About Nera Turvian
Important Stuff (Editable/For DM use):
Black Blade Perception: -1
Current Arcane Pool: 6/7
Current Spells Prepared/Used:
0- [Acid Splash, Arcane Mark, Detect Magic, Spark]
current status effects:
Terrain Bond (Ex): +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Leave no trail and can’t be tracked.
Naturalist: +1 AC/attack/saves (30' of Dolelan) vs. Bats.
1- Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
3- Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
5- Arcane Strike (Combat): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
5- Extra Arcane Pool: Your arcane pool increases by 2.
*- Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. *(When wielding Black-Blade)
Magical Linage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Shocking Grasp)
Reactionary: You gain a +2 trait bonus on Initiative checks.
Ranks = (2 + 4) = 6x5 = 30
Adjusted for Armor penalties
* = Rank
Acrobatics +8 ****
Adjusted for Armor Penalties
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
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.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
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.
Spell Combat (Ex):
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.
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.
Black Blade (Ex):
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
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 replaces the magus arcana gained at 3rd level.
Spell Recall (Su):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Ray of Frost
Spellbook pages Used: 38/100
Enhancement: +2 INT:12 WIS/CHA:8 Ego:9
Sense Motive: -1
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.
- +2 Keen Scimitar [Intelligent Item] (*Class Feature*) [4 lbs]
- +1 Mithral Agile Breastplate (*Character Creation*) [13lbs ]
-Pearl of Power lvl: 1
-x2 Dagger (4gp)
-Wand: Infernal Healing -7 charges
Total Weight (While Traveling): 76.5 lbs (Heavy Load)
(Equipment While Adventuring):
Wealth: (in assorted denominations)
Nera Turvian's parents died at an early age, she was found and raised by a pair of loving humans. She had always had an interest in magic and was taken on as an apprentice by an aging old magician. Due to her long lifespan she has long since seen her parents, friends, master, and acquaintances pass on. As a method to deal with the pain of outliving her human associations she has since taken out to adventuring traveling aimlessly learning new skills and meeting new people if only briefly. She prefers to keep her associations brief to not suffer the loss of outliving those close to her. She often comes off as a bit aloof, but stands for those that can't defend themselves against evil. Her weapon has taken on the personality of her late husband, after his death. The man who taught her the art of the sword.
Shy and quiet introvert Nera isn't very good at making friends; she makes up for her deficiencies in that department by holding a strong sense of justice and often defending the weak. She's naturally kind hearted and good natured. She enjoys sweet & sour foods such as pickled yams and sugared berries. She's fond of afternoon strolls through cities and walks through moonlit woods. She's Aqua-phobic and afraid of Spiders.
Nera stands 6'1'' with amber green eyes and silver white hair weighing 111lbs and an olive complexion. A crescent shaped scar runs across her forehead down her left eye that she's not fond of talking about. She wears a violet cloak and travelers outfit with blue pattern and trim. A Breastplate, leather boots, gloves, her curved black scimitar in it's sheath, and longbow at her back; identifies her as one with martial skill. A wide brimmed straw hat rests atop her head, her idle smile concealing a reed of wheat that she has a habit of chewing on while traveling.
Role in the party:
Nera has a pretty high AC/HP so she can tank or support in melee reasonably well. She's got a few knowledge skills to supplement identifying items/monster as well as local for picking up information. Her Magus limited spell list lends itself more towards blasting BF control, but she can pick up utility spells for everyday purposes. She's got disable device to take care of traps/locks up to a DC of 25 in the absence of a rogue.
She can't be party talker and might find it difficult if she's the only one in melee, but other than that she's relatively versatile able to fill most roles when needed though she won't be stellar at all of them.