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About Theodluin OritumalName: Theodluin Oritumal aka Theo Oatmeal
Appearance:
Portrait Theo has long since abandoned any effort to maintain his appearance. A thick layer of grime coats him from head to toe, and he exudes a foul odor that turns heads for all the wrong reasons. His once-fine clothing and equipment are now filthy, tattered, and threadbare, some of it literally held together by lingering threads of magic. Beneath the layers of grime, his skin is marked with numerous tattoos, each chronicling a mastered technique or significant accomplishment. Most notable among them is a large crimson tiger sprawled across his back. His once-legendary sword now mirrors the sorry state of its master. The blade, once sharp and pristine, is chipped and rolled in several places, marred by the passage of time and relentless misuse. Tiny crystalline formations speckle the blackened blade, resembling an otherworldly rust. Theo's movements are a strange combination of drunken stumbling and unearthly grace, a vestige of the skill he once possessed.
Personality and Motivations:
Theo could have been a legendary hero, if only he hadn’t made a complete mess of his life. Now, he’s more of a walking cautionary tale with a dash of dark humor and self-deprecation. Though he might be a textbook example of how to spectacularly ruin your life, Theo almost wears it like a badge of honor. He’s the guy who’s seen it all, done it all, and is now mostly interested in the cheapest drink he can find. His tragic circumstances are so over-the-top that they’ve almost become a punchline, and Theo himself is in on the joke. He laughs at his own misery, at least when he isn't crying. When not completely dulled by booze, Theo’s wit is as sharp as the edge of his chipped sword. He’s quick with a quip, often poking fun at himself or the absurdity of his situation. His humor is a mix of self-mockery and biting sarcasm, delivered with a grin that suggests he’s long since stopped taking anything too seriously. Though it hasn't stopped him from complaining about a paladin named Steve. For someone who claims to have given up on life, Theo sure is hard to get rid of. He’s like a stubborn stain that just won’t wash out. A little grimy, a little smelly, but undeniably persistent. Whether it’s clinging to his last shred of dignity or pursuing that next bottle of cheap booze, Theo doesn’t know when to quit. It’s both his greatest weakness and his most endearing quality. Theo’s initial motivation for joining the party is purely mundane and selfish: he needs coin, and he has the skills to earn it. Though he despises mundane labor, he is willing to face great peril and danger for even a few coppers to buy the cheapest booze. Yet, the journey might see him reclaim his honor and rediscover his sense of self. Nodel 'Noodle' Quaress:
Nodel Quaress, like its master, is a shadow of its former self; a relic of a glorious past, now struggling to hold onto even a fraction of the power it once wielded. Elvish for “Moon Dancer”, the blade is now more commonly referred to as “Noodle”. Noodle is an intelligent black blade of elven craftsmanship, deeply tied to the moon's mystic energies. More than just a weapon; it is a sentient entity with its own thoughts, desires, and magical abilities. It communicates telepathically with its wielder, offering advice, warnings, and occasionally, sharp-tongued comments. The blade's intelligence is both a boon and a burden, as it can be highly opinionated. Appearance:
The tiny crystalline formations that once dotted the blade’s edge like stars in the night sky have grown into larger, jagged clusters, resembling a strange, otherworldly rust. These formations mar the blade’s once perfect edge, now chipped and rolled in several places. Stats:
Languages: Common, Elvish
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade. Black Blade Arcane Pool: 2 - A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus. Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls. Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete. Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Background:
Theodluin Oritumal was born into a minor noble family on Evermeet. The Oritumals, staunch traditionalists with ambitions of rising in status, placed great expectations on their heirs, shaping their futures long before they were born. Yet Theodluin was one of the few to break free from this preordained path. From a young age, he exhibited a keen intellect and exceptional skill with both spell and sword. These gifts secured him entry into Taltempla’s prestigious School of Magic, where he continued to excel, mastering the Bladesinger's art—a rare blend of magic and steel. His talent and penchant for showmanship quickly earned him attention. Upon graduation, he secured a position as a guard in Queen Moonflower’s court, where he became bound to an intelligent black blade named Nodel Quaress, or Moon Dancer. Theodluin's older brother, Caladrel, the heir to the Oritumal family, deftly used Theodluin’s new position to expand the family’s network. In a few short decades, the brothers elevated the Oritumals to a rising star within Evermeet. This was how Theodluin found himself as the personal guard to Yalandlara, the newly appointed priestess of Sehanine Moonbow's church. Yalandlara was the youngest priestess in centuries, thrust into the role after her predecessor died unexpectedly in a demon attack. Unsure of herself and fearful of another assault, Yalandlara clung to Theodluin, confiding in him. It wasn’t long before they became lovers, their wedding becoming the season's biggest event, attended by the Queen herself. For decades, Theodluin lived a life of bliss, envied by nearly every elf. However, as his fame and fortune grew, so did his arrogance and self-importance. A rift with Yalandlara also began to grow—one he was too self-absorbed to notice until it was too late. Theodluin's world came crashing down when he faced his greatest enemy: Steve Codwin. Steve was a human paladin, the epitome of heroism—handsome, selfless, and noble. As part of an effort to coordinate between faiths to combat extraplanar threats, Steve and Yalandlara had corresponded for some time. Their love, once only seeds in their letters, blossomed overnight when they met in person. When Yalandlara requested a divorce to run away with Steve, Theodluin was blindsided. Enraged and humiliated, he publicly challenged Steve to a duel to the death, with Yalandlara as the prize. Steve refused, stating that Yalandlara was not an object to be won and that such disputes should be resolved with words. Yalandlara’s scathing rebuke of Theodluin’s attitude and behavior was so fierce that it became the talk of Evermeet, whispered about in its halls for years. From there, Theodluin’s life spiraled downward. Emotional instability and substance abuse led to a series of public embarrassments, tarnishing both his name and his family’s. The final straw came when Theodluin, in a drunken stupor, vomited on the Queen, leading to his banishment from Evermeet. Cut off from his family's resources, Theodluin turned to mercenary work to fund his addictions, quickly gaining a reputation for both his skill and unreliability. His downward spiral continued, marked by drunken rants about Steve and Yalandlara and increasingly long intervals between baths. Eventually, Theodluin became known as little more than a violent vagrant, willing to work for booze. Those who hired him began to refer to him as "Theo Oatmeal," mocking his fallen status and mispronouncing his Elvish name. But desperate times make for strange alliances. As the land faced an increasing array of threats and tragedies, even those who once balked at the idea of working with Theodluin found themselves with few other options. And so, despite his disgrace, Theodluin finds himself once again thrust into the fray, his past trailing behind him like a shadow. Statblock:
Theodluin Oritumal Male Elf Magus 5 Archetype: Kensai, Bladebound CN Medium Elf Init +8, Senses low-light vision; Perception +13(LL Vision, Constant Detect Magic) ================================================= DEFENSE ================================================= AC 22, touch 21, flat-footed 11 hp 40 Fort +9, Ref +9, Will +9 Concentration: 11 (15 Defensive) ================================================= OFFENSE ================================================= Speed 30 ft. Melee Blackblade(Scimitar)+13 (S:1d6+9 /18-20) Melee Spellstrike +11 (S:1d6+9/18-20) / +11 (S:1d6+9/18-20) Melee Unarmed Strike +10 (B:1d6+1 /20) =================================================
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Moonkissed: Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses. Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic. Fey Thoughts:[The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Perception. An Elf can take this trait in place of racial weapon familiarity. Trait - Magical Lineage(Shocking Grasp):
Trait - Quantium University Graduate:
Trait - Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Trait - Drug Addict:
Drawback - Hedonist: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
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Lv 1 - Eschew Materials:
Kensai Bonus: Weapons Focus(Blades, Heavy/Scimitar)
Blackblade - Alertness:
Lv 2 - Unarmed Combatant:
Lv 3 - Dervish Dance:
Lv 4 - Combat Casting:
Lv 5 - Possessed Hand:
Lv 5 Magus Bonus - Intensified Spell:
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Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Black Blades
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells). A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su): At 1st level, 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. 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. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level. At 5th level, these bonuses can be used to add any of the following weapon properties: 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 (see the Magic Weapon Special Ability Descriptions). These 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 can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spell Combat (Ex): 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. Spellstrike (Su): 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. Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Spell Recall (Su): 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. Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall. 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.
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