Remiandiv Blixx's page

36 posts. Alias of Deylinarr.


Race

Drow

Classes/Levels

Card Caster & Spire Defender 1 / 4 Wind Monk 1

Gender

M

Size

M

Alignment

NE

Languages

Common, Undercommon, Elven, Thassilonian

Strength 16
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 9

About Remiandiv Blixx

Remiandiv Blixx
Male Drow Magus (Card Caster & Spire Defender) 1 / Monk of the Four Winds 1
LE Medium Humanoid (Drow)
Favored Class Magus
Favored Class Bonus + 1HP/+1Skill (Nemesis Feat)
Init +5; Senses Low-light Vision, Perception +8
____________________
______DEFENSE_______
AC 16; Touch 16; FF 12 (+1 Dodge, +4 Dex, +1 Wis)
hp 19/19 (2d8 + 1[Con] +1[Wis] + 1[Favored Class])
Fort +4, Ref +6 Will +5; +2 vs Enchantment
Immunities Sleep; SR 8
____________________
______OFFENSE_______
Speed 30 ft.
Melee Quarterstaff +4 (1d6+3, x2)
Flying Talon +4 (1d4+3, x2), +2 on trip attempt
Unarmed Strike +4 (1d6+3, x2)
Elemental Strike +4 (2d6+3, x2) 1/day
Ranged Harrow Cards (MW) +7 (1d4+4, x2) range 20’ (PBS)
Dagger +6 (1d4+4, 19-20/x2) range 10’ (PBS)
______________________
______STATISTICS_______
Str 16, Dex 18 (16+2), Con 10 (12-2), Int 14, Wis 12, Cha 9 (7+2)
BAB +1, CMB +4, CMD 18
Feats:
Nemesis (S1), Nimble Moves (R), Point Blank Shot (L1), Improved Unarmed Strike (M1), Elemental Fist (M1), Combat Reflexes (M1), Deadly Dealer (CC1), Combat Expertise (CC1), Dodge (CC1)
Skills (11 = 2 [Magus] + 4[Monk] + 4[Int] +1[Favored])
• +8 Acrobatics (1 [Ranks] + 4 [Dex] +3[Class] )
• +6 Knowledge: Arcana (1 [Ranks] + 2 [Int] + 3 [Class])
• +7 Knowledge: Dungeoneering (1 [Ranks] + 2 [Int] + 3 [Class])
• +7 Knowledge: History (1 [Ranks] + 2 [Int] + 3 [Class]); +1 in Varisia, +2 in Magnimar
• +3 Knowledge: Local (1 [Ranks] + 2 [Int])
• +8 Perception (2 [Ranks] + 1 [Wis] +3 [Class] + 2 [Race])
• +5 Sleight of Hand (1 [Ranks] + 4 [Dex])
• +7 Spellcraft (2 [Ranks] + 2 [Int] + 3 [Class] )
• +8 Stealth (1 [Ranks] + 4 [Dex] +3[Class] )

Languages Undercommon, Elven, Common, Thassilonian

SQ:

Drawback: Power-Hungry (–2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.)
Trait: Harrow Born (start play with a harrow deck, +1 trait bonus on initiative)
Trait: Magical Knack (Magus, +2 trait bonus to CL up to HD)
Trait: Monument Scholar (+1 trait bonus on Knowledge (history) checks made in Varisia, +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments)
Monk:
• FOUR WINDS ARCHETYPE: Elemental Strike as bonus feat
• BONUS FEATS: Unarmed Strike, Combat Reflexes
• AC BONUS: add WIS bonus to AC if unarmored/unencumbered
• INNER STRENGTH: use Wis for hit points for each Monk HD
• FLURRY OF BLOWS: a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Magus:
• ARCANE POOL (Su):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.
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.
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 (Su): 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.
• CARD CASTER ARCHETYPE: Deadly Dealer as bonus feat, can only use Arcane Pool to enhance ranged weapons.
• SPIRE DEFENDER ARCHETYPE: Combat Expertise and Dodge as bonus feats. Only proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature (Flying Talon).

