Elf

Alia of the Blade's page

2,165 posts. Alias of MordredofFairy.


Classes/Levels

Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Deity

Findeladlara

Strength 17
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Alia of the Blade

Magus(Bladebound, Soul Forger)
Chaotic Good Female Elf
Favored Class Bonus: 5/6th of Magus Arcana

Character Illustration!

Init = 3(dex)
Senses Perception 12 (Low-Light Vision)
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Party Role/Concept
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Background:

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Childhood
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Description&Personality:

Daily Abilities:

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Spells
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Level 0=3/inf: Ray of Frost, Prestidigitation, Light
Level 1=3+1(Int)/4: Enlarge Person, Shield, Frostbite , shocking grasp
Level 2=1+1(Int)/2: Frigid Touch, Mirror Image
+1 any one spell known per day as per arcane bond.
+1 any one Level 1 Spell can be refreshed(Via Pearl of Power)

Spells known:
Level 0: 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
Level 1: Blend, Color Spray, Disguise Self, Enlarge Person, Ray of Enfeeblement, Shield, Vanish, Monkey Fish, Chill Touch, Frostbite, Expeditious Retreat, Grease, Obscuring Mist, True Strike, Auditory Hallucination, alarm, disguise self, endure elements, magic missile, shield, shocking grasp, true strike, ventriloquism
Level 2: acid arrow, ghoul touch, mirror image, scorching ray, spider climb, frigid touch, invisibility, web, raven's flight

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Defense
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AC 17 10+3(Dex)+4(Armor), ACP = 1
hp 30 =8+6+6+6(Class)+4(Con)
Fort 5, Ref 4, Will 4
(Immune to sleep, +2 racial vs enchantments)
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Offense
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Speed 30 ft
MELEE Melee Twohanded - Masterwork Estoc(Bonded) +7(2d4+4/18-20/x2)
MELEE Melee Onehanded(Spellcombat) - Masterwork Estoc(Bonded) +5(2d4+3/18-20/x2)
RANGED Ranged Composite(+2) Longbow +6(1d8+2/20/x3)

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Statistics
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Str 17, Dex 16, Con 12, Int 16, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 19

Languages: Common, Elven, Sylvan, Draconic, Celestial

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Special Abilities
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While wielding Weapon: Alertness

=====Feats=====
Level 1: Exotic Weapon Proficiency(Estoc)
Level 3: Deific Obedience(Findeladlara)
Level 5: Dynasty Founder(Story)
Level 5(Magus Bonus Feat): Craft Magic Arms and Armor
Level 7: Leadership
Level 9: Stronghold(Story)
Level 11: Nation Builder(Story)
Level 11(Magus Bonus Feat): Improved Critical(Estoc)
Level 13:
Level 15:
Level 17:
Level 19:

=====Racial Qualities=====
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
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.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.

Fey Thoughts Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

=====Boons=====
RESTOV - COPPERS - Boon - Mung's Brand: Unless things change the DC of Diplomacy and Gather Information checks made on residents of the Coppers is reduced by 2. This excludes members of the Scared Shadows.

=====Skills=====
2(class)+3(int)+2(Background)

Adventuring Skills

13 Acrobatics(ACP) = 2(ranks)+3(Dex)+3(class)+5(Competence)
2 Bluff = (ranks)+2(Cha)
7 Climb(ACP) = 1(ranks)+3(Str)+3(class)
4 Diplomacy = 2(ranks)+2(Cha)
-- Disable Device(ACP) = (ranks)+(Dex)
2 Disguise = (ranks)+(Cha)
3 Escape Artist(ACP) = (ranks)+3(Dex)
3 Fly(ACP) = (ranks)+3(Dex)+3(class)
0 Heal = (ranks)+(Wis)
2 Intimidate = (ranks)+(Cha)+3(class)
7 Knowledge (arcana) = 1(ranks)+3(Int)+3(class)
7 Knowledge (dungeoneering) = 1(ranks)+3(Int)+3(class)
- Knowledge (local) = (ranks)+3(Int)
4 Knowledge (nature) = 1(ranks)+3(Int)
7 Knowledge (planes) = 1(ranks)+3(Int)+3(class)
4 Knowledge (religion) = 1(ranks)+3(Int)
12 Perception = 5(ranks)+(Wis)+3(class)+2(Keen Senses)+2(Alertness)
7 Ride(ACP) = 1(ranks)+3(Dex)+3(class)
Sense Motive = (ranks)+(Wis)+2(Alertness)
9/11 Spellcraft = 3(ranks)+3(Int)+3(class) //+2(to identify items)
4 Stealth(ACP) = 1(ranks)+3(Dex)
Survival = (ranks)+(Wis)
7 Swim(ACP) = 1(ranks)+3(Str)+3(class)
6 Use Magic Device = 1(ranks)+2(Cha)+3(class)

