Cayden Cailean

Reynard Reinhardt's page

29 posts. Alias of Gabe Alan.


Full Name

Reynard Reinhardt

Race

Human

Classes/Levels

Hexcrafter Magus 1 |HP 9/9 | AC 15(T11/FF14)|CMB +0; CMD 13 | Fort +3, Ref +1, Will +3 | Initiative +1, Perception +1, Sense Motive +1, SR 6

Gender

Male

Size

Medium

Age

17

Alignment

NG

Location

Morgan's Ford

Languages

Common, Celestial, Sylvan, Draconic, Dwarven

Occupation

Apprentice Weaponsmith

Strength 15
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Reynard Reinhardt

Reynard Reinhardt
Human 1 Hexcrafter Magus
NG Medium Male
Init +1; Senses Perception +1; SR 6 (5+1)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 dex, +4 armor)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Longsword +2 (1d8+2, 19-20/x2)
Dagger +2 (1d4+2, 19-20/x2)
Throwingaxe +2 (1d6+2, x2)
Chakram +1 (1d8+2, x2, DC15 Reflex to not cut self - half damage/no STR)

Ranged
Dagger +1 (1d4+2, 19-20/x2, 10ft)
Throwingaxe +1 (1d6+2, x2, 10ft)
Chakram +1 (1d8+2, x2, 30ft)

--------------------
Spellcasting
--------------------
Spellbook
0th Acid Splash, Arcane Mark, Brand, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1st Call Weapon, Chill Touch, Floating Disk, Grease, Ill Omen, Magic Missile, Returning Weapon, Shield, Shocking Grasp, Vanish, Weaponwand

Prepared
0th DC14 Dancing Lights, Detect Magic, Read Magic Device
1st DC15 Shocking Grasp, Grease

Adds the following spells to spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor

--------------------
Statistics
--------------------
Str 15, Dex 13, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 13
Carrying Capacity Light 66 lbs Medium 67-133 lbs Heavy 133-200 lbs; Lift Over Head 396 lbs; Push/Drag 990 lbs
Feats Accursed (Story), Arcane Strike (Combat)
Traits Bladed Magic, Artisan
Drawbacks None
Trained Skills 1 Craft(Weaponsmithing) +12 (+1 crafting magic/MW weapons), 1 Knowledge (arcana) +8, 1 Knowledge (Dungeoneering) +8, 1 Knowledge (Planes) +8, 1 Spellcraft +8, 1 Swim +4 (Str+2,-2AP), 1 Use Magic Device +8
Languages Common, Celestial, Draconic, Dwarven, Sylvan
Other Gear Magus' Kit Backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope hemp 50ft, soap, spell component pouch, torches x10, trail rations x5 days, and waterskin.(22gp/31lbs), sunrod x2 (4gp/2lbs), Spellbook 18/100pages (0gp/3lbs), Shocking Grasp transaction(15gp), Artisan's Outfit (1gp/4lbs), Master Work Artisan's Tools (5gp/5lbs), Bandolier (5sp/-lbs), Lamellar Leather(60gp/25lbs), Longsword(15gp/4lbs), Dagger (2gp/1lbs), Throwingaxe (8gp/2lbs), Chakram (1gp/1lbs)

--------------------
Special Abilities
--------------------
Favored Class Option (Magus) +1/4 point to the magus' arcane pool (1/4)
Pragmatic Activator (Boon) Use INT mod when making Use Magic Device checks instead of CHA mod. However, if UMD attempt fails you are 'dazed' for 1 round.
Bladed Magic (Magic) +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Artisan (Social) +2 trait bonus on a single Craft skill (Weaponsmithing)
Accursed (Story) Gain SR equal to 5 + your level, as the curse interferes with all magic. It can't voluntarily be lowered, though your own spells and magic items still automatically affect you.
Arcane Strike (Combat) (Sw action) For 1 round, weapons deal +1 dmg and treated as magic for the purpose of overcoming dmg redux. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Arcane Pool (Magus 1) Number of points equal to 1/2 his magus level (minimum 1) + INT mod (5). Refreshes 1/day when prepare spells. 1st lvl (Sw. Action) expend 1 point to grant any weapon he is holding a +1 ENH bonus for 1 minute. Every four levels, gain another +1 ENH bonus, to max of +5 at 17th level. Bonuses can be added to weapon, stacking with existing enhancement to a max of +5. Multiple uses do not stack with themselves. 5th lvl, bonuses can be used to add: 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. 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 added. Bonuses and properties decided when pool point spent and cannot be changed until the next time uses ability. Bonuses do not function if weapon is wielded by anyone other than magus. 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 (Magus 1) (FR Action) 1st lvl, functions much like two-weapon fighting, but the off-hand weapon is spell that is being cast. Must have one hand free, while wielding a light or one-handed melee weapon in the other hand. Make all of his attacks with his melee weapon at a –2 penalty and 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 casts defensively, decide to take an additional penalty on attack rolls, up to INT bonus, and add same amount as circumstance bonus on concentration check. If the check fails, the spell is wasted, but attacks still take the penalty. Can choose to cast the spell first or make the weapon attacks first, but if there is more than one attack, cannot cast the spell between weapon attacks.
Hex Arcana Gains access to magus arcana, or may select any witch hex in place of magus arcana. At 12th, may select a hex or major hex in place of a magus arcana. At 18th, can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

--------------------
Synopsis
--------------------
Reynard is 17. He works as a weaponsmith at the only Morgan’s Ford shop. He’s been known to accidentally set fires or other various unfortunate events not to his intent. He likes sword fighting and expanding his understanding of magic. His father is still alive and a local jeweler hoping that business will pick up again. His father works primary because his wife Patricia loved the work he did and the pieces that were nothing but made into something beautiful. Reynard visits and is visited by the hedge witch, still looking in her mid-20s.

--------------------
Background
--------------------
Not much to say here. The town I guess isn't what it used to be. Or at least that what my father has told me. He took the death of my mother pretty hard. Of course it wasn't all bad because I was born when she died. I guess the hedge witch told him I was born under an accursed star – dead mother, birthmark, and all. Of course He would no part in that sort of ill-omen mysticism. Sometimes people want to believe what they want to believe.

From what I've heard, Patricia – my mom, was a kind woman. Benevolent and generous. I heard during the end of the Inquisitor’s War when Morgan’s Ford had lost most of its economy, my mother stood with bread and berries in hand, dolling them out to unfortunate neighbors and strangers alike. She sounds a bit naive, but its like a good memory they I don’t feel like I want to lose. It makes me feel closer to her. She, after all, gave her life to keep me alive.

My father, Jared, is a jeweler by trade. Rather dull if you ask me. When my mother died, he did his very best to take care of me. Ultimately he poured his soul into his work, minimizing our relationship. But he was still a good father where it counted. After years of showing me the “family business” he realized I didn't have any interest what-so-ever. Where I did have interest was sticks and fighting. So he did what any normal dad would with a son… got me an apprenticeship. So I work now, helping make weapons, in a dwarven blacksmith shop. Not a bad way to make some silver. I’m actually learning quite a bit. I made my first short sword almost all by myself. Of course the owner says it has years to go, but I take a look at most things that aren't dwarven made and I have to be rather proud of myself.

Strange enough that hedge witch came back to the house one day on my 11th birthday. She isn't as scary as I thought she’d be. She offered for me to visit time to time and for her to gaze into the stars and me for an answer. Sometimes, when I was bored, I’d hike up the hills to her cottage. Quaintly odd and ominous though it was, for me it felt welcoming and kind of warm. She would dance around drawing some designs, laughing crazily, giving me what seemed to be sinister glares, and checking me out – naked. I guess father knew about it because when I told him, he dismissed it with a wave of his hand and went back into his craft.

On my 13th birthday, I ran into the sage in town. He needed some item made by my master for the work he would do at another point. He was an interesting fellow. Jeweled eyes, silk hair, rather proud. I’m not sure why he was astonished by me that day, but he tried to poach me away from my master. He got a “lay off” stare for his troubles, but with a shrug he placed his hand on my shoulder and told me to stop by and check out the scroll depository while he’s there. He said it looked like I have a knack for his line of work. How am I supposed to learn the ancient art of dwarven fighting and craftsmanship if I have to sit and read all this magician stuff?! Or so I thought.
The Evoker, as some would call him was a hardy old war veteran. He now spends his days trying to blot out nightmares, or so I've heard, of the horrible things he’s seen. The magic he knows is not the parlor tricks I thought they’d be. Gouts of flame appear and spread at the wave of a hand, earth shutters, conjuring and calling beasts is as simple as a few words and finger gestures. Of course I would be interested. So he taught me a thing or two about how to wield magic. Most boys that age did that stuff.

Now I am 17. Well, 17 in a few days I think if my calendar is right. I worked hard on that. The hedge witch told me my 17th birthday marks an age I was going to be filled with new adventure. She also had a downcast look as she said it also marked an age of corruption. My father had a fit and told me not to believe her prattle. I don’t know, I've always wanted something exciting to happen.

--------------------
Personality
--------------------
Reynard is a worker but is prone to flights of fancy. Since his delving into the arcane arts he struggles between swordplay and incantations trying to build upon the two at the same time – though his instructors warn otherwise. Outside of work and his father, he doesn't have many friends within the village. It’s difficult for him to explain the better parts of magic to those who could care less about such things. It’s also difficult for him to not stick his foot in his mouth at times. However like his departed mother he holds her image of naivete and generosity.

--------------------
Physicality
--------------------
Reynard has a strange birth mark on his left temple, partially beneath the hairline. 5’11", 190, muscular, ruggedly unkempt. Pock marks and linear scars are found around his arms from his early days at a forge. A lack of anything interesting (not related to magic, swords, forges, or fighting) usually turns his attention elsewhere and his interests usually make the conversationalist run for the hills. He lacks confidence and is seen more as meek than a brute – even though his physique could be imposing.