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Jin Takashi's page

336 posts. Alias of STR Ranger.

Full Name

Jin Takashi




Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP








Neutral Good






Common, Elven, Tian, Chelish, Abyssal, Infernal



Strength 18
Dexterity 17
Constitution 14
Intelligence 22
Wisdom 15
Charisma 9

About Jin Takashi

Jin Takashi had a bright future ahead of himself. Until the raiders came...Then the son the village wizard lost everything, not more than a few years into his magical training. His home destroyed and sold into slavery to the members of House Thrune.
He spent nearly a Century as the body slave to the house Wizard, who'd recognised the boys weak will but brilliant intelligence.

Trained only to be an assistant and, when the mood took his master, a pleasure slave, it took only a few beatings and magical compulsions to break the boys Will, so much so that when assasins broke in one night, Jin under no magical influence leapt to his masters defence.
The wizard looked on in disbelief as he used a firepoker to fend an assasin and, unexpectedly he was able to daze his foe with magic before felling him.

The fact he had only seen his master cast this spell and further, the fact he managed to recite the inflections and complete the gestures, whilst simultaneously swinging his improvised weapon spoke of possibility to his master.

Deciding that his ability to wield weapon AND magic would prove valuable his training began in earnest. Violently. He began having him trained under skilled and repeatedly brutal instructors. Jin asked for none of this, hated it. Hated not having a life, hated his master for deciding his fate, hated himself for not letting the assassin finish his work. Jin had enough, but was not beyond reason. The new tortures the now young elf had endured to harden his body had also rebuilt his spirit. And then the dreams came of a 5 winged angel who spoke of freedom and vengeance to his mind, and brought him comfort. His foolish master believed him finally tamed, an so he would appear, until he had sufficient power to find his justice. Knowing the spells he'd discovered were not sufficient to kill his master in open combat, Jin waited until they were on the road and Murdered him in his sleep.

Using his racial Darkvision and the few spells he had, Jin ran with his Masters purse and gear, as far as the gold would take him. Aimlessly the young elf wandered, ever further from Cheliax, the pursuit of house Thrune's devils were relentless, but the voice of Ragathiel was with him, guiding him, strengthening him. As he doggedly avoided his pursuers, magical boons flowed from the Emphyral Lord. Jin found he could will people to sleep or curse foes with clumsiness and assault thier wills. He was nearly captured, until the Angel gifted him with flight. Then flying devils began the hunt. Lost and exhausted and weaponless besides his masters magic staff and his spells Jin had to fight. It did not go well, battling many minor devils, his staff was broken and he was tossed aside, landing on his beadroll. About to die he felt something in hos hand and a voice screamed in his head, "The Angel will not let you fall. Wield me and LIVE!". Acting on pure instinct, Jin rolled to the side and lept up with a wicked slash, opening a great slice up the devils belly, "Now cast THROUGH me!", and he did. The last devil fell. Ragathiel had given him two gifts that night, a sentient cold iron scimitar, he named 'Dark Bane' in elvish, reflecting it's color and purpose. He had also taught him how to Spellstrike for the first time. Why does the Angel pick me? How can I serve him?, Jin asked the intelligent blade. "Service and Vengeance is his payment. We must begin.". And so he began living and training with his new purpose. His payement was service to the Emphryal Lord. To go to the Worldwound and take Retribution on the demons who slew the knights of the Inheritor, Ragathiel's ally. Out of danger and into a new one. Surely the house and it's devils would not find him at the worldwound.

Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp)

Jin XP: 20600
Male Elf (Minatan) Blade bound Hexcrafter
NG Medium Humanoid (Elf)
Init +3
AC 1910+3Dex+4Armor+1Amulet+1Ring, touch 14, flat-footed 16
hp 45hp
Elven Extra Arcana bonus

Fort +8, Ref +6, Will +8(+2racial vs mind affecting)
Resist None
Spd 30 ft.

Melee Spell Combat Cold Iron Black Blade [ooc]Sheathed on left hip, carried in right hand(+2) Attack: +8 (1d6+6/18-20x2/S) or Spellstrike Two Handed +10 (1d6+8/18-20x2/S)

Spell Combat Masterwork Cold Iron Heavy Pick Attack:+7 (1d6+4/x4/P) or Spellstrike Two Handed +9 (1d6+6/x4/P)

Spell Combat Masterwork Cold Iron Cestus worn on right handAttack:+7 (1d4+4/19-20/x2/B or P) or Spellstrike +9

Spell Combat Masterwork Alchemical Silver Cestus worn on left handAttack:+7 (1d4+3/19-20/x2/B or P) or Spellstrike +9

Ranged Masterwork +4Str Longbow Attack: +7 (1d8+4/20/X3/P) Range: 110ft

Ranged Sling Attack: +3 (1d4+4/20/X2/B) Range: 50ft

Chainshirt Armor AC+4/Max Dex+4/AC Penalty -2/Spd30 ft/Wt 25 lbs.
Amulet of Natural Armor +1
Cloak of Resistance +1

Str 18, Dex 15, Con 14, Int 20, Wis 15, Cha 9

Base Atk +4/; CMB +8; CMD +21


Acrobatics 3+3(DEX)=6
Appraise 1+6(INT)=7
Climb 4+4(STR)= 8
Craft (Alchemy )4+6(INT)= 10
Diplomacy 2-2 (CHA)= 0
Fly 8+3(DEX)=11
Intimidate 4-1(CHA)=3
Knowledge-Arcana 5+6(INT)=11
Knowledge-Dungeoneering 5+6(INT)=11
Knowledge-Planes 5+6(INT)=11
Knowledge-Religion 2+6(INT)=8
Profession-Alchemist 7+2(WIS)=9
Ride 4+3(DEX)= 7
Sense Motive 1+2WIS=3/familiar=5
Survival 0+2(WIS)=2
Spellcraft 9+6(INT)=15 (+2racial to ID items)
Swim 4+4(STR)=8/Flight hex=12
Stealth 6+3(DEX)=9
Perception 6+2(WIS)+2(racial)/+2familiar = 12
Use Magic Device9-1(CHA)= 8

Class Abilities:
Arcane Pool: 8points
Uses: Enchance wpn (+1), 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. 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.

Evil Eye

Spell Combat, Spellstrike, Black Blade, Hex Magus


+2 Cold Iron Black blade
Masterwork Cold Iron Cestus 310gp
Masterwork Cold Iron Heavy Pick 316gp
+4 Str Masterwork Composite Longbow 800gp
Chain Shirt 100gp

Magic Equipment
Amulet of Natural Armor +1 2000gp
Cloak of Resistance +1 1000gp
Headband of Vast Intellect +2 4000gp
Ring of Sustenance 2500gp
Ring of Protection +1 2000gp
3x 1st level Pearl of Power

Scroll of Mount 25gp
Scroll of Enlarge Person 25gp
Scroll of Invisibility 150gp
Wand of Infernal Healing 750gp

Other Gear:
20 Arrows
Backpack (1 @ 3 lbs) 2gp
Holy symbol, wooden: Ragathiel,
Pouch, belt (20 @ 2 lbs),
Travellers Outfit
Spell component pouch (Waterproof Bag)5sp
Spellbook-Magus Inside Waterproof Bag 5sp
16 days trail rations 8gp
10waterskins 10gp
2x Caltrops 2gp
Winter blanket
Hemp rope 1gp
Alchemist Fire 20gp

GP: 50gp


1- Arcane pool, cantrips, spell combat,Rime Spell
2- Spellstrike
3- Black Blade +1, Power Attack
4- Hex Magus-,Slumber Hex
5- Black Blade +2, Bonus Feat: Blind Fight, Extra Arcana: Hex Arcana- Flight
6- Arcane Accuracy, Racial: Hex Arcana- Evil Eye

Planned Progression:

7- Extra Hex: Hex Arcana- Cackle

9- Black Blade +3, Hex Arcana- Prehensile Hair, Intensify Spell
11- Combat Exp, Moonlight Stalker
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or MajorHealing
13- Black Blade +4, Extra Arcana: Devoted Blade
15- Arcana- Bane Blade, Craft Rod
17-Black Blade +5, Quicken Spell, Spell Perfection:Shocking Grasp
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Maximize Spell

Dur Dagnir, Blackblade:

At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Jin has named his Black Blade Dur Dagnir, elvish for 'Dark Bane'

Dur Dagnir Abilities
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Language: GM Discretion

Perception: 0ranks-2(WIS)
Knowlege: Arcana 1rank+1INT= 2

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Enchantment +2
Blade Pool Points: 3

Spells Prepared:

Magus Spells Known (CL 1, P=Prepped)
0- DC 16(at will, all spells known)
P- Prestidgiation
P- Brand
P- Detect Magic
P- Light
P- Mage Hand

1-DC17 (6/day)
P- Rime Frostbite
P- Shocking Grasp
P- Shield
P- Magic Missile
P- Vanish
P- Mount

2- DC18 5/day
P-Scorching Ray
P- Flaming Sphere
P- Blindness/Deafness
P-Frigid Touch


0- All Magus cantrips known

1-Blend, Frostbite, Shocking Grasp, Enlarge Person, Grease, Vanish, Silent Image, Magic Missile, Ill Omen, Infernal Healing, Magic Weapon, Mount, Unseen Servant, Floating Disk, Shield

2- Alter Self, Bladed Dash, Blur, Brow Gasher, Blindness/Deafness, Glitter dust, Frigid Touch, Invisibility, Mirror Image, Tactical Acumen, Scorching Ray, Flaming Sphere, Shatter, Web

3- Haste, Fireball

Racial Abilities:

•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

•Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Tracked Resources used:

1 arcane point
1 min of flight

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