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Percival Blount, Exiled Noble and Provider


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Percival Blount
 


Level: 1
Class: Magus
Archetype: N-A
Background: Warrior
Deity: TBD

Height: 6'0"
Weight: 200 lbs
Eyes: Golden
Skin: Fair
Hair: Blonde

Race: Human
Gender: Male
Age: 23 yrs
 

Percy.jpg.7781d9ddf5acbc19e8bdc52632f2f93e.jpg Abilities
Ability | Modifier
STR: 18 | +4
DEX: 10 | +0
CON: 14 | +2
INT: 14 | +2
WIS: 10 | +0
CHA: 12 | +1

Hit Points: 19
Armor Class: 17
Size: Medium
Speed: 25 ft

Perception: +3 ◆
Fort Save: +7 ◆◆
Ref Save: +3 ◆
Will Save: +5 ◆◆

 

"Prince Oargev dreams of gathering all of Cyre's exiled children together and rebuilding our kingdom. I simply dream of a day where my sister no longer needing to worry about her next meal."


Concept Overview

Percival was a Cyran noble who fought for Queen and Country during the Last War,
when the Mourning struck, he managed to escape and save his younger sister.
Now, Percival puts his skills to use as a mercenary and hopes that working with the guild will give him enough money to send back home to her.


Abilities

 


Ancestry

HumanWIP

Heritage

Versatile HumanWIP

Background

WarriorWIP

 

Class Features

Arcane CascadeConcentrate Magus Stance

Requirements You used your most recent action to Cast a Spell or make a Spellstrike. .

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. .

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school.

Abjuration or Evocation force

Conjuration or Transmutation same type as your weapon or unarmed attack

Divination, Enchantment, or Illusion mental

Necromancy negative

Conflux SpellsYou learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.

SpellstrikeYou channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Hybrid StudyYour extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that’s more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.

Laughing ShadowLaughing Shadow

Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.

While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you’re unarmored. If you have a free hand while in the stance and are attacking a flat-footed creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn’t apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.

Conflux Spell dimensional assault

SpellbookEvery arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.


Feats


Background Feats

Intimidating GlareGeneral Skill

Prerequisites: trained in Intimidation

You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Skill Feats Class & Archetype Feats Ancestry & General Feats

Intimidating GlareWIP

 

 

Magus AnalysisYou make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recall Knowledge about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a Strike this turn. If your check is successful, recharge your Spellstrike. The subject of your check is temporarily immune to Magus's Analysis for 1 day.


 

Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Haughty ObstinacyYour powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
 
ToughnessYou can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value

Skills
(Arcana, 2+Int)

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +0
Arcana: +5 ◆
Athletics: +7 ◆
Crafting: +0
Deception: +0
Diplomacy: +4 ◆

Intimidation: +4 ◆
Medicine: +0
Nature: +1
Occultism: +2 
Performance: +0
Religion: +0

Society: +5 ◆
Stealth: +0
Survival: +0
Thievery: +0
Cyran Lore: +5 ◆

Warfare Lore: +5 ◆
 

 


Attacks


MELEE RANGE

Longsword, Versatile P  ◆, +7 1d8+4 S

Dagger, Agile, Finesse, Thrown 10 ft., Versatile S ◆, +7 1d4+4 P

Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +7 1d4+4 B

 

 



Inventory


 

Platinum Gold   Silver Copper
0 0   0 0

Weapons & Armor


Breastplate

 

Longsword

Dagger


Adventuring Gear


Worn Stowed

 

Backpack, Flint & Steel, Waterskin, Spellbook

 

Bedroll, Chalk (10), Clothing (Fine), Grappling Hook, Rations (2 Weeks), Soap, Torch (5),

Total Bulk: 3
Encumbered: 9
Max: 14

 


Spells


(Spell Attack: +5, Spell DC: 15)

Cantrips 1st Level
Chill TouchDamage: 1d4+2

Cantrip Necromancy Negative

Cast somatic, verbal

Range touch; Targets 1 living or undead creature

Saving Throw: Fortitude

Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead
.
Living Creature: The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
FearEmotion Enchantment Fear Mental

Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies

You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.

Success The target is frightened 1.

Failure The target is frightened 2.

Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.
Electric Arc1d4+2

Cantrip Electricity Evocation

Cast: somatic, verbal
Range: 30 feet;
Targets: 1 or 2 creatures
Saving Throw: basic Reflex

An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Heightened (+1) The damage increases by 1d4.
Hydraulic PushAttack Evocation Water

Cast somatic, verbal
Range 60 feet; Targets 1 creature or unattended object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes dou
ble damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.

Heightened (+1) The damage increases by 2d6.
DazeCantrip Enchantment Mental Nonlethal

Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round

You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier (+2); the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

Heightened (+2) The damage increases by 1d6.
Magic MissileEvocation Force

Cast somatic, verbal
Range 120 feet; Targets 1 creature

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened (+2) You shoot one additional missile with each action you spend.
Gouging ClawAttack Cantrip Morph Transmutation

Cast somatic, verbal

Range touch; Targets 1 creature

You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.

Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.
Magic WeaponTransmutation

Cast somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute

The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
LightCantrip Evocation Light

Cast somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations

The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.

Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).
Shocking GraspAttack Electricity Evocation

Cast somatic, verbal
Range touch; Targets 1 creature

You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.
Mage HandCantrip Evocation

Cast somatic, verbal
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained

You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
 
MessageAuditory Cantrip Illusion Linguistic Mental

Cast verbal
Range 120 feet; Targets 1 creature
Duration see below

You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

Heightened (3rd) The spell's range increases to 500 feet
 
PrestidigitationCantrip Evocation

Cast somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.

Cook Cool, warm, or flavor 1 pound of nonliving material.

Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.

Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or spell component.

Tidy Color, clean, or soil an object of light Bulk or less.

You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
 
Ray of Frost1d4+2

Attack Cantrip Cold Evocation

Cast somatic, verbal
Range 120 feet; Targets 1 creature

You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 plus your spellcasting ability modifier.

Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.

Heightened (+1) The damage increases by 1d4.
 
ShieldAbjuration Cantrip Force

Cast verbal
Duration until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
 
   
   
 

 

 

 

 

 

 

 

 

 

 

Edited by Sarcasticfury (see edit history)
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Moral Intentions:

-I will continue to stand by my fellow Cyrans. It is more important now than ever.

-I must adapt to survive, but I cannot forget who I am or dishonor my family's memory.

-I will endure any hardship necessary to make sure that my sister leads a happy and peaceful life.

 

What did you do during the Last War?

During the Last War, Percival was a loyal soldier fighting for Cyre, until he suffered a wound that forced him to get away from the front lines.

 

What is your religion?

Percival worships the Sovereign Host.

 

Background:

As the eldest child of the Blount family, Percival was entitled to a life of wealth and luxury as the heir to one of Cyre's noble houses. But it didn't feel right to him, that he should live an easy and comfortable life while his fellow countrymen fought, bled, and died for Cyre. So, Percival would follow his conscience and leave his life of nobility, to fight for his country during the Last War. He fought valiantly during the last days of the war, using spell and blade against the enemy forces, until he was wounded severely in a battle and the army sent him back home to heal on his fathers orders, despite all of his protestations.

Though, this would ultimately save his life in the end, as it was while he was recovering at home that the Day of Mourning would occur and the distance of his home from the battlefield would give him a chance to escape the devastation that claimed Cyre. When the Mourning struck, his family attempted to flee, with Percival taking his younger sister Myrine on horse. Despite still having some wounds from battle, he raced as fast as he can, desperate to save his sister from what seemed like the end of everything. He ordered the creature on and on and on until it collapsed, just outside of the border of Cyre, with both of them safe from the devastation.

But once he caught his breath, Percival noticed that the rest of his family did not manage to escape the Mourning, leaving him alone, with only his sister, the possessions he had managed to carry with him, and the memories of the family and country that he had lost. In the days that followed, the two of them would make their way to the Brelish refugee camps that would eventually become the settlement of New Cyre. They were with their people and relatively safe, but poor. He ended up having to sell many of the possessions they managed to escape with in order to simply eat and have a roof over their heads, including both of the rings that bore their family sigils.

Now, he was without most of his valuables and still needed to provide for his sister. While in New Cyre, Percival had heard of the Clifftop Adventurers Guild. At first, he dismissed it. Even if it was in name only, Percival was a noble. He wouldn't sully his family's memory by becoming a sell-sword. Though as he heard more of the guild's reputation (and had sold more of his family's treasures) the guild looked like it might be the answers to Percival's problems. Leaving Myrrine with some trusted friends, he embarked to join the Clifftop Adventurer's Guild, trusting that the same skills he put to use during the Last War would allow him to provide for his sister.

 

 

Appearance:

Percival has a young and handsome appearance that doesn't give away the fact that he's spent the last two years playing parent to his sister and was a soldier in the Last War before that. He typically wears the carefully kept noble's clothing that he wore when escaped Cyre, the last connection to his old life, save for Myrrine. Though aside from his finery, Percival is tall, standing at an even six feet and has the musculature of someone who fought in the war.

 

Personality:

While he's lost his home, Percival still behaves in a manner appropriate of a noble, treating others with politeness and respect, while attempting to maintain his and his family's honor, something that made him initially reluctant to join the Clifftop Adventurer's Guild, as he initially believed that it was just another band of sellswords that valued coin over all. He is well-spoken and pleasant, being quick to make a joke or converse.

Underneath these silken trappings however, is a resolute young man that has had to fight for his survival, as well as his sister's, and is willing to do whatever needs to be done in order to keep her safe and well fed. He also has a love of his country that has only grown after the Mourning and he looks out for any surviving Cyran he would meet, the same that he hopes they would do for him.

Edited by Sarcasticfury (see edit history)
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