Death Initiate

Aeron Woke's page

241 posts. Alias of TheBait.


Full Name

Aeron Woke

Race

Vitals:
HP 26/38 | Initiative: +4 | AC: 18 | Touch: 26 | Flat-Footed: 11 | CMB: +3 | CMD: 21 | Fortitude +6 | Reflex +5 | Will +5 | Arcane Pool: 4/5

Classes/Levels

Skills:
Spellcraft, UMD:11 | Acrobatics: 9 | Kno(Geo), Ride, Stealth:8 | Kno(Arcana/Dung/Planes), Perception:7 | Climb, Swim:4 | Survival:2 | Perform Dance:1

Gender

Android Male Bladebound Kensai Magus 5

Size

Medium

Age

8

Alignment

Chaotic Neutral

Deity

Nethys

Location

Torch, Numeria

Languages

Common, Androffan, Hallit, Draconic

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Aeron Woke

Char Sheet

Statistics:

CN Male Magus(Bladebound/Kensai) 5
Medium Humaniod (Android)
Init +4 (Dex+4)
Senses: Normal Vision, Low Light Vision, Darkvision 30'

B.A.B. +3

DEFENSE:
AC 18, Touch 18, Flat-Footed 11 (+4 dex, +3 Canny Defense, +1 Deflection)
HP 38/38
Fort +6, Ref +5, Will +5
CMD: 21

OFFENSE:
Speed 30 ft.
Space: 5ft Reach: 5ft
Melee: +3 (+7 Finesse)
Ranged: +7
CMB: 3

Racial Traits:

Androids gain a +2 racial bonus on Perception checks.

Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)

Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)


Feats:

Weapon Focus (Combat) :
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.

Weapon Finesse :
Benefit: 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.

Dervish Dance (Combat) : Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Benefit: 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.

Combat Reflexes(Combat) :
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.


Bodyguard(Combat) :
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Special Features:

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 1/3 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.
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.

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) : Int 12 / Wisdom, Charisma 8 / Ego 8, Black Blade Pool 2
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 blade bound 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.

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 blade bound magus (at 3rd level, 5th level, and so on).
  • Wisdom and Charisma: As the blade bound 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, as per Table: Black Blade Progression below. 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 (see Intelligent Items). 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 anddeafened 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 Descriptions
    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.

    Diminished Spellcasting:
    A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

    Canny Defense (Ex):
    At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
    When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

    Perfect Strike (Ex):
    At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

  • Skills:


    15 Int
    5 Favored Class Bonus
    10 Magus Class
    30 Total Skill ranks

    Skill:(total=rank+ability+trained+misc)
    Acrobatics: 9=2+4+3+0
    Climb: 4=1+0+3+0
    Knowledge (Arcana): 7=1+3+3+0
    Knowledge (Dungeoneering): 7=1+3+3+0
    Knowledge (Geography): 8=1+3+3+1
    Knowledge (Planes): 7=1+3+3+0
    Perception: 7=4+1+0+2
    Perform (Dance): 1=2+(-1)+0+0
    Ride: 8=1+4+3+0
    Spellcraft: 11=5+3+3+0
    Stealth: 8=4+4+0+0
    Survival: 1=1+1+0+0
    Swim: 4=1+0+3+0
    Use magic device: 11=5+3+3+0

    Prepared Spells:

    CANTRIPS
  • DISRUPT UNDEAD
  • ARCANE MARK
  • RAY OF FROST

    1ST LVL

  • SHIELD
  • SHOCKING GRASP
  • VANISH

    2ND LVL

  • GLITTER DUST
  • MIRROR IMAGE

  • Equipment:

    Carrying Capacity: 33/66/100
    Lift: 200 Drag: 500

    Scimitar (Black Blade) +2: (+10 attack, 1d6+6 dmg, 18-20 x2 crit, Slashing) 0gp, 4 lbs.
    Heavy Crossbow: (+7 attack, 1d10 dmg, 19-20 x2 crit, Range 120’, Piercing) 0gp, 8 lbs.
    Ring of Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 to AC. 2000gp, 0 lbs.
    Quick Runner's Shirt : Once per day as a swift action, the wearer can take an additional move action to move on his turn. 1000gp, 0 lbs.
    Daredevil Softpaws Boots : As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn. 1400gp, 0lbs.
    Cap of Human Guise : This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap’s appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.
    Though invented and primarily used by Small humanoids, it can be used by any Small or Medium humanoid creature. 800gp, 0 lbs.
    Cure Light Wounds (Wand) : 45 Charges 750gp, 0 lbs. (With Valtyra)
    Mage Armor (Wand) : 47 Charges 750gp, 0 lbs. (With Uriah)
    Wizard's Kit (w/o Torches): This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an ink pen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin. 21gp, 12 lbs.
    Spell Book : 0gp, 3 lbs.
    Scrolls: Command Undead, Sound Burst, Technomancy

    Current Weight 19 lbs(Light Load)
    Currency 0 pp 79 gp 0 sp 0 cp