| Full Name |
Orson Callevarno |
| Race |
Human |
| Classes/Levels |
Magus (mindblade) 1 | AC 17 (T 13 FF 14) | 10/10 HP | Fort +3, Ref + 3, Will +3 | Psychic Pool 1/4 |
| Gender |
Male |
| Size |
Medium |
| Age |
28 |
| Alignment |
Neutral Good |
| Languages |
Common (Taldane) |
| Strength |
12 |
| Dexterity |
17 |
| Constitution |
12 |
| Intelligence |
16 |
| Wisdom |
12 |
| Charisma |
12 |
About Orson Callevarno
Orson Callevarno
Male human magus (mindblade) 1
NG Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 10 (1d8, +1 Con, +1 Fast Learner feat)
Fort +3 (+2 base, +1 Con), Ref +3 (+0 base, +3 Dex), Will +3 (+2 base, +1 Wis)
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Offense
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Speed 30 ft.
Melee +1 mindblade machete +4 (1d6+2 slashing/19–20/×2)
Melee +1 mindblade boarding axe +4 (1d6+2 piercing or slashing/×3)
Melee +1 mindblade tonfa +4 (1d6+2 bludgeoning/×2)
Melee Dagger +3 (1d4+2/19–20/×2)
Spells Known (CL 1st; concentration +4)
• 1st (2/day, DC 14)—chill touch, shield
• 0 (at will)—light, mage hand, prestidigitation, ray of frost
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Statistics
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Str 12, Dex 17, Con 12, Int 16, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 14
Languages: Common (Taldane)
Armor Check Penalty -2
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Feats
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Human
Fast Learner: You possess extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Level 1
Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
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Traits
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Expert Explorer (Campaign): Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory.
Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.
Chosen knowledge: Knowledge (arcana)
River Rat (Regional): You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
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Adventuring Skills
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Total skill ranks: 7/2 (2 magus, +3 Int, +1 human, +1 favored class; +2 background)
Climb +5 [+3] (1 rank, +1 Str, +3 class skill)
Knowledge (arcana) +8 (1 rank, +3 Int, +1 trait, +3 class skill)
Knowledge (dungeoneering) +7 (1 rank, +3 Int, +3 class skill)
Perception +2 (1 rank, +1 Wis)
Spellcraft +7 (1 rank, +3 Int, +3 class skill)
Survival +6 (1 rank, +1 Wis, +1 trait, +3 class skill)
Swim +6 [+4] (1 rank, +1 Str, +1 trait, +3 class skill)
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Background Skills
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Knowledge (geography) +4 (1 rank, +3 Int)
Profession (sailor) +5 (1 rank, +1 Wis, +3 class skill)
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Untrained Skills
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Acrobatics +3 [+1]
Bluff +1
Sense Motive +1
Stealth +3 [+1]
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Gear
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Total starting wealth: 140 gp
Traveler's outfit (free)
Dagger (2 gp, 1 lb.)
Chain shirt (100 gp, 25 lbs.)
Backpack (2 gp, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Shaving kit (1 gp 5 sp, ½ lb.)
• Trail rations, 8 (5 sp ea., 1 lb. ea.)
• Waterskin (1 gp, 4 lbs.)
• 28 gp, 9 sp
]
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Magus (mindblade) 1
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 mindblade casts spells from the magus spell list as psychic spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mindblade must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a mindblade’s spell is equal to 10 + the spell’s level + the mindblade’s Intelligence modifier.
Like other spellcasters, a mindblade can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her magus level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Core Rulebook).
At 5th level and every 3 levels thereafter, a mindblade can learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the mindblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spell the mindblade can cast.
A mindblade need not prepare her spells in advance. She can cast any magus spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
This ability replaces the magus’s spellcasting.
Psychic Pool (Su): A mindblade gains a psychic pool, similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.
At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
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.
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Backstory
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Description: Slightly scruffy in a "scoundrel" sort of way, Orson is a dark-haired man with dark blue eyes of indeterminate heritage. He has strong cheekbones and a thick but straight nose, and tends to flatten his lips while he's not speaking. He generally dresses in plain clothing for working in or around water, like a simple sailor's shirt and half-trousers if he's going to be diving, or a slightly more protective trousers and tunic with soft leather boots when traveling. He carries little to make him stand out.
Hair: Brown
Eyes: Blue
Height: 5' 10"
Weight: 170 lbs.
Background: @
Personality Traits: Orson tends to be close-mouthed and prefers thinking to talking most of the time, unless he's tipsy. He has spent a significant amount of time on ships and around water, and he is comfortable in such environments. He dislikes cold weather, but is hardy when facing rain while sailing.
Orson is fiercely loyal to friends, but also holds a grudge against those who mistreat him or his compatriots. He is not especially greedy for wealth, but he is tantalized by new experiences.
Orson is not an especially picky eater. He likes fresh fruits, and he eats a good variety of fish and seafood, given his usual employment habits. He has learned to choke down hardtack, usually by soaking it in rum or mixing it into a stew.
Orson is indifferent to most animals, though he considers a cat on a ship good luck.