Mikken
Mikken, cousin of Kyo
Human, male, age 15, height 5'-10", weight 157 lbs.
Pale caucasian skin, amber eyes, shoulder-length black hair, short mustache
Appearance: Mikken is a slightly-muscular teenager of average height, pale but lightly-tanned skin, and shoulder-length black hair. A short mustache adorns his face, with a small nose and slanted, amber eyes. He wears a short, dark green kimono with a white jacket that holds numerous pockets. Mikken seems to carry a book inside the folds of his kimono. He also wears brown hakima pants, a red-orange belt, and wooden sandals.
Mikken carries a pair of curved daisho swords at his left hip, the black sheaths hanging from his belt, opposite a few pouches hanging from the right side. A wicker backpack hangs from his shoulders, and a strangely-built scroll case hangs from each side of Mikken's pack. Two similar scroll cases hang from his belt, and a bedroll rests atop his wicker pack, loosely tied on. A trinket hangs from a string around his neck, adorned with various snake scales, and a similar string encircles the top of Mikken's head, bearing a small, blue gemstone over his forehead. Supple black gloves cover his hands.
Despite Mikken's appearance of being a learned and highborn Mazerkan warrior, he doesn't carry himself with the poise, confidence, or fierceness of such a warrior, and he acts kind of skittish. The clothes and fancy swords don't seem to fit him so well, and he looks a bit uncomfortable, especially lugging around so much bulky traveling gear.
Usually traveling beside Mikken, or ridden by him, is a common, yellow-feathered chocobo, bearing a saddle, saddlebags, a bit, and a bridle. Mikken's bedroll and wicker backpack are usually in his chocobo's saddlebags, along with one of the scrollcases from his belt, and two of his belt pouches. When his chocobo carries this gear for him, Mikken ties the scrollcases from his pack to his back instead, with strings crossed over his shoulders.
Personality: Bookish, clever, somewhat self-doubting, worrisome, loyal, trusting, and a bit feisty. I'll expand on this later.
[sblock=Mikken]
Mikken...........Male Human......................Character Level: 11, Total XP: 55,718
Strength............14 (+2)...........Transmuter Wizard 5, Fighter 1, Eldritch Knight 4, Duelist 1
Dexterity..........18 (+4)............Medium-Size, Speed 30 ft.
Constitution......9/16 (+3)............Initiative: +4, BAB: +8/+3, Grapple: +10/+5
Intelligence.......20 (+5)............Melee: +10/+5, Ranged: +12/+7
Wisdom...........10 (+0)............Total HP: 80, Current HP: 26, Nonlethal: 0
Charisma..........12 (+1)...........Fortitude: +10, Reflex: +8, Will: +5
Normal AC: 16 (+4 Dex, +2 natural armor), Touch AC: 14, Flat-Footed AC: 12
Alignment: Lawful Good, Age 15, Height 5'-10", Weight 157 lbs.
Pale Caucasian Skin, Amber Eyes, Shoulder-Length Black Hair & Short Mustache
Combat AC: 21/22 (+4 Dex, +1 Int, +2 natural armor, +4 armor, +1 dodge vs. 1 foe)
Situational AC Adjustments: +1 Intelligence to AC from Canny Defense with a melee weapon in hand, +1 Dodge feat vs. one foe, +2 potential AC from Defending weapon quality, +4 Mobility feat against AoOs for movement, +3 fighting defensively with sufficient Tumble ranks, +6 total defense with sufficient Tumble ranks, +4 Mage Armor spell, +4 Shield spell, +1 Haste spell, +1 Cat's Grace spell, +2 Magic Circle against Evil spell, -2 Enlarge Person spell
Combat Routine Notes: Often has Mage Armor active, never prepares or casts Bull's Strength or Cat's Grace without also preparing or casting the other, wakizashi attack rolls use Weapon Finesse except when he has both Enlarge Person and Bull's Strength active
Languages (Literate): Common, Draconic, Dwarven, Elven.
