Lantern Bearer

Othniel Laurentius's page

414 posts. Alias of Ouachitonian.


Full Name

Othniel Laurentius

Race

Modified Elf

Classes/Levels

Gestalt Magus (Bladebound/Kensai)/Swashbuckler(Inspired Blade) 1 Init +7; low-light vision.; Perception +6; HP: 11/11; AC 16, touch 16, flat-footed 10 (+5 Dex, +1 Dodge); F +4, R +8, W +3; SR 12

Gender

Male

Size

Medium

Alignment

N

Deity

Nethys

Languages

Celestial, Common, Draconic, Elven, Sylvan

Strength 11
Dexterity 20
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Othniel Laurentius

Background:

Othniel was born into the Riftwardens, but soon thereafter made an orphan, when his parents disappeared into the Worldwound. He was thereafter raised by his uncle, the Riftwarden Aravashnial, who saw to it that he was trained in magic and the blade. While young Othniel was an adequate student of magic, he excelled at the blade, becoming highly skilled with a rapier from a young age. As the decades went by, he leaned more and more into this side of his training, and somewhat neglected his magical studies, to his uncle's chagrin. Nevertheless, when he was on the cusp of adulthood, Aravashnial presented him with an ancient, finely wrought elven rapier that had been in the family for generations. Supposedly it contained a dormant spirit of great power, one which only a great swordsman could awaken. He stated with confidence that he was sure Othniel could awaken the spirit within the blade.

Appearance & Personality:

Othniel is a quiet, somewhat moody, dark-haired elf, of average height. Despite being raised around many humans, he has the elven attitude towards them, having seen so many of them grow, bloom, wither, and die while the years passed him like days. While his own magic is limited, he sees magic as the most respectable pursuit of the learned, especially arcane magic, and has little time for those who cannot cast spells.

Othniel wears no armor, and carries a rapier and spellbook.

Stats:

Othniel
Male modified elf magus (kensai) 1/swashbuckler (inspired blade) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +4, Ref +8, Will +3
Defensive Abilities canny defense +1; SR 12
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Offense
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Speed 40 ft.; sprinter
Melee dagger +5 (1d4+2/19-20) or
mwk cold iron rapier +6 (1d6+2/18-20)
Ranged longbow +6 (1d8/×3)
Special Attacks arcane pool (+1, 5 points), deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), spell combat
Magus (Kensai) Spells Prepared (CL 1st; concentration +7)
1st—shield
0 (at will)—arcane mark, prestidigitation
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Statistics
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Str 11, Dex 20, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Agile Maneuvers, Breadth Of Experience[APG], Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits magical lineage, rich parents, riftwarden orphan, warrior of old
Skills Acrobatics +9 (+13 to jump), Diplomacy -1 (-6 to improve other creatures' attitudes towards you), Intimidate -1 (-6 to improve other creatures' attitudes towards you), Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +7, Perception +6, Spellcraft +8, Use Magic Device +3
Languages Abyssal, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane focus, chosen weapon, condescending, elven magic, finesse weapon attack attribute, inspired panache
Combat Gear wand of mage armor (21 charges); Other Gear arrows (20), dagger, longbow, mwk cold iron rapier, ioun torch ioun stone[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 10 gp, 6 sp, 1 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Focus (Ex) +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Elven Magic (Ex) +2 to spellcraft checks to determine the properties of a magic item.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (12) You have Spell Resistance.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Weapon Focus (Close Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies