Pirate Bomber

Akasha's page

734 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Akasha d'Denieth

Race

Human

Classes/Levels

Hexcrafter Magus 3

Gender

Female

Size

5'6 145lbs

Age

23

Alignment

True Neutral

Deity

Sovereign Six/ The Traveller

Location

Sharn

Languages

Common, Sylvan, Goblin, Elven

Occupation

Mercenary

Strength 13
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 9
Charisma 12

About Akasha

Akasha
Max HP:21 Current HP: 21

Defense :

Fort: +4 Reflex: + 3 Will: +2 CMD: 14

AC:17 (10+Dex(+2)+Natural(+)+Armor (+3)+2 Cuff of force shield) Current AC 17
Touch: 12
Flat footed: 13

Armor: Studded Leather Armor
Wrist cuff shield of force

Offense :

BAB:+2 CMB: + 3 Speed:30 Initiative +2

Combat
Melee: Saber +1 Longsword +4 damage 1d8+2 19-20
: Dagger +3 damage 1d4+1 19-20
: Mace +3 damage 1d8+1
Ranged: Light Crossbow +4 damage 1d8 19-20
Ranged Spell: +4 (Varies)

Special Abilities:

Arcane Pool (4) (1 pt / +1 bonus 1 minute)
Cantrips
Spell Combat (cast and melee -2)
Spellstrike
Arcane Accuracy (1 pt to add Int bonus to attacks for 1 round)

Skills::

Concentration +6
Acrobatics +6
Appraise+3
Bluff+1
*Climb +1
*Craft +
Diplomacy+1
Escape Artist+2
*Fly +
*Intimidate +6
Jump +1
*Knowledge Dungeoneering +7
*Knowledge Arcana +9
Knowledge Local +7
*Knowledge Planes +7
Knowledge Religion+
Perception +0
*Profession (Mercenary)+3
Sense motive +1
*Ride +2
*Spellcraft +9
Stealth +2
*Swim +1
Survival -1
*UMD +9

Feats::

Weapon focus(Longsword), Least Dragonmark (Sentinel), Lesser Dragonmark (Sentinel)

Mark of the Sentinel
Least: Mage armor, protection from arrows, shield of faith or shield other 1/day; +2 bonus to Sense Motive checks
Lesser: Protection from energy, lesser globe of invulnerability 1/day

[spoiler=Traits:]

Focused Mind
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Armor Master
You have grown accustomed to wearing armor.
Benefit: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Spells::

Known:
0 level- All
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, Spark.

1st level -8
Chill touch, Color Spray, Ray of Enfeeblement, Shield, Shocking Grasp, Swift Girding, Vanish, Burning Hands, Corrosive touch, Lock Gaze

Prepared (4-0, 4-1st )
0 level:
Light, Prestidigitation, Mage Hand, Disrupt Undead (Read Magic)
1st:
Chill touch, Shocking Grasp, Ray of Enfeeblement, Lock Gaze

Class Details::

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 1/2 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.

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.

Hex Magus
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

This feature replaces spell recall.
Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, greater curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Equipment::

Magus Kit: backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

50ft rope
Whetstone
Potion Belt
Map case
Identification papers (with portrait)
Travel papers
Wand of Repair 1d8 50 charges
2 vials of Silversheen

Background::

Being a scion of a noble house carried many responsibilities. Being female made it even more difficult. A member of a house focused on martial activity and protection, Akasha's strong will and determination convinced her parents to allow her to follow in the footsteps of her older brothers, joining the military.

Her performance and determination distinguished her far beyond her last name, especially after developing a reputation for keeping her unit members alive. Skilled in both combat and magic, the young woman's talents took her through some of the most hellish locations during the war, often surviving on sheer grit. It was in some of these places that she was first introduced to some of the darker magics, the ability to hex an enemy with misfortune or weakness, a practice she found fascinating and continually works to master.

The end of the war brought new difficulties, a responsibility to her family as a female heir. After all she has seen, all she had been through, she was sure of one thing, a life of court and intrigue would never be enough for her. Too noble to follow the obvious course of simply running off, Akasha approached her mother, the one person who always seemed to understand her. What she could not have possibly expected was that her mother had been an adventurer in her youth, and always knew that Akasha would never be satisfied with a sedentary life.

Activity kept the worst of the nightmares away, and so with her parent blessing, she became a mercenary, an opportunity to travel and keep her abilities sharp, and one which she has found rewarding, finding a cameraderie in the units she worked with that she missed from military life.

Hers is a unique circumstance, a member of a noble house, free of many of the ties of her station, possessed of her family's blessing yet, at heart, driven by a need for action.

Personality::

A driven and focused individual, Akasha can sometimes come across as what one would describe as "intense". As with many Last War veterans, the dangers and horrors of war have taken a toll on her psyche.

Though she suffers some degree of emotional scarring, she has developed a defense mechanism of keeping her emotion tightly in check, creating walls between her emotions and the outward facade she presents to others. As such she can be companionable but is rarely considered warm, focused and driven, at times unnervingly so, yet loyal to those with whom she shares a bond of camaraderie.

She can be prone to nightmares in times of high stress or when overly exhausted, though she is seldom willing to divulge their content, her occasional bouts of silence walking the line between brooding and stoicism.

Yet in her rare moments she can be surprisingly generous or protective, and when properly motivated, there are those rare few who see behind the walls, past the indomitable soldier who carries an undeniable yet alluring darkness within her, to the woman beneath, scarred but resilient, educated and cultured, yet loving of her freedom. A study in contrasts.

Description::

Akasha

Darkly attractive with an intense gaze that can easily be found unnerving, Akasha simply oozes a sense of the supernatural. Her raven black hair against the dark leather of her armor and the dark cloak she often wears, gives the impression of a woman draped in shadow.

Her body, well formed, muscled from hours of combat training yet carrying a sultry feminine grace that screams of danger. If viewed unclothed her body, while undoubtedly beautiful, tells a long and storied tale of wartime experiences through a record of scars both large and small, each a feature as indelibly marked on her memory as her skin.

Sharp violet eyes seem to study those around her, a full mouth within a cool, calculating face, beautiful yet imposing.

She creates both intrigue and wariness wherever she goes, curiosity battling with self preservation.

Along her left hip working its way down her thigh is an elaborate Dragonmark, the Mark of Protection, her birthright as a member of House Deneith, a symbol of status power and protection she wears with pride.

Wealth:

pp 4400gp sp cp
gems