Spellbook
Level 0: all
Level 1: Magic Missile, Corrosive Touch, Shocking Grasp, Shield, Color Spray, Illusion of Calm, Flare Burst
Normal Memorization:
Level 0: Prestidigitation, Ray of Frost, Detect Magic, Read Magic
Level 1: Magic Missile, Illusion of Calm

Racial Abilities
Weapon Familiarity: Proficient in Hand Crossbow, Rapier, Shortsword.
Immunities: immune to sleep, +2 racial bonus on saves vs enchantment spells/effects
Spell Resistance: SR 8 (6+level)
Keen Senses: +2 racial bonus to Perception
Surface Infiltrator: Has lowlight vision, can see 2x as far as humans in dim light. Replaces darkvision and light blindness
Ancestral Grudge: +1 on attack rolls vs dwarves and non-drow elves. Replaces poison use.
Darklands Stalker: May move through difficult terrain without penalty while underground. Also gains Nimble Moves as a bonus feat. Replaces spell-like abilities.

Worn/Carried:

Combat Gear: Quarterstaff (4 lbs), Cold Iron Dagger (+4 gps, 1 lbs), Flying Talon (+15 gps, 5 lbs)
Other Gear: Traveler’s Outfit (5 lbs), Cold Weather Outfit (+16 gps, 7 lbs)

Bandolierh (+101 gp, 0.5 lbs)
• Harrow Deck (cards spread across the pockets)
MW Backpack (+372 gp; 17 lbs.)
• Harrow Deck
• Bed Roll
• Iron Pot
• Mess Kit
• Soap
• 2 Candles
• Ink and Ink Pen
• 5 days trail rations
• Scroll Case (empty)
• Waterskin
• 50’ spider silk rope
• Spellbook
• Traveler’s Any-tool
Belt Pouch (+130 gp, 3.0 lbs)
• Component pouch
• Potion of CLW x2
• Starstone Cubes x5
• Flint and Steel
• Blixx family Harrow Deck
• Coins: 10 pp, 105 gp, 14 sp, 9 cp

______________________________________
_________________MISC_________________

Description::
Remiandiv is far from the noble appearance of the legendary drow warrior. He is shorter and stockier than most, his hair lacks the luster seen in others of his kind, and his mismatched eyes are quite disconcerting as he stares intently at the world around him. He dresses in simple traveler’s garb, heavy furs and coats now with the impending winter, in dark greys and blacks. The complete lack of weapons and armor is quite a rarity in Golarian today, especially in Magnimar, but a single dagger at his boot is the most obvious weapon on him, the quarterstaff he carries looks to be more for walking than anything else. It is hard not to notice the most unusual bandolier he wears across his chest, the pockets filled with Harrow cards
_________________________
Ht: 5'5"
Wt: 120 lbs
Age: 201
Hair: dull silver
Eyes: mismatched (one red/one white)
Skin: black

Background::
House Blixx was a rather small house with a middling rank in the Drow hierarchy, but still had a reputation among Houses much higher. While some Houses were famous for the champions they had fathered or the strange mind-powers they employed, House Blixx was known for their deep dedication to the following of the Harrow. Centuries ago the House had come into possession of a rare and powerful deck which had helped them climb to a status well above what would normally be expected of such a small sized family.

By the time Remiandiv was born that artifact had long since been lost to the House. Their use of the Harrow was still strong and still serving them well as they maintained the position they had earned so many years before. Growing up the second son, Remiandiv was rather vocal about his lack of faith in the family totem – as vocal as a young male drow could be, anyway. While he could not deny how the Harrow had served his family he simply wanted a more overt kind of power than the subtle advantage drawing of cards provided. He rarely consulted the cards himself and when he came of age he eagerly left for the Academy to begin training as a warrior. Within a few years he was selected to begin training as a Xulen Vra, the elite vanguard who would lead the drow armies to the surface when the time came to reclaim the sky denied to them for so long. This training would take place closer to the surface to better prepare for the challenges ahead, so Remiandiv left home never to return. Before he left his House for the last time his youngest sister handed him her Harrow deck, begging him to take it with him as a symbol of his family. Even drow have love for their baby sisters, so he acquiesced and put the deck in his pack.

