Faxon

Acrythe Saselva's page

50 posts. Alias of SamuraiNitta.


Race

Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 |

Classes/Levels

Speed 30 ft |

Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

About Acrythe Saselva

Statistics:
Male Tiefling Magus (Jistkan Artificer) 2/ Samurai (Brawling Blademaster) 1
N Medium Human (Humanoid)
Init +4; Senses Darkvision 60 ft. Perception +5
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Natural Armor
hp 27 (2d8+1d10+9)
Fort +5 (+3 Class, +2 Con), Ref +3 (+2 Dex) , Will +3 (+3 Class)
Fire Resistance: 5
Spiky Skin: Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
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OFFENSE
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Speed 30 ft.
Melee
Golem Arm +7 (1d6 +4, 20/x2)
Masterwork Wakizashi +8 (1d6 +4, 18-20/x2)
Ranged
Light Crossbow +4 (1d8, 19-20/x2)
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STATISTICS
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Str 18, Dex 14, Con 14, Int 15, Wis 10, Cha 7
Base Atk +2; CMB +6, CMD 18
Traits
Focused Mind: You gain a +2 trait bonus on concentration checks.
Reactionary: You gain a +2 trait bonus on initiative checks.
Drawbacks
Feats
Arcane Strike: 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.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Weapon Focus (Wakizashi): You gain a +1 bonus on all attack rolls you make using the selected weapon.

ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Gnome, Elven, Abyssal, Dwarven, Orc, Jistka


Special Abilities:

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SPECIAL ABILITIES
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Arcane Pool: 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: 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.

Diminished Spellcasting: A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.

Golem Arm (EX): A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.

At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.

Improved Unarmed Strike: A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal.

Spellstrike: 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.

Unarmed Spellstrike: A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes.

Empty Hand: A brawling blademaster gains Improved Unarmed Strike as a bonus feat. She uses her samurai level as her monk level for determining the amount of damage she deals with an unarmed strike. These levels stack with monk levels to determine the brawling blademaster’s unarmed strike damage.

This replaces mount.

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.

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.

Order of the Warrior: Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.

Resolve 1/day: 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.

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.


Skills:

Acrobatics: +3
Appraise: +2
Bluff: +0
Climb: +6
Diplomacy: -2
Disguise: -2
Escape Artist: +2
Fly: +0
Heal: +0
Intimidate: -2
Linguistics: +5
Perception: +3
Profession (Archaeologist): +5
Ride: +0
Sense Motive: +0
Sleight of Hand: +1
Spellcraft: +8
Stealth: +4
Survival: +0
Swim: +2


Spells:

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Spells
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Spellbook
0th: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic
1st: Chill Touch, Enlarge Person, Infernal Healing, Shield, Shocking Grasp, Thunderstomp, True strike

0th (at will) Acid Splash, Daze, Ray of Frost
1st (2/day)Shocking Grasp, True Strike


Gear/Possessions:

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GEAR/POSSESSIONS
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Chain Shirt
Light Crossbow
Magus Spellbook
Masterwork Wakizashi
Carrying Capacity
Light 0-X lb. Medium X-X lb. Heavy X-X lb.
Current Load Carried 0.
Money 1,850 GP 0 SP 0 CP

Background:


Appearance and Personality: