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Valamont Caine's page

227 posts. Alias of John Hathaway.


Classes/Levels

retired

About Valamont Caine

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Valamont Caine
1/2 Elf Magus [bladebound hexcrafter] 2
Favored Class: Magus (+1 skill point/lvl)
Alignment: Neutral Good
Languages: common, elven, draconic, giant

==============STATS=============
Str: 16 (+3) // Dex: 12 (+1) // Con: 13 (+1)
Int: 15 (+2) // Wis: 10 (+0) // Cha: 13 (+1)
================================

20 Point Buy:

Str: 14 -- 5 pts
Dex: 12 -- 2 pts
Con: 13 -- 3 pts
Int: 15 -- 7 pts
Wis: 10 -- 0 pts
Cha: 13 -- 3 pts

Combat Info
HP: tbd 10 + 1(Con) + tbd
BAB: +1
CMB: +4
CMD: 15
Initiative: +1
Speed: 30

AC: 15 (11 T / 14 FF) (+4 armor, +1 dex)
Fort: +4 (+3 base, +1 Con)
Ref: +2 (+0 base, +1 Dex, +1 trait)
Will: +3 (+3 base, +0 Wis)

Bastard Sword, cold iron: +4 (1d10+3) (19-20/x2)
Dagger(melee): +4 (1d4+3) (19-20/x2)
Dagger(thrown): +2 (1d4+3) (19-20/x2)
Spiked Gauntlet: +4 (1d4+3) x2

Equipment
Coins: 5gp 3cp
bastard sword, cold iron
dagger (5)
spiked gauntlet
chain shirt

backpack
bed roll
candles (5)
crowbar
bullseye lantern
clay coffee mug
pint lamp oil (10)
iron pot
belt pouches (2)
spell component pouch
50 ft silk rope
medium tent
explorer's outfit

starting gear:

bastard sword, cold iron... 70gp
dagger (5)... 10gp
spiked gauntlet... 5gp
chain shirt, masterwork... 100gp

backpack... 2gp
bed roll... 1sp
candles (5)... 5cp
crowbar... 2gp
bullseye lantern... 12gp
clay coffee mug... 2cp
pint lamp oil (10)... 1gp
iron pot... 8sp
belt pouches (2)... 2gp
spell component pouch... 5gp
50 ft silk rope... 10gp
medium tent... 15gp
explorer's outfit... free

Starting Gold: 240gp
Spent: 234gp 9sp 7cp
Remaining: 5gp 3cp

Magus Class Abilities: arcane pool, spell combat, spellstrike

Detailed Class Abilities:

Arcane Pool: 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 1/3 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.

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.

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.

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.


Traits, Feats, and Skills
Traits: Deft Dodger, Favored Son (Ameiko)
Feats: Arcane Strike(Lvl 1), Exoctic Weapon Proficiency: Bastard Sword (Trait)
Racial Traits: low-light vision, elf blood, elven immunity, keen senses, ancestral arms (replaces adaptability), arcane training (replaces multitalented)
Detailed Traits:

Deft Dodger (Combat): Having grown up in the streets of Magnimar, Valamont often found himself getting into quite a bit of trouble after his mother passed away. He's no longer the little scamp and vandal he was as a little boy, but he remains jumpy and wary of thrown stones or rotten vegetables in particular. Benefit: You gain a +1 trait bonus on Reflex saves.

Favored Son (Ameiko) (Campaign): You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you. Benefit: You gain an additional 10% over the amount of gp you normally would get from selling off treasure.


Detailed Feats:

Arcane Strike: (Prereqs: cast arcane spells) As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Exotic Weapon Proficiency (Bastard Sword): (Prereq: waived) You make attack rolls with the weapon normally.


detailed skills:

Skill Points/level: 5 = 2(class) +2(int) +1(favored class)
class skill // Armor Check Penalty = -2 // Total Skill points: 10

Acrobatics: +4 = +2(ranks) +3(trained) +1(dex) -2(acp)
Appraise: +2 = +0(ranks) +2(int)
Bluff: +1 = +0(ranks) +1(cha)
Climb: +6 = +2(ranks) +3(trained) +3(str) -2(acp)
Craft: +2 = +0(ranks) +2(int)
Diplomacy: +1 = +0(ranks) +1(cha)
Disguise: +1 = +0(ranks) +1(cha)
Escape Artist: -1 = +0(ranks) +1(dex) -2(acp)
Fly: -1 = +0(ranks) +1(dex) -2(acp)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +0 = +0(ranks) +0(wis)
Intimidate: +1 = +0(ranks) +1(cha)
Knowledge (Arcana): +6 = +1(ranks) +3(trained) +2(int)
Knowledge (Dungeoneering): +6 = +1(ranks) +3(trained) +2(int)
Knowledge (Engineering): +2 = +0(ranks) +2(int)
Knowledge (Geography): +2 = +0(ranks) +2(int)
Knowledge (History): +2 = +0(ranks) +2(int)
Knowledge (Local): +2 = +0(ranks) +2(int)
Knowledge (Nature): +2 = +0(ranks) +2(int)
Knowledge (Nobility): +2 = +0(ranks) +2(int)
Knowledge (Planes): +6 = +1(ranks) +3(trained) +2(int)
Knowledge (Religion): +2 = +0(ranks) +2(int)
Linguistics: +2 = +0(ranks) +2(int)
Perception: +2 = +0(ranks) +0(wis) +2 (racial)
Perform: +1 = +0(ranks) +1(cha)
Profession: +0 = +0(ranks) +0(wis) +1(trait)
Ride: -1 = +0(ranks) +1(dex) -2(acp)
Sense Motive: +0 = +0(ranks) +0(wis)
Spellcraft: +7 = +2(ranks) +3(trained) +2(int)
Stealth: +0 = +0(ranks) +1(dex) -1(acp)
Survival: +0 = +0(ranks) +0(wis)
Swim: +1 = +0(ranks) +3(str) -2(acp)
Use Magic Device: +5 = +1(ranks) +3(trained) +1(cha)

