Vencarlo Orinsini

Viktor "Bloodcoat" Betyrina's page

41 posts. Alias of TheWaskally.


Full Name

Viktor Betyrina, Third Son and Scion of House Betyrina

Race

Human (jadwiga)|HP: 14/15|AC: 14 (13 Tch, 11 Fl)|CMB: +2, CMD: 13| F: +5, R: +1, W: +4 |Init: +1|Perc: +1, SM: +2, Intimid +11, Diplo: +8, Kn. Arc/SC: +8, UMD: +7

Classes/Levels

Magus (Hexcrafter)/2nd|Speed 30ft (30ft)|Arcane Pool: 4/4

Gender

Male

Size

Medium

Age

22

Special Abilities

Arcane pool, Cantrips, spell combat, Spellstrike (Su)

Alignment

Chaotic Neutral

Deity

Pharasma

Languages

Common (Taldane), Hallit, Skald, Giant, Dragon

Occupation

Bored Noble

Strength 13
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 12
Charisma 14

About Viktor "Bloodcoat" Betyrina

Initiative: +1
Senses: Perception +1
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AC 14 (13 Touch, 11 FF)(+1 Dex, +3 Armor)
Hp 9/9 (1d8(max) + 1 Con)
Fort +5, Ref +1, Will +4
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Speed 30 ft (30 ft Base)
Melee +3 MW Cheliaxian Longsword (1d6 + 1, 19-20/x2)
Special Attacks
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Spells
Spells Memorized
0-level Detect Magic, Prestidigitation, Ray of Cold
1st-level True Strike, Snowball

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BAB +1, CMB +2, CMD 13
Feats Skill Focus (Intimidate), Additional Traits
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Skills 6/Level, +2/Background
Climb +6 (2 Rank, 3 Class, 1 Str)
Craft +7 (1 Rank, 3 Class, 3 Int)
Diplomacy +8 (2 Rank, 3 Class, 2 Cha, 1 Trait)
Fly +1 (0 Rank, 0 Class, 1 Dex)
Intimidate +11 (2 Rank, 3 Class, 2 Cha, 1 Trait, 3 Skill Focus)
Knowledge (arcana) +8 (2 Rank, 3 Class, 3 Int)
Knowledge (dungeoneering) +3 (0 Rank, 0 Class, 3 Int)
Knowledge (nobility) +6 (2 Rank, 3 Int, 1 Trait)
Knowledge (planes) +3 (0 Rank, 0 Class, 3 Int)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Ride +1 (0 Rank, 0 Class, 1 Dex)
Sense Motive +2 (0 Rank, 1 Wis, 1 Trait)
Spellcraft +8 (2 Rank, 3 Class, 3 Int)
Swim +1 (0 Rank, 0 Class, 1 Str)
Use Magic Device +7 (2 Rank, 3 Class, 2 Cha)

SQ:

Weapon and Armor Proficiency
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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.
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. 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 on Table: Magus 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)
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.
This ability alters 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 (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.

Racial Traits +2 to One Ability Score (Int), Medium, Normal Speed, Bonus Feat, Skilled, Languages.
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Traits (Campaign) Northern Ancestry, (Race) Jadwiga Scion, (Social) Rich Parents, (Faith) Ease of Faith, (Regional) Noble.
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Items A magus kit (MW backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), an ioun stone.
Combat Gear MW Irrisen Parade Armor, and a MW Cheliaxian Longsword.

Wealth (559 gp)
Carrying Capacity
Light (50 lbs or less); Medium (51-100 lbs.); Heavy (101-150 lbs.)
Current Load: 55
Height 6'0", Weight 180 lbs., Eyes Pale Blue, Hair Stark White
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Description:
Viktor is a jadwiga male with short white hair with sideburns to the end of the ear. Currently, the magus is keeping his face shaved, but that might change in colder weather. His body is slender, but defined; a body that has known both hard work and leisure.
Viktor's most notable aspect is his attire. The noble wears well-crafted parade armor designed in irrisen style. The magus wears a medium-length bright red winter coat with a white fur lining over his armor, often wearing it on his shoulders. Rumor surround this glaring piece of clothing. Most rumors say Viktor keeps his coat so red by painting his enemy's blood into the fabric.
The jadwiga noble also wields a masterwork longsword of cheliaxian make. The pommel is crafted to look like a smiling devil's head, which compliments the red coat very well.

Personality:
Viktor, rarely, if ever, smiles. Unless it is at the misfortune of an enemy. The magus tutors tried to ween the jadwiga off his selfish and evil society. And it has worked, for the most part. Instead of cutting a wound into an annoying peasant, Viktor will just either ignore or bark an order at them. The magus's alignment is currently chaotic neutral, but just barely. Ultimately, Viktor seeks to carve his own kingdom someday, and rule over others as he was destined to do.

Backstory:
My character concept would be a jadwiga member of nobility, from a family three generations removed from the current ruling clan. The third-born son, this jadwiga has also no shot of upward mobility in the current jadwiga class structure. Restricted from become a winter witch due to his gender, this jadwiga received special tutors to train as a magus, combining magic (which he sees as his birthright) and weaponry. Unbeknownst to his mother, the jadwiga magus was also tutored in philosophy and morals, trying to steer this jadwiga in a more virtuous path, which goes against modern jadwiga society. The tutors were somewhat successful; his former cruelty is dulled to quiet contempt for those around him, resurfacing against his enemies. This jadwiga has no love for the jadwiga society that has stifled him, nor the Baby Yaga who bore his line.