For the next century he trained in the ways of the Xulen Vra. It was challenging and grueling work: the dark elves knew that the burning sun would weaken their effectiveness in battle so it was the role of the xulen vra to overcome that. They trained to fight without depending on weapons or armor that might fail, ventured up close to the surface to prepare their eyes and senses to the horrible brightness that lie ahead for them, and learned the ways of their natural enemies that would be the first to oppose them – the surface elves and the dwarves.

Remiandiv took to the training well. His motivation was rather straight-forward; he wanted to be one of the first to plunder the surface races and acquire their power for himself, power that was rare or unknown to the Drow that he could muster to his own advantage. This motivation made him a strong student, not the top of his class by far but his name was certainly known by the other recruits and trainers alike.

Early in his training another young drow was recruited to join the xulen vra, a male by the name of Vindrixx Tenzani. House Tenzani was ranked only a few steps above House Blixx and had always made it rather clear that they considered the lower House upstarts, mocking them for their ‘dependency’ on the Harrow. While Remiandiv cared nothing for this, Vindrixx took it to heart and a bitter rivalry was born.

Over the decades that rivalry grew, with countless altercations between the two drow both on the training field and off. They always seemed to be pitted against each other, and unfortunately for Remiandiv his rival was stronger and better. Vindrixx quickly rose in the ranks and began using his status and prowess to continue abusing his enemy. Never one to give up or give in, Remiandiv gave as good as he got. Even as Vindrixx began to outrank Remiandiv the other recruits and trainers were hard pressed to say who was ‘winning’ their personal conflict.

When time came for the second earthfall preparations began for the drow to invade the surface under the muted sun, and as always expected the xulen vra would lead the charge. As the soldiers packed their gear to prepare for battle, Remiandiv came across his sister’s Harrow deck. He had kept it all these years, and while he had never drawn cards himself he had viewed it as a talisman of home, a memory of the pride of his House. He held the deck in his hands for a few long moments, and suddenly found himself following the rituals he had been taught as a child and drew cards. Even as he laid the cards down he still could not have explained why he did it, what had compelled him to do something he had fought so hard against for so long.

The cards brought back memories of the lessons and teachings of his youth, the meanings of the cards as clear in his mind as they had been so long ago. The cards before him told a very clear message: a deadly betrayal, one that should come as no surprise.

Remiandiv kept that warning in the front of his mind, and that deck close by at his belt, and the drow left the darkness of Below to raid the surface. The battle was everything he had imagined it would be: the Xulen Vra swarmed over the ill prepared surface elves raining down death wherever they went, and while the main army struggled with the challenges of the surface the vanguard did exactly what it was supposed to do. Even the thrill of the battle and the myriad of spoils before him did not dull Remiandiv’s wariness, so he was prepared and ready when Vindrixx tried to stab him in the back with a fallen enemy’s blade. Their battle was fierce and violent, and it was quickly clear to Remiandiv that he was simply outclassed and could not win. With some deception and a whole lot of luck he managed to break away from the better warrior and make his escape by fleeing the battlefield.

The memories of the next year are not clear for the drow. His dream of being part of the conquest shattered, his place in the Xulen Vra lost to him by his desertion, Remaindiv had very little to occupy his mind beyond his desire for vengeance against Vindrixx. The thing he held on to, the thing that moved him forward instead of allowing him to fester, was the Harrow. He credited the deck’s warning for the fact that he was alive at all and began working with the cards more than he ever had before. It was not long before the cards started revealing things to him. They gave him access to power he never had before, gave him guidance when the path before him was not clear, and reminded him of what had driven him since youth: the pursuit of even more power.

With revenge on his mind he put faith in the cards to take him where he needed to be to gain that power and extract his revenge. Eventually the cards led him to Magnimar with promises of power beyond imagination. He spent half a decade in the shadows studying the history of the city and the wonderful monuments to power that filled the place. But the time has come for him to leave the shadows and begin actively seeking the power that this ancient city has to offer…