:

Before his lover died: Neutral Good

After his fiancée, Carmelita, died : Neutral Good with chaotic tendencies while the deep grief of his loss is affecting him even more deeply. Magic that affects him with the emotional trait can trigger this shift in behaviour. This is not from his build, but rather roleplaying thematics.

Favored Class Bonus:

Alternate Human Magus Favored Class Option: Add +1/4 point to the magus’ arcane pool.

Current Adjustment: + 1/2 (effective +0)

Varisian (mostly human) Sylph:

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native human subtype and are humanoid with the human subtype
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Traits:

Feats:

1st HD: Weapon Finesse
Kapenia Dancer bonus 1st level feat: Weapon Focus (bladed scarf)

Tentative Feat Plan:

3rd: Combat Expertise
5th: Improved Disarm
7th: Extra Arcana (Close Range)
9th: Greater Disarm
11th: Improved Critical (bladed scarf)
13th: Disarming Strike
15th: Directed Disarm
17th: Greater Weapon Focus (bladed scarf)
19th: Forge Ring (goal being to imbue the engagement ring he made for Carmelita, into a ring of wish, to bring her back to life).

Skills:

Background Skills: 2/level x 2 levels = 4)

Craft (jewelry) +10 (2 ranks, +3 class skill, +3 Int, +2 circumstance from masterwork artisan's tools)
Perform (dance) +9 (2 ranks, +3 class skill, +2 Cha, +2 Trait)

Adventuring Skills: (2+Int mod)/level x 2 levels = 10

Acrobatics +5 (2 ranks, +3 Dex)
Diplomacy +3 (1 rank, +2 Cha)
Intimidate +7 (1 rank, +3 class skill, +2 Cha, +1 Trait)
Perception +0 (1 rank, -1 Wis)
Spellcraft +7 (1 rank, +3 class skill, +3 Int)
Swim +5 (2 ranks, +3 class skill, +0 Str)
Stealth +5 (2 ranks, +3 Dex)

Kapenia Dancer Magus Archetype:

For some Varisians, their traditional dances pulse with the power of their ancestors. These dancers incorporate their kapenias—scarves embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors.

Weapon and Armor Proficiency: A kapenia dancer is proficient in simple weapons and bladed scarves (The Inner Sea World Guide 290). Additionally, a kapenia dancer can wield a bladed scarf as a one-handed melee weapon. A kapenia dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.

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

Canny Defense (Ex): At 1st level, when a kapenia dancer is wielding a bladed scarf, 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 magus level (rather than his duelist level) affects his Armor Class.

Weapon Focus (Ex): At 1st level, a kapenia dancer gains Weapon Focus (bladed scarf ) as a bonus feat.

Kapenia Dancer Arcana: A kapenia dancer gains access to the following magus arcana. He cannot select any arcana more than once.

Elasticity (Su): As a free action, the kapenia dancer can spend 1 point from his arcane pool in order to grant a bladed scarf he’s wielding reach until the end of his turn. A kapenia dancer can use this arcana in tandem with other magus arcana.

Kapenia Curse (Su): Choose an ability score upon taking this arcana. Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The kapenia dancer must be at least 9th level before selecting this arcana.

Spirit Fingers (Su): Whenever the kapenia dancer scores a hit with a melee weapon, he can spend 1 point from his arcane pool as a swift action to immediately attempt a steal combat maneuver (Advanced Player’s Guide 322).

Spirit Step (Su): Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to teleport to any point within 30 feet. The kapenia dancer’s turn ends after being teleported. The kapenia dancer must be at least 12th level before selecting this arcana.

Magus Arcana: The following magus arcana from Ultimate Combat (UC) and Ultimate Magic (UM) complement the kapenia dancer archetype: arcane cloakUC, dispelling strikeUM, hastened assaultUM, maneuver masteryUM, prescient attackUC, prescient defenseUM.

Magus:

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp)
Class skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)  Tattooed Focus trait adds Perform (Dance) as a class skill.

Skill Ranks/Level: 2 + Int modifier

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 the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

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.

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 (see Arcane Spells).

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 (see the Alchemist description) 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 (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.

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

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.

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.

Tentative Magus Arcana Plan:

3rd: Elasticity
6th: Maneuver Mastery (disarm)
9th: Kapenia Curse (Dex)
12th: Spirit Step
15th: Flamboyant (Derring-Do & Opportune Parry and Riposte deeds)
18th: Arcane Deed (Kip-Up)

Spellbook:

0th-level spells: all 0th-level magus spells 
1st-level spells(3+3+2=8): Blade Lash, Blurred Movement, Frostbite, Hide Weapon, Returning Weapon, Thunderstomp, True Strike, Warding Weapon

Typical Spells Prepared:

0th-level (4-1=3): Arcane Mark, Detect Magic, Ray of Frost
1st-level (2+1-1=2): Thunderstomp, Warding Weapon

Gear:

Rolled gold: 130 gold

entertainer's (kapenia dancer) outfit (free; 4 lbs)
spellbook (free; 3 lbs) (17 cantrips, 8 1st-level spells, 75 blank pages)
masterwork (jeweler) artisan's tools (55 gold; 5 lbs)
silver dagger (22 gold; 1 lb)
bladed scarf (12 gold; 2 lbs)
ink (8 gold; -)
spell component pouch (5 gold; 2 lbs)
cold iron dagger (4 gold; 1 lb)
backpack (2 gold; 2 lbs)
artisan's (jewelsmith) outfit (1 gold; 4 lbs)
belt pouch (1 gold; 1/2 lb)
waterskin (1 gold; 4 lbs)
inkpen (1 silver; -)
sack (1 silver; 1/2 lb)

Total money spent: 111 gold, 2 silver
Money in belt pouch: 18 gold, 8 silver

Total Encumbrance: 29 lbs
Light Encumbrance Threshold: 38 lbs

Age, Height, etc.:

Age: 17
Height: 6'0"
Weight: 148 lbs
Eyes: light blue
Hair: shoulder-length straight black hair, when 'at rest'; blowing around when breeze-kissed racial trait is active
Build: lithe
Tattoo: left arm sleeve is of his love, Carmelita, in her kapenia dancer outfit, with her scarf extending across his upper back and spiraling around his right arm to his wrist