| GM Infinity |
Zael, have you looked at the Technomancer prestige class? It has some abilities that make the kinds of things you like doing happen faster in game time, such as just instantly command robots to do stuff, or breaking down things into new things. Would require multi-classing an arcane class or some other prerequisite shenanigans though
| Krah of Rage |
I vote for clearing out this whole science deck. I'm sorry everyone, but I'm off to my flight now. I'll try to post tomorrow before the wedding but I don't know how the day will go. Old friends will probably come out of the woodwork. DMPC me if you must!
| Tarkov |
Any one else want dibs on Sanvil's armor BTW? I believe Tess already has a +1 Chain shirt, but guess Zael might want it and think Tarkov would cede it to him as he took a lot from the last batch of loot.
| GM Infinity |
Guys I just realized I've been doing the percentile rolls for magic/special items availability incorrectly. It was greater than 75 for Sanvil's tech store, but should be greater than 25 for the rest of town. Theres this small withered thing called a brain I try to use sometimes.
edit: changed campaign info tab
| Tarkov |
Is Torch's base limit 1000gp, and purchase limit 5000gp? Just been looking this up for Trunau, which I think is similar in size, if so generally it would be 75% chance for anything under 1000gp, and anything over should need to be created or sent away for. Guessing maybe Sanvil had a higher limit for tech or some such? The Purchase limit only refers to the amount that can be paid for goods we sell apparently.
| GM Infinity |
No and yes. Its technically a large town, but it has the "heavily taxed" special quality. This means that purchase limit that is normally 10,000 gp for a large town gets reduced 50% to 5000gp. Spellcasting should be 5th but gets reduced by 2 for 3rd. Available magic items are as a small town, not large.
Base value is 2400. Starts at 2000 and is reduced 10% by the heavily taxed special quality, but then gains 10% from the strategic location quality. Finally, it gains 20% from the tourist attraction quality.
Earlier I think I was having you guys rolling trying to beat 75 like Sanvil's shop.
| Tarkov |
LOL, wow that is pretty complex! What is the population if you don't mind me asking, I was thinking around the 1000 mark, but sounds like it is much larger?
| Krah of Rage |
Oh, and to explain what happened in game... The power in Krah's blood has become even stronger lately and the aberrant strain in his system was able to expand physically, just as Krah did, when he cast Enlarge Person. When he shrunk back, the new aberrant growth refused to shrink with him and now he has a new alien lifeform living in his body.
| Zael the Archaeologist |
So terribly sorry about the delay. In addition to aforementioned real life shenanigans, I also had the joy of adopting a rotating work schedule that is proving to be murder on my sleep pattern. Thankfully it seems they finally lifted the ban on posting from work, and it is slow enough today that I should be able to catch up and make a post. I had not considered a prestige class, I will have to look into it. In the meantime, however, I will just take another level in investigator. Rolling for HP now...
HP Roll: 1d8 ⇒ 3
So half hp taken again. I will get to work advancing him.
| Zael the Archaeologist |
So, for the purposes of the 3rd level spells Technomancer requirement, would my extracts count? If so, I would be able to take after lvl 7 (when I get my first 3rd level extract) which isn't too far off the other requirements (6 ranks in knowledge eng, disable device, and spellcraft... all of which I am on track to getting).
| Zael the Archaeologist |
And leveled. Took skill focus: Knowledge Eng, so feat prereqs are knocked out. Also took Underworld Investigation... so free 1d6s on intimidate, disable device, and bluff checks. Finally I overlooked a class skill that I get at this level:
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. (This improves by 1 every three levels, so level 6 they go to 2.)
Two things I still need to do are pick a new language (thinking Gnomish might be a good choice) and pick a new extract spell. Also Zael will want a look at Sanvil's book to see if there are any spells within it that he can use (rule is that I can translate appropriate spells into extract formulae, but a wizard could not do the reverse).
Edit: Did take Gnomish, and took Heightened Senses for the spell. Hope that isn't in the book.
| Krah of Rage |
We going to be doing some secret squirrel talkin' together Zael?
Krah took an extra skill point this level to cover some bases he was missing. I also remembered the add more background skills so his engineering and handle animal skills have improved more. He's now got a point in Spellcraft, Swim, Acrobatics, and Intimidate.
With "Klot", his new familiar, he has Alertness and +2 to Reflex. Klot has the Protector archetype with Combat Reflexes, and at level 3 gives it Bodyguard, which it can use 3 times a turn with it's AoOs. This allows it to do an attack against DC 10 to add +2 to my AC. Roleplaying wise it appears as if Klot is moving all around Krah's torso, hair, face, and arms, creating a disgusting, captivating, distracting presense in the fight.
