About Takeda Mon'tarTakeda Mon’tar - Tiefling - Male
Background:
Takeda is a bit of a swashbuckler and duelist. He stands a little over five feet tall with red skin, small horns, a whiplike tail, yellow pupiless eyes, goat like feet, and obvious claws. He tends to wear dark leather armor and has a black bladed rapier that has been passed down through the family since his grandfather found it. His appearance draws attention and whispers wherever he goes and it makes him uncomfortable to the point of agitation. He has a chip on his shoulder because of how different he looks and is always looking for the slight in someone’s words. Prickly to a fault, he is a steadfast friend once he manages to make one. Usually it is through the efforts of the other party to ignore his rude behavior up front. Still, Takeda is a law abiding citizen. He is studious and considers well what should be done before embarking on a plan. However, it was not planned for him to be drawn into a duel with a young man of House Lebeda. Luckily for Takeda, the young man was even more inexperienced with the blade than he. Unluckily, Takeda killed the young man. Since it was a valid duel the authorities briskly reviewed the situation, gave their condolences to the parents and sent Takeda on his way. Legal or not, the family was loathe to let the affront go. Takeda has been looking for a way out of the city but one with a purpose. The call to help bring the wildlands under the flag of Brevoy seems to be just the right thing. He can help his country while at the same time escaping the constant scheming of House Lebeda. Defense:
Initiative +4 (Dex 4)
Offense:
Speed 30ft
Ranged
Statistics:
Str 13 Dex 18 Con 14 Int 16 Wis 12 Cha 8
Stat Building
Feats & Magus Arcana, EITR:
1. Weapon Focus Rapier Future
Skills:
Skill Points = 5 (2 class + 3 Int) *means class skill
Acrobatics 3 (0 rank, 4 dex)
Background 2
Languages:
Common, Infernal, Elven, Goblin, Hallit Class Abilities:
> Armor proficiency: light armor > Weapon proficiency: all simple and martial weapons > Spells: uses a spell book, memorized in the morning
At 1st level, 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. > 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. Tiefling Racial Traits:
Attributes: Dex +2, Int +2, Cha -2
> Speed: 30 ft > Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled. > Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. > Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. > Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. > Claws: two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Traits:
Eyes and ears of the city: +1 to perception and perception is a class skill. Ancestral Weapon: MW, cold iron rapier; +1 trait bonus to hit with cold iron weapons Gear:
Belt Pouch (whetstone, flint and steel, chalk x5, signal whistle) 2.2# MW Backpack (Caltrops, chalk x5, candles x5, pitons x3, 5 fish hooks, string 50', sewing kit, water skin, thread 50’, soap, silk rope 50’, rations x5, clay mug) 16.5# MW Cold Iron Rapier “Arpactic Zois” (old Azlanti) (Life Stealer) 3#
Light Load 50, Medium Load 100, Heavy Load 150
PP GP 68 SP 1 CP 5
Spells Known:
0 Level (3+1) 1. Prestidigitation 2. Detect Magic 3. Read Magic 4. Dancing lights 1st Level (1+1)
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