About Mordane BreckinridgeBaskground:
Mordane can still recall his parents. His mother was a Varisian warrior. He recalls her leather armor and swords and knives when he thinks of her. He can still sometimes smell her leathers. And he recalls the scar that ran from her left ear all the way down to her nose. She might have been beautiful before the scar. And his father was a wizard and scholar of ancient civilizations. He mostly studied Thassilonian artifacts. Lots of those around here and that is why they settled in Sandpoint. He was almost 8 when both parents were talked into investigating a lone giant rampaging just south of the Stoval steps. They traveled out in a large force, But no one who departed the city that fated morning ever came back. It took a couple weeks before he was told, but he became an orphan that day. Luckily there was Turandarok school to take him in. He does not remember why he was always made at Turandarok's, but it seemed like he was. He was a bright child and knew that he should have been thankful for the education provided and the almost homelike environment where he lived on the second floor of the school building, But kids teased him and it got worse as he got older. Some kids knew they wanted to be guards or fishermen or work in a tavern or whatever. But Mordane always said he would be both a wizard and a warrior. They all told him that he could not be both and that he had to pick. And that always mad him mad. He would show them. He would be both. As he entered his early teens his temper seemed to reach a crescendo. He barely noticed that other kids around him were just as bad but in hind sight he can see how they must have fed off of each other. And then it happened. Everyone seemed to loose it all in the same day. They called it the incident. He always thought of it as the release. Pressure had built up in him for so long and it finally just came out. Something must have triggered it because it happened to the others too. But no one could tell him what it might have been. He was ok for a while. The rage was gone. But then he could feel it building again. But now he was older and knew about the rage. He learned to let it out in small doses that left him fatigued after but still mostly in control. After that things got sorta normal for a while. He did well in his studies and was allowed to practice martial skills as well. As he approached graduation he proposed a deal to Headmaster Gandethus. He would keep the school’s library and in return he could stay on and live and eat at the school. So at 18 years old this was his life. He spent most of the week working at the school and in his free time he liked to offer his services around town as a guard and even bouncer. You see he was a large man and quite strong. Must have gotten that from his mother along with his Varisian features including his dark hair and eyes. So it came to be that while his main job sharpened his mind his other pursuits sharpened his body. On his 18th birthday the sheriff came to him with a gift; a sword that had belonged to his mother and the spellbook that had started his father’s career. The town’s been holding these until you came of age. he explained. So it seemed that it was indeed destiny that Mordane become both a fighter and wizard. This suited his personality quite well. He had been in Sandpoint most of his life and loved it there but wanted to see the world. He had lots of people friendly towards him but few if any real friend and he wanted that bond. It was time for him to do something different with his life. As he considered he knew that he had to further master the rage that sometimes filled him and if he could he could turn it to a powerful tool in his new life as an adventurer. Perhaps one day he could even avenge his parents against the giants of the Stoval Step.
Wrath-Tainted:
The mystic rage that bubbles within you also serves as a source of power... select one bloodrager bloodline. You gain the bloodrage ability as a bloodrager of your character level, including the appropriate bloodline powers. This counts as having the class ability for the purpose of qualifying for feats like mad magic or blooded arcane strike. In addition, you gain the bonus spells associated with the sorcerer version of your bloodline as spell-like abilities. Each one is usable 1/day beginning when your character level equals the level at which a sorcerer would receive the bonus spell (1st level spell at 3rd character level; 2nd level spell at 5th character level; etc). Your caster level for these abilities is equal to your character level, and the DCs are Cha based. These spell-like abilities (unlike all others) count as spells for the purpose of qualifying for feats, prestige classes, etc. Bloodrager Bloodine: Arcane:
Bonus Spells: Magic missile (3th), invisibility (5th), lightning bolt (7th), dimension door (9th). Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster. Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat. Arcane Bloodrage (Sp) At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration. Greater Arcane Bloodrage (Sp) At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability. Caster's Scourge (Ex) At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging. True Arcane Bloodrage (Sp) At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities. Caster's Bane (Ex) At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.
Mordane Breckinridge
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Defense while Bloodraging - 6 rounds/day:
AC 11/14 with Mage Armor , touch 10, flat-footed 9 (+1 armor, +2 Dex;) hp 11 (1d6+3) Fort +4, Ref +2, Will +5 —————
Ranged:
Wizard Spells Prepared (CL 1st; concentration +5)
Offense while Bloodraging - 6 rounds/day:
Speed 30 ft. Melee: Masterwork cold iron great sword +6 (2d6+7/19-20) or quarterstaff +5 (1d6+7) or silver dagger +5 (1d4+5/19-20) or spiked gauntlet +5 (1d4+5) Ranged:
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Feats Arcane Strike, Martial Weapon Proficiency (greatsword), Spell Focus (conjuration) Traits pragmatic activator, reactionary, seeker Skills:
Languages Azlanti, Common, Goblin, Terran, Thassilonian, Varisian SQ
Gear
Armor:
Weapons:
Other Gear
Coin on hand: 2 gp, 5 sp, 8 cp —————
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Foresight Associated School: Divination Forewarned 1 (Su) Can always act in surprise rounds. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Tainted Spirit Fort save DC 10 + rounds of combat after combat or become fatigued. |