Proficiencies: All simple weapons, all martial weapons, all light armors, all medium armors, all heavy armors, and all shields, including tower shields.
Level Progression Feats: Point Blank Shot, Precise Shot, Exotic Weapon Proficiency (Katana/Bastard Sword), Two-Weapon Fighting.
Human Bonus Feat: Dodge.
Extra Human Bonus Feat: Mobility.
Wizard Bonus Feats: Scribe Scroll, Craft Wondrous Item.
Fighter Bonus Feat: Weapon Finesse.
Eldritch Knight Bonus Feat: Spring Attack.
Skills: Appraise +5/+7 (0 ranks, +5 Int, +2 craft synergy), Balance +9 (3 ranks, +4 Dex, +2 tumble synergy), Bluff +6 (5 ranks +1 Cha), Climb +8 (6 ranks, +2 Str), Concentration +17 (14 ranks, +3 Con), Craft (alchemy) +10 (5 ranks, +5 Int), Craft (bookbinding) +10 (5 ranks, +5 Int), Craft (tailoring) +10 (5 ranks, +5 Int), Decipher Script +15 (10 ranks, +5 Int), Diplomacy +3 (0 ranks, +1 Cha, +2 bluff synergy), Disguise +3 (0 ranks, +1 Cha, +2 bluff synergy), Intimidate +3 (0 ranks, +1 Cha, +2 bluff synergy), Jump +9 (5 ranks, +2 Str, +2 tumble synergy), Knowledge (arcana) +15 (10 ranks, +5 Int), Knowledge (geography) +7 (2 ranks, +5 Int), Knowledge (history) +8 (3 ranks, +5 Int), Knowledge (nobility and royalty) +6 (1 rank, +5 Int), Perform (dance) +2 (1 rank, +1 Cha), Perform (oratory) +4 (3 ranks, +1 Cha), Profession (apothecary) +4 (4 ranks, +0 Wis), Ride (chocobos) +5 (1 rank, +4 Dex), Spellcraft +18/+20 (11 ranks, +5 Int, +2 knowledge synergy, +2 extra when learning Transmutation spells), Swim +8 (6 ranks, +2 Str), Tumble +12 (6 ranks, +4 Dex, +2 jump synergy).
Racial Traits: Medium-size humanoid (human), base Speed 30 feet, bonus feat of choice, extra skill points, highest-level class is favored class.
Extra Traits: Another bonus feat of choice, more extra skill points, earns +10% combat XP.
Ability Score Development: Base stats of 10/10/10/18/10/10, 14 points to spend 1-for-1, no more than 7 points in any score, for total scores of 14 (4 pts), 14 (4 pts), 14 (4 pts), 18 (0 pts), 10 (0 pts), and 12 (2 pts). Ability increase at 4th-level went to Dex (Dex 15), and again at 8th-level (Dex 16). Magic items currently increase Dex to 18, Con to 16, and Int to 20.
Familiar: Has the ability to call a familiar at some point, involving a ritual that costs 100 gold pieces in expendable reagents.
Canny Defense: Extraordinary ability, adds Intelligence bonus to Armor Class if wielding a melee weapon, to a maximum Int bonus of +1 per Duelist class level (currently +1), lost when denied a Dexterity bonus to AC.
Specialist Wizard Spells: Casts prepared arcane spells, caster level of 8, specialized in Transmutation, banned from Enchantment and Necromancy, receives +2 on Spellcraft checks to learn Transmutation spells, gains a bonus Transmutation spell slot of each spell level he can cast, spellcasting is based on Intelligence, and needs a spellbook.
0-Level Spells (save DC 15, or 16 with Fox's Cunning): Resistance (Abjur), Acid Splash (Conj), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Dancing Lights (Evoc), Flare (Evoc), Light (Evoc), Ray of Frost (Evoc), Ghost Sound (Illus), Mage Hand (Trans), Mending (Trans), Message (Trans), Open/Close (Trans), Arcane Mark (Univ), Prestidigitation (Univ).
