Ageless Master

Rhoman Ke's page

60 posts. Alias of Mainer.


Full Name

Rhoman Ke

Race

Human

Classes/Levels

Magus (Eldritch Scion, Draconic Bloodline) / 6 / 43/43HP / AC 15, T 12, FF 10 / CMD 18, CMD flat 16 / F+7, R+4, W+5 / Percep +9

Gender

M

Size

M

Age

25

Strength 15
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 11
Charisma 17

About Rhoman Ke

Backstory:
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.
Tsama Nu was one of the Chieftain’s daughters, and her eyes fell upon this promising young man, the holy warrior that was the inspiration for their people. As the two met and talked in what little spare time they had, a love blossomed and grew. Alas, Tsama Nu was promised to another, a powerful chief from across the plains that had proven his strength and devotion to the people through a lifetime of amazing deeds.
As Rhoman Ke’s strength and power grew, so did his devotion to Tsama Nu, and the two concocted a plan to run away, abandoning their people for the sake of their love. On the night of their escape, Tsama Nu left a letter for her parents, explaining what had happened, and the two were off into the night.
The next morning, as the young lovers awoke to the swords of the Riders of the Wind, the Chieftain’s elite soldiers, the Chieftain’s sword at Rhoman’s neck. His family’s honor sullied and the Nash T’gar’s position mocked, the Chieftain and Rhoman mounted their horses to determine who would die an honorable death. The two men faced each other, both ignoring the cries coming from Tsama Nu. As they charged at each other, swords at the ready, Tsama Nu broke from the sidelines where she had been held, running between the two horses, calling for them to stop. The Chieftain saw his daughter and began to slow his horse, but Rhoman Ke’s fury had been unleashed and he would not stay his blade. It isn’t known if he even saw Tsama Nu, but his sword tasted blood that day as his swing caught Tsama Nu, his horse trampling her body underfoot. The mighty swing continued and caught the shocked Chieftain in the chest, throwing him from his horse, nearly killing him.
When the rage receded from his eyes, Rhoman Ke looked and saw what he had done. By the laws of combat and honor, he was the victor, but he was damned at the same time. As Nash T’gar, he had taken a solemn vow to never harm an innocent, and as he looked upon the battlefield, Rhoman Ke knew he would no longer be the pride of Huth’han.
A gathering of the tribes was quickly assembled, and the title of Nash T’gar was removed from Rhoman Ke. He was cast off, forever to be Rhoman Ke, the Nash L’nog. Rhoman Ke, the Damned Warrior. In Huth’han, the Nash L’nog is a warrior that has committed serious crimes. For their selfishness, they are condemned to forever be the first in and the last out of battle. They are not allowed to leave an enemy alive on the field of battle, nor are they to leave any ally that may be injured, dead, or dying behind.
With his shame known and his destiny confirmed, Rhoman Ke is now sent to Dillium Das, to save his people or die in the effort. His only consolation is the hope that he may fall in battle, and be received into the homes of his ancestors.


Statistics:
Male Human Magus 6
Init+2; Senses Perception +9
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DEFENSE
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AC 15, touch 12, flat-footed 10
hp 43
Fort +7, Ref +4, Will +5
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OFFENSE
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Speed 30 ft.
Melee
Masterwork Longsword
Attack: +7
Damage: 1d8+2
Critical: (19-20)x2
Type: S

Masterwork Short Bow (Composite)
Attack: +7
Damage: 1d6+2
Critical: x3
Type: P
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STATISTICS
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Str 15, Dex 14, Con 14, Int 14, Wis 11, Cha 17
Base Atk +4; CMB +6; CMD 18
Traits
Focused Mind
Drawbacks
Feats
Eschew Materials
Godless Healing
--Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Skills
Use Magic Device (+10)
Perception (+9)
Ride (+7)
Spellcraft (+10)
Knowedge; Arcana (+10)
Knowledge; Dungeoneering (+6)
ACP -0
*ACP applies to these skills
Languages Common, Dwarven, Orcish

Special Abilities:

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SPECIAL ABILITIES
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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
An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.

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 casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

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)
An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

Claws
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Spell Recall
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.


Spells:

0 -Read Magic
0 -Detect Magic
0 -Ray of Frost
0 -Acid Splash
0 -Flare
0 -Disrupt Undead

1 -Call Weapon
1 -Burning Hands
1 -Shocking Grasp
1 -Thunderstomp
1 -Shock Shield

2 -Stone Call
2 -Acid Arrow
2 -Aggressive Thundercloud
2 -Defensive Shock
2 -Bull's Strength


Gear/Possessions:

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GEAR/POSSESSIONS
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Tribal Armor (ceremonial) (8 lbs)

Leather Armor
Daredevil Boots
Masterwork Longsword
--Gem of Spell Storing
Masterwork Composite Short Bow
--Arrows (Barbed) : 50 count
Backpack (2 gp, 2 lbs)
--Bedroll (1 sp, 5 lbs)
--Flint and steel (1 gp)
--Tent (10 gp, 20 lbs)
--Waterskin (1 gp, 4 lbs)
--Trail Rations, 3 days (15 sp, 3 lbs)
--Bandages of Rapid Recovery x13

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.