Davian Thrikominaki

Farondis Iorthondir (Grandfather)

## Background

I never knew my father.

He showed me love as a child and tempered me as I grew into a man, he taught me about the world and it's people that he met wandering Golrynn, he taught me philosophy and discipline with a master's hand and to be patient in my brash youth, he taught me the resolve to push onward in a dangerous and volitile world even when brought to my very limits, he taught me to wield a sword like an artisan with a brush and eventually the way of the blademaster, but I never knew my father.

In our time together he would tell me tales of warriors and mages from lands far away and of my elven heritige within the borders of Sorreinn, how the noble houses had traveled in the Sundering under the leadership of their liege-lord King Iorthondir and established their land beyond the mountains and forrests to the south, he told me of the ferocitiy shown by the Orcs of Urcart and how men and elves were instrumental in holding them back, and when I was finally ready to venture forth on my own it was not into an unfamiliar world, but I never knew my father.

He loved my mother and stood by her as she too grew old yet he never seemed to age a day, he would support us both in common chores around the Inn mother inherited from her family and by the occasional contract with the Adventurer's Guild, the people of Ultharion were always warm to him on the worst of days and many had tales of his past within the realm, hunting beasts and handling monsters in return for a few coins and a meal or a place to stay for an evening he was a welcoming sight to many it was unsuprising when I heard he was tasked with important jobs by the National Council, but I never knew my father.

Even in my sixteen years traveling with merchant ships along the coast of Ulthwe and rarely into the elven ports I would hear the occasional whisper of his name, and when I returned home it was always to open arms when he was home, eagerly he would ask me of where I had been and what I had seen in my travels, he had a keen sence for when I hadn't been on a simple trade voyage and was occasionally impressed by a new scar I would come home with much to the concern of Mother, but I never knew my father.

Not once did I hear him speak of his own past, his family or his time in Sorreinn. I do not know if he has brothers or sisters or if his parents still live, though I've asked not even mother knows much of his time before coming to Ulthwe and even the year of his arrival is unknown. I only know that he trained with the blademasters of house Allerion as he passed on their discipline to me but for what reason he could have left has never passed his lips before me.

Deep down, before it all, who was my Father really?

## Description

An air of unearthly grace surrounds this young halfbreed who walks with all the deftness of an elf yet the vigor of a man as his clothes flow like rippling water over a bed of stone, he bears nearly flawless features and a chiseled jaw with his face framed perfectly under his platinum blonde hair, his calm yet piercing gaze portrays his magical talent when he calls power to his control as they glow with arcane might. His ears and face are heavily pierced and his bare arms show nautical tattoos typically related to the sailors and navy out of Ultharion, and the few dueling scars on his arms the only blemish on his otherwise cultivated appearance.

When he fights it is with a practiced hand and a speed near impossible for an untrained eye to follow as if his curved blade was merely a lightnings strike, his movements diciplined and repeated a thousand times over any swordsman would be envious of the skill Davian shows with great ease.

## Feats

* Chosen One.
* I'm Coming.

## Information

*Level*: 5

*HP*: 50

*BAB*: +5

*Skill Points*: 30

*Speed*: 30/Land

*Initiative*: +8

Hero Points: 3/3

*Racial Traits*: Truespeaker, Celestial Resistance, Darkvision 60ft, Scion of Humanity.

*Traits*: Finding your Kin, Master of the Sudden Strike

*Languages*: Common, Celestial, Elven,

## **Class Features and Feats**

**Ronin (Swashbuckler):**

Favored Weapon: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways:

*Critical Hit with a Light or One-Handed Piercing Melee Weapon*: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

*Killing Blow with a Light or One-Handed Piercing Melee Weapon*: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Resolve: Starting at 2nd level, the ronin gains the samurai resolve class feature. She can use resolve once per day at 2nd level, plus one additional time per day for every four swashbuckler levels beyond 2nd. Instead of regaining uses of resolve by defeating the target of a challenge, the ronin can spend 2 panache points as a free action in order to regain one use of resolve, up to her maximum number of uses per day. If the ronin gains resolve from another class, the daily uses of this ability stack and the ronin may regain uses of resolve as detailed by both classes.

Order Abilities: Starting at 2nd level, the ronin gains the samurai resolve class feature. She can use resolve once per day at 2nd level, plus one additional time per day for every four swashbuckler levels beyond 2nd. Instead of regaining uses of resolve by defeating the target of a challenge, the ronin can spend 2 panache points as a free action in order to regain one use of resolve, up to her maximum number of uses per day. If the ronin gains resolve from another class, the daily uses of this ability stack and the ronin may regain uses of resolve as detailed by both classes.

*Destined Strike:* At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

*Fated Bloodrager:* At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Eldritch Pool: An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature. Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.

Spellstrike: At 1st level, a eldritch scion 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 eldritch scion 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 eldritch scion 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 eldritch scion 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. 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.

Magus Arcana: As he gains levels, an eldritch scion learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a eldritch scion gains one magus arcana. He gains an additional magus arcana for every three levels of eldritch scion attained after 3rd level. Unless specifically noted in a magus arcana’s description, a eldritch scion cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the eldritch scion spell list unless otherwise noted.

*Arcane Accuracy:* The Eldritch Scion can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

**Scaled Fist (Monk):**

AC Bonus: When unarmored and unencumbered, the monk adds his Charisma bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Bonus Attack): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist 2/2: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Cha modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see **Special**), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. **Special**: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

**Katana Duelist (Samurai):**

Challenge 1/Day: Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level). Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Resolve: Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

AC Bonus: When unarmored and unencumbered, a katana duelist adds 1 point of her Intelligence bonus (if any) per level to her AC and her CMD. In addition, a katana duelist gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four samurai levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the katana duelist is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

**Feats**: Weapon Focus (Katana), Weapon Adept (Katana), Slashing Grace, Combat Expertise, Weapon Expertise (Katana)

**Resolve** 2/2:

*Determined*: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

*Resolute*: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

*Unstoppable*: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

**Eldritch Pool** 8/8:

Arcane Adept:

**Panache** 8/8:

*Derring-Do (Ex)*: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

*Dodging Panache (Ex)*: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

*Opportune Parry and Riposte (Ex)*: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

*Kip-Up (Ex)*: At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

*Menacing Swordplay (Ex)*: At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

*Precise Strike (Ex)*: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

*Swashbuckler Initiative (Ex)*: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

## **Equipment**

### *Weapons*

*General Goods*\*: Explorer's Outfit,

*Magic Items*: Headband of Mental Prowess +2 (Cha, Int), Belt of Incredible Dexterity +2

*Containers*:  Belt Pouch x2, Combat Scabbard.

*Currency*: 185gp, 20sp

*Carried Weight*:

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Level 0 Spells:

Detect Magic, Read Magic, Spark, Mending, Message, Prestidigitation.

Level 1 Spells:

Dazzling Blade, Timely Inspiration, Feather Step, Restful Sleep.

Level 2 Spells:

Bladed Dash, Cure Moderate Wounds