1st-Level Spells (save DC 16, or 17 with Fox's Cunning): Alarm (Abjur), Endure Elements (Abjur), Shield (Abjur), Mage Armor (Conj), Unseen Servant (Conj), Identify (Div), Magic Missile (Evoc), Silent Image (Illus), Enlarge Person (Trans), Erase (Trans), Expeditious Retreat (Trans), Feather Fall (Trans).
2nd-Level Spells (save DC 17, or 18 with Fox's Cunning): Acid Arrow (Conj), See Invisibility (Div), Scorching Ray (Evoc), Bear's Endurance (Trans), Bull's Strength (Trans), Cat's Grace (Trans), Darkvision (Trans), Fox's Cunning (Trans), Knock (Trans), Levitate (Trans).
3rd-Level Spells (save DC 18, or 19 with Fox's Cunning): Dispel Magic (Abjur), Magic Circle against Evil (Abjur), Protection from Energy (Abjur), Lightning Bolt (Evoc), Displacement (Illus), Haste (Trans), Keen Edge (Trans), Secret Page (Trans), Slow (Trans), Water Breathing (Trans).
4th-Level Spells (save DC 19, or 20 with Fox's Cunning): Ice Storm (Evoc), Shout (Evoc), Greater Invisibility (Illus), Mass Enlarge Person (Trans), Stone Shape (Trans).
Prepared Spells (relatively-safe places): Detect Poison, Mage Hand, Mending, Prestidigitation, Prestidigitation, Alarm, Feather Fall, Mage Armor, Mage Armor, Magic Missile, Silent Image, Unseen Servant, Bull's Strength, Cat's Grace, Darkvision, Scorching Ray, See Invisibility, Dispel Magic, Dispel Magic, Haste, Lightning Bolt, Magic Circle against Evil, Greater Invisibility, Ice Storm, Shout, Stone Shape.
Prepared Spells (adventuring): Detect Magic, Light, Mending, Mending, Read Magic, Feather Fall, Mage Armor, Mage Armor, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Acid Arrow, Bull's Strength, Cat's Grace, Knock, Scorching Ray, Dispel Magic, Displacement, Haste, Lightning Bolt, Lightning Bolt, Greater Invisibility, Ice Storm, Mass Enlarge Person, Stone Shape.
Mundane Possessions: 2 Darts (1 gp, 1 lb.), 2 Spell Component Pouches (10 gp, 4 lbs.), 4 Pearls (100 gp each), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), 2 Peasant's Outfits (2 sp, 4 lbs.), Backpack (2 gp, 2 lbs., holds spare outfits, flint, steel, trail ration, and waterskin), Belt Pouch (1 gp, 1/2 lb., holds coins, pearls, inkpen, and ink vial), 4 Scroll Cases (4 gp, 2 lbs., first holds parchment, second holds 0-level/3rd-level/4th-level scrolls, third holds 1st-level scrolls, fourth holds 2nd-level scrolls), Full Ink Vial (8 gp), Inkpen (1 sp), 5 Parchment Sheets (1 gp), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), Trail Rations (5 sp, 1 lb.), Waterskin (1 gp, 4 lbs.), Bit & Bridle (2 gp, 1 lb.), Riding Saddle (10 gp, 25 lbs.), Saddlebags (4 gp, 8 lbs.), Chocobo Feed/Gysahl Greens (5 cp, 10 lbs.), Light War-Chocobo (assuming similarity to a light warhorse, carries bit & bridle, riding saddle, saddlebags, feed, Mikken's backpack, Mikken's belt pouch, Mikken's spare spell component pouch, Mikken's first scroll case, and Mikken's bedroll).
Magic Items: +2 Keen Katana (free, 10 lbs., functions as a bastard sword, +2 enhancement bonus, keen improves threat range to 17-20), +2 Defending Wakizashi (free, 3 lbs., functions as a short sword, +2 enhancement bonus, defending allows changing any amount of its enhancement to an untyped AC bonus each round), Amulet of Natural Armor +2 (+2 enhancement bonus to natural armor AC, 8000 gp), Vest of Health +2 (+2 enhancement to Constitution, created by Mikken, cost 2000 gp and 160 xp), Gloves of Dexterity +2 (+2 enhancement to Dexterity, created by Mikken, cost 2000 gp and 160 xp), Headband of Intellect +2 (+2 enhancement to Intelligence, does not affect skill points, created by Mikken, cost 2000 gp and 160 xp), Blessed Book (magic spellbook, no cost to inscribe spells, 98/1000 pages used, created by Mikken, cost 6250 gp and 500 xp, also spent 1900 gp on learning extra spells, 1 lb.), 2 Silversheen Vials (can be applied to grant temporary silver quality to a weapon, created by Mikken, cost 250 gp and 20 xp), Potion of Cure Serious Wounds (5th-level caster, 750 gp), Alarm Scroll (5th-level caster, created by Mikken, cost 125 gp and 5 xp), 2 Acid Arrow Scrolls (6th-level caster, created by Mikken, cost 600 gp and 24 xp), Darkvision Scroll (3rd-level caster, created by Mikken, cost 150 gp and 6 xp), Detect Magic Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), Detect Poison Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), 2 Dispel Magic Scrolls (7th-level caster, created by Mikken, cost 1050 gp and 42 xp), 8 Endure Elements Scrolls (1st-level caster, created by Mikken, cost 200 gp and 8 xp), Erase Scroll (7th-level caster, created by Mikken, cost 175 gp and 7 xp), 2 Expeditious Retreat Scrolls (1st-level caster, created by Mikken, cost 50 gp and 2 xp), 2 Identify Scrolls (1st-level caster, created by Mikken, cost 250 gp and 10 xp), 2 Knock Scrolls (3rd-level caster, created by Mikken, cost 300 gp and 12 xp), 2 Levitate Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Light Scroll (7th-level caster, created by Mikken, cost 87 gp and 5 sp and 4 xp), 2 Lightning Bolt Scrolls (7th-level caster, created by Mikken, cost 1050 gp and 42 xp), 4 Magic Missile Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Magic Circle Against Evil Scroll (5th-level caster, created by Mikken, cost 375 gp and 15 xp), Mending Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), Read Magic Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), 2 Scorching Ray Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), See Invisibility Scroll (3rd-level caster, created by Mikken, cost 150 gp and 6 xp), 4 Shield Scrolls (3rd-level caster, created by Mikken, cost 300 gp and 12 xp), Stone Shape Scroll (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Water Breathing Scroll (7th-level caster, created by Mikken, cost 525 gp and 21 xp), 2 Delayed Blast Fireball Scrolls (13th-level caster, taken from bandits)
Wealth: 16 gp, 24 sp, 15 cp.......................................
Current Load: 19 lbs. (light)
Light Load: 58 lbs. max......
Medium Load: 116 lbs. max......
Heavy Load: 175 lbs. max
Lift High: 175 lbs. max......
Lift Off Ground: 350 lbs. max......