Background Skills
(All Craft skill checks +1 if item is magic or masterwork)

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
14 Craft (Weapons)= 1(ranks)+3(Int)+3(class)+5(Soul Forger)+2(MW tools)
14 Craft (Armor)= 1(ranks)+3(Int)+3(class)+5(Soul Forger)+2(MW tools)
14 Craft (Shields)= 1(ranks)+3(Int)+3(class)+5(Soul Forger)+2(MW tools)
14 Craft (Bows)= 1(ranks)+3(Int)+3(class)+5(Soul Forger)+2(MW tools)
3 Handle Animal = 1(ranks)+2(Cha)
- Knowledge (engineering) = (ranks)+(Int)
4 Knowledge (geography) = 1(ranks)+3(Int)
4 Knowledge (history) = 1(ranks)+3(Int)
6 Knowledge (nobility) = 3(ranks)+3(Int)
-- Linguistics = (ranks)+(Int)
7 Lore (Telvurin)= 1(ranks)+3(Int)+3(class)
3 Perform (Act) = 1(ranks)+2(Cha)
4 Profession(Elven Smith)= 1(ranks)+0(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)

=====Gear=====

Masterwork Estoc(Bonded Item)
Spellbook(Start)
80G Longbow Composite Longbow(+2)
2G Arrows, Commonx40
4G Arrows, Bluntx40
100G Chainshirt
22G Kit, Magus's(This includes a 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.)
10G 2xFlask of Acid
20G Flask of Alchemists Fire
Total: 239 GP; 2GP remain. 15 GP in mixed coinage
Small Silver Hand Mirror(Urban Decay - Vernon's Scow)
Boots of Elvenkind
Chamberpot of Elven Cleanliness (Jar with gelatinous serving)

scroll of shield
Oil of bless weapon
wand of detect magic (10 charges)
scroll of invisibility

=====Traits=====

Natural-Born Leader (Social)
You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.
Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Bladed Magic (Magic)
You have an innate talent for using magical weaponry and those weapons capable of becoming magical.
Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Attached: Bound Blade (Drawback)
You have a strong emotional attachment to a person or object that you’re terrified of losing.
Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

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=====Attributes=====:

STR 16=16(Buy)+1(Level 4)
DEX 16=14(Buy)+2(Race)
CON 12=14(Buy)-2(Race)
INT 16=14(Buy)+2(Race)
WIS 10=10(Buy)
CHA 14=14(Buy)

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Class Abilities
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Class 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 1/2 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.

Archetype Features:

Diminished Spellcasting
A soul forger casts 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.

Arcane Bond (Su)
At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon.

Spell Combat (Su)
A soul forger may use this ability only when wielding his bonded weapon.
Spellstrike (Su)
A soul forger may use this ability only when wielding his bonded weapon.

Master Smith (Ex)
A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.
At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.
This ability replaces knowledge pool.

Profile not yet up to date with new background. Do not consider information from spoiler tags final.

Background:

Alias mother was an Elven Wizard, opting to go out on an adventure and see the world. Before doing that, praying for good luck, she spent a single night at a temple of Calistria, and in a dedication to her goddess, gave up her Virginity in liasion with an Elven Fighter she had met there. As these things go, the Elven Fighter was part of an adventuring outfit, which had stopped in the city looking to hire a Wizard.
Quickly, an agreement was reached, and the two of them became a couple while the adventuring troupe took on odd jobs. Just a few weeks later, Alia's mother realized she was with child. And without fail, she knew who had to be the father. Thus, her adventuring days got cut short for a while.
She and Alia's father settled down in the mixed Hamlet she grew up in, and raised Alia with the help of her parents.
Both of them, Wizard and Fighter, wanted Alia to step in their foodsteps. And neither of them wