About Rhoman KeBackstory:
When the sons and daughters of Huth’han spoke of pride, they spoke of Rhoman Ke, the Nash T’gar. When the warriors of the plains told tales of strength, they spoke of Rhoman Ke, the fearless warrior. When the children of the sky spoke of heroes, they spoke of Rhoman Ke, the Sword of the Plains. And, when the elders gathered to instruct their people, they spoke of Rhoman Ke, the Damned Warrior.
Rhoman Ke was born and raised among the riders of Huth’han. It was said that he had been born on horseback, with a sword in one hand and lightning in his other. Skilled in both battle and the mystical arts, Rhoman Ke was recognized at an early age as the Nash T’gar, the warrior that could command the spirits to assist him in battle. Taken from his family at a young age to the halls of the Chieftain, Rhoman received tutoring from the strongest of warriors and the wisest of medicine men. There, he learned to control the magical powers that flowed through him, to focus his strength on the field of battle. It was also there that he met his great weakness.
Statistics:
Male Human Magus 6
Init+2; Senses Perception +9 ------------------------------ DEFENSE ------------------------------ AC 15, touch 12, flat-footed 10 hp 43 Fort +7, Ref +4, Will +5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Masterwork Longsword Attack: +7 Damage: 1d8+2 Critical: (19-20)x2 Type: S Masterwork Short Bow (Composite)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Arcane Pool An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature. Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool. Spell Combat
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. Spell Casting
An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. This ability replaces the magus's spells class feature. Bloodline (Draconic; Bronze)
Claws
Draconic Resistance
Spellstrike
Magus Arcana
Spell Recall
Bonus Feats
Spells:
0 -Read Magic 0 -Detect Magic 0 -Ray of Frost 0 -Acid Splash 0 -Flare 0 -Disrupt Undead 1 -Call Weapon
2 -Stone Call
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Tribal Armor (ceremonial) (8 lbs) Leather Armor
Money 5 GP 0 SP 0 CP
Appearance and Personality:
This hard-eyed young man can be difficult to read. During battle, he seems nearly suicidal, plunging into battle with little regard for his life, yet outside battle he is studious and thoughtful. |