Push/Drag: 875 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Attacks:
Grapple check +10/+5 melee for 1d3+2 nonlethal damage
Two-handed katana +12/+7 melee for 1d10+5 damage
Primary-hand katana +12/+7 melee for 1d10+4 damage
Off-hand wakizashi +14/+9 melee for 1d6+3 damage
Off-hand wakizashi defending +12/+7 melee for 1d6+1 damage
Two-weapon fighting katana +10/+5 melee for 1d10+4 damage,
and off-hand wakizashi +12 melee for 1d6+3 damage
Two-weapon fighting katana +10/+5 melee for 1d10+4 damage,
and off-hand wakizashi defending +10 melee for 1d6+1 damage
Acid splash +12 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +13 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +12 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +13 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +12/+12 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +13/+13 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +12 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +13 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)
Attacks (Enlarge Person):
Grapple check +14/+9 melee for 1d4+3 nonlethal damage
Two-handed katana +12/+7 melee for 2d8+6 damage
Primary-hand katana +12/+7 melee for 2d8+5 damage
Off-hand wakizashi +14/+9 melee for 1d8+3 damage
Off-hand wakizashi defending +12/+7 melee for 1d8+1 damage
Two-weapon fighting katana +10/+5 melee for 2d8+5 damage,
and off-hand wakizashi +12 melee for 1d8+3 damage
Two-weapon fighting katana +10/+5 melee for 2d8+5 damage,
and off-hand wakizashi defending +10 melee for 1d8+1 damage
Acid splash +10 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +11 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +10 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +11 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +10/+10 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +11/+11 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +10 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +11 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)
Background: Mikken lives out in the country, in another town near Kyo's, and occasionally visits his cousin Kyo. Mikken has been worried about Kyo since the death of his cousin's family, and visits Kyo more often since that incident to support his coz. Mikken has also been struggling to keep the area around their towns clear of beasts and bandits, for the past year or two, since Kyo put down his sword.
Mikken hadn't been very martial before, but took up swordsmanship to fill in Kyo's shoes after his coz fell into depression at the loss of his family. He wouldn't have stood a chance if not for a few other folks from his town taking up arms and going along, since Mikken is far less talented in the martial arts than his favorite cousin. Mikken always looked up to Kyo as a great athlete and fighter, though he's only a year younger than Kyo, and he cheered on his coz at the great martial arts tournament some years ago.
Mikken had always been more bookish and meek, enjoying stories, sneaking over to study with the local witch (though his parents always scolded him not to), and watching Kyo kick butt. Eventually, Mikken toughened up when he saw Kyo's breakdown, knowing that he needed to support his coz and start putting his studies to good use. Leaving town for a year after trying to console Kyo, Mikken went to make an offering to the nearest dojo that would take him. Inspired by years of watching his cousin's prodigal skills, Mikken put his wits to the art of swordsmanship.
Training as a sword-dancer for as long as he dared, the young man apologised to his sensei and rushed back home, to check on his cousin and see if the hometowns were still safe. Mikken hopes Kyo will get back his enthusiasm for martial arts and life in general, so his coz will be his old self again, and so he can actually fight at Kyo's side for the first time. Mikken hopes to impress Kyo someday and show that, while he never had Kyo's incredible talent, he's followed in Kyo's footsteps and overcome his old meekness. Yet Mikken still doubts himself, knowing he's not even half the martial artist his cousin was three years ago. Mikken practices every day he can with the few, aging warriors of his town, and while his smarts and earlier observations of Kyo allowed Mikken to learn a lot initially, his martial progress is slowing.
*Note from DM Jemal*
While Mikken isn't as good a fighter as his relatives, I'm thinking maybe he's a VERY quick learner. Bonus Feat and skill/level (same as human, but stacks with human).
Also, you gain an extra 10% from any COMBAT XP the party gains. (I will be employing different forms of XP. Combat XP would be.. obviously... the XP gained from defeating someone/thing in combat)
*Basic Concept*
Mikken, male human bladecaster
Concept: Cousin to the hero; a brainy mage turned reluctant swordsman, wielding samurai swords (mostly two-weapon fighting with short sword/wakizashi and bastard sword/katana; focused on mobility, occult/battle magic, and mixed tactics)
Likely Advancement: Wizard - Fighter - Eldritch Knight - Duelist
Personality: Bookish, clever, somewhat self-doubting, worrisome, loyal, trusting, and a bit feisty
*Invisible Castle links for Mikken*
Mikken's HP with 14 Con, 5 hp from 1st-level Wizard, plus 4d4 Wiz, 1d10 Fighter, 3d6 Eldritch Knight, and 1d10 Duelist (4d4.minroll(2)+3d6.minroll(2)+2d10.minroll(2)+24=65)
*
http://invisiblecastle.com/find.py?id=1085758*
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HP from 11th-level (Eldritch Knight 4) (1d6+3=5)[/sblock]