GM, I don't know how you want to take care of these rolls, wuold it be easier for you to make the 1d20-1 when Krah is attacked?
Oh, and Klot has Scent. Which I don't know how much that will come into play, but I'm hoping it helps Krah be a little more aware of danger or his surroundings if things smell weird. I.E. Tracking, smelling out alien brain molds, finding the best stinky cheeses, so forth.
| GM Infinity |
Zael welcome back. And sorry, extracts don't count for that prerequisite, you would have to multiclass arcane prior to taking it. I know its quite a change I just wasn't sure you had seen it.
And Klot, perfect name. Sure I can make the rolls, knowing me I will likely forget about it often, just remind kindly if so. :)
| Zael the Archaeologist |
Blast... might not want to dip that far out of my current range for it then. It would have been one thing if I was a magus or arcanist or some such (which, side bar, should I die I probably will roll up with as a replacement, aimed at taking that prestige class) but as stands I would be forced to take 5 levels in wizard just to meet the requirement (or more in any other arcane class, sorc being closest at 6). This would pretty much hamstring the investigation benefits I would get, but simultaneously not be enough levels in the arcane class to really get much more than a passing benefit from it.
Not going to change the feat I took though, it will provide me long term benefits that I can appreciate (having a guaranteed 3 extra "points" toward beating a knowledge check is a bit more sure than having a potential 2 more points on two chosen inspire skills).
Edit: Sidebar question. Do I have 5 inspire points now or still 4? The formula is 1/2*Investigator level + INT bonus, minimum of 1 for the first bit. So right now it would be 1 1/2 + 3, for either 4 (round down) or 5 (round up).
| Tarkov |
I would be sad to see that and it does not seem very intuitive. Maybe just allow a sort of free rebuild instead? Unless anyone particularly want to change character. Pretty happy with Tarkov as is :)
| GM Infinity |
Chapter changes are pretty drastic, really. I think they are designed to be stand-alone products if desired. Like, you will probably never be in Torch again. Plenty of reasons a new person could come along. Agree it would be very sad, but like to give players the option...being stuck with a PC you aren't excited about stinks.
I love how this chapter has played out so far. Getting pumped for the second chapter. It has a total Mad Max vibe, gritty. Very different spin on the tech + fantasy thing.
| Zael the Archaeologist |
... actually, theoretically we could do both...
So, as many of you might remember, Zael wasn't always Zael. He was originally an alien mind and a human named Vrael Bentara. I never fleshed out exactly what Vrael was, class wise, as for Zael's origin story it didn't matter, but in theory... if the entity Zullion was to be separated and re-imprisoned... Vrael might come back, and become the class he was when before the incident happened. About the only catalyst I could think of for this would be his daughter, Braeley, tracking him down at the end of the module. Not sure *how* she could split him, mind you, and the result would probably only have blurry memories at best of the first module's events... but given the way he was acting under the stupefy curse, it is possible he still exists (I originally wrote him to not, but game play has an interesting way of bringing out details like that).
Don't get me wrong, I love Zael and I am almost tempted to make it down to a dice roll if she does somehow track him down with some form of mind restorative tech/magic/voodoo. Something to thing about though. :)
| Tarkov |
I am scared dice Karma is going to make me pay! Just in case people are not aware, many do not seem to be...
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).
| Zael the Archaeologist |
... I am a moron... I just now realized, looking over character creation guidelines, that because I didn't know what background skills were that I have, for this entire time, not had them on Zael. At all. Even now that I know what they are from the Giantslayer game. Zael begins muttering to himself incoherently.
Oh well, a bit late to be throwing them into the mix. That said, I will be putting them in Vrael's build. I hope to have that ready tonight before I crash, that way y'all can take a gander at the man who became Zael.
I am going to keep his base statline as the same, under the premise that merging with an alien mind, while lifechanging, didn't give him additional strengths (or detract from existing ones). That said, his alignment and skills/abilities/feats/traits would all change (though I would keep the campaign trait the same, as it would still be applicable).
| Zael the Archaeologist |
Done. Making Linguistics a background skill, allowing the pickup of Use Magic Device, and adding Knowledge: History as the second one.
| Zael the Archaeologist |
So, haven't quite got everything sorted out yet for the possible Vrael reboot, but I do have a class and archetype picked out for him.
Magus, with the Blackblade archetype. The best part is it would be thematic... whatever magic mojo is used to defuse Zael could leave either the alien mind or the construct mind trapped in his Zodiac Blade, effectively turning into his blackblade.
Sadly, he would lose a lot of his utilitarian skills like persuade, bluff, disable device, and sense motive. Linguistics and Knowledge: Engineering would remain as background skills, but since neither are class skills he would lose about 3 points to each, not counting the loss of the auto inspire die.
On the plus side we would gain a lot more spell power, and the blackblade can be attuned to have all kinds of fun enchantments as needed. Plus it is an intelligent weapon, so fun shenanigans from that.
| Zael the Archaeologist |
Don't have much actual experience with the class, this is my first time really getting to play with it, but I had been doing advance computations to determine what I would take when. I will try to post level five builds for each so you have an idea of where they would be around next module (give or take) and what directions they would be going.
| Zael the Archaeologist |
OK, as promised a side by side of the two characters. Combat crunch stuff and spells I have not touched, but this covers skills with bonuses, feats, traits (I left off the campaign trait as that will stay the same), and class abilities.
Stats:
STR: 12; DEX: 13; CON: 10; INT: 17; WIS: 14; CHA: 14
Skills:
- Bluff (Bonus = 10 / 11 on attempts to fool someone)
- Craft: Alchemy (Bonus = 11)
- Craft: Mechanical (Bonus = 11)
- Disable Device (Bonus = 11)
- Diplomacy (Bonus = 11)
- Intimidate (Bonus = 10)
- Knowledge: Engineering (Bonus = 14)
- Knowledge: History (Bonus = 11)
- Linguistics (Bonus = 11)
- Perception (Bonus = 12 / 14 on checks to locate traps)
- Sense Motive (Bonus = 12)
- Spellcraft (Bonus = 11)
- Use Magic Device (Bonus = 10)
Feats:
Weapon and Armor Proficiencies: All simple weapons (as well as hand crossbows, rapiers, saps, shortbows, short swords and sword canes) and light armor.
Technolgist: You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject, though if the skill in question requires training to use against non-technical subjects you still must have the training to receive this benefit.
Alertness: You often notice things that others might miss. You get a +2 bonus on Perception and Sense Motive skill checks (this raises to +4 if you have 10 or more ranks in the associated skill).
Skill Focus (Knowledge: Engineering): Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Craft Technological Item:You can craft technological gear and items.
Prerequisites: Technologist, Craft (mechanical) 5 ranks, Knowledge (engineering) 5 ranks
Benefit: You can create technological gear. Creating a piece of technological gear takes 1 day for every 1,000 gp in the item's price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.
You can also repair a broken technological item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
Traits:
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone, as well as a +1 trait bonus on Diplomacy checks (Diplomacy is always a class skill for you).
Class Abilities:
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, then reactivates as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must prepare his extracts anew every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.
Studied Combat Ex): With a keen eye and a calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can have only one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 4th level, upon successfully hitting his studied target with a melee attack, an investigator can make a studied strike as a free action against that target to deal additional damage. The additional damage is 1d6 at 4th level and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (such as a sap, a whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to have an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.
Stats:
STR: 12; DEX: 13; CON: 10; INT: 17; WIS: 14; CHA: 14
Skills:
- Craft: Mechanical (Bonus = 11)
- Intimidate (Bonus = 10)
- Knowledge: Arcana (Bonus = 11)
- Knowledge: Engineering (Bonus = 8)
- Linguistics (Bonus = 11 / 12 to decipher unknown languages)
- Perception (Bonus = 7 / 9 with black blade)
- Sense Motive (Bonus = 2 / 4 with black blade)
- Spellcraft (Bonus = 11 / 12 to decipher scroll writing)
- Use Magic Device (Bonus = 10)
Feats:
Weapon and Armor Proficiencies: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Technolgist: You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject, though if the skill in question requires training to use against non-technical subjects you still must have the training to receive this benefit.
Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Weapon Focus (Sword Cane): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Uncanny Concentration: You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.
Prerequisite: Combat Casting.
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
Craft Technological Item:You can craft technological gear and items.
Prerequisites: Technologist, Craft (mechanical) 5 ranks, Knowledge (engineering) 5 ranks
Benefit: You can create technological gear. Creating a piece of technological gear takes 1 day for every 1,000 gp in the item's price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.
You can also repair a broken technological item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
Traits:
Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.
Class Abilities:
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Arcane Pool (Su): 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 1/21/3 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 (see the Magic Weapon Special Ability Descriptions). 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.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
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.
Spellstrike (Su): 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.
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.
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.
Bonus Feats: 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.
Zael of the Zodiac, Black Blade:
Black Blade Basics: A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
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).
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.
Black Blade Ability Descritions: Only listing those Zael would have access to at level 5.
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
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.