Background:
Valamont comes from a rather peculiar and rare line of magi whose powers pass in death to someone else in the family line. When Valamont was a young boy, his mother's uncle passed away and she inherited the power. After, while he was still young and growing up in the bustling city of Magnimar, Valamont's mother, Arianna, did her level best to raise him on her own and teach him the ways of both spell and sword in the event he inherited her same abilities.

He and his mother called Magnimar home for just over two decades before Arianna felt drawn to the Hook Mountains late in Valamont's 21st year. Prior to her departure, the two lived together in a nice apartment, with Valamont getting into trouble on the streets while his mother would split her time between adventuring and freelancing. When Arianna left for the Hook Mountains, it was under mysterious circumstances and she never told him what her job entailed. She also never returned.

Some tried to reassure Valamont that she was still alive, but he knew otherwise. For as his mother had expected, the mystic power that had been passed down his family line had indeed passed to him.

Uncomfortable staying in the city, let alone the same apartment he had once shared with his mother, Valamont relocated to Sandpoint. Shortly after the move, Valamont had one of those sudden flashes of maturity that sometimes accompany finding oneself suddenly on his or her own. He ceased his rabblerousing and volunteered his services for the town militia. The town has proved a relatively quiet place, apart from the Chopper murders a few years back, and Valamont found himself needing genuine work. He has since taken up freelancing and mercenary work - though he is quite particular about the sort of work he'll take on, and often times it is for Ameiko or one of her many contacts.

When not on a job, he spends a great deal of his time at the Rusty Dragon, though he isn't one for drinking anything much harder than wine. Ameiko has actually been one of the few people who has been able to see past Valamont's strange mannerisms to the good man underneath, and she enjoys the half-elf's company. Likewise, Valamont is fond of the human and has agreed on several occasions to work for her in exchange for coffee rather than coin.

Besides Ameiko, he had lots of friend in the town guard and militia, but the overwhelming majority were more the fair-weather kind. Most found his mannerisms and his frequent one-sided conversations with his deceased mother to be jarringly strange, and as such he was often ridiculed behind his back, though Valamont remains mostly unaware of this. He stays in touch with a few acquaintances from his time in the militia, but it's little more than cordial greetings should he bump into them around the town.

He also had something akin to a celebrity crush on Nualia, having been quite taken with her otherworldly beauty and melodic laugh. He never did muster up the nerve to speak to her though, and he regretted it terribly after the tragic fire that claimed her and her adoptive father.

He currently resides in a simple, barebones room on the top floor of the Rusty Dragon, provided to him non gratis by Ameiko for reasons he hasn't yet entired deduced. Not being one for material vices or comforts, he has saved most of his wages from his various jobs, except of course for the somewhat grandiose amount he has spent on coffee over the years.

Personality/Mannerisms:
Valamont comes from a dedicated line of magi whose powers don't manifest until a predecessor passes on - their spirit infusing the newly awakened magi's blade once they've come into their own. Valamont is convinced his mother's spirit is with him and frequently responds audibly to statements/questions he believes she is asking.

Development: When Valamont achieves his third level in magus, his mother's spirit will finally infuse his weapon. She will rarely, if ever, communicate audibly though, being a bit shy - leaving Valamont still looking like he is a little bit crazy for constantly talking to his sword. Whether or not the voice he's been hearing prior to this is his mother's remains to be seen.

Valamont still carries his mother's first sword with him - a beat up but nonetheless well cared for and well crafted bastard sword. It's one of only 2 remaining mementos he has of her, the other being her simple copper wedding band, which he wears on a thin chain around his neck. It is this sword to which he speaks, a practice that many find oddly quirky or, at worst, frighteningly disturbing.

Apart from this oddity though, Valamont is a brave and good-humored man who is often times more concerned with the well-being of others than his own. Though many often quietly ridicule him for his strange one-sided conversations, none in town can offer anything that might besmirch his honor or trustworthiness.

Macros:

[spoiler=Status]
HP: tbd/tbd
AC: 15 (11 T / 14 FF)
CMD: 14
F/R/W: +4/+2/+3 (+1 vs mind effecting, +2 vs enchantment)
Hero Points Used: 0/2
Arcane Pool Used: 0/3

Prepared Cantrips (4): dancing lights, daze, flare, ghost sound
Prepared 1st Level Spells (2+1): chill touch [ ], shield [ ], shield [ ]

-Ongoing Effects-
[/spoiler]

[dice=Bastard Sword]1d20+4[/dice][dice=for]1d10+4[/dice]
[dice=Dagger (thrown)]1d20+2[/dice][dice=for]1d4+3[/dice]
[dice=Dagger (melee)]1d20+4[/dice][dice=for]1d4+3[/dice]
[dice=Spiked Gauntlet]1d20+5[/dice][dice=for]1d4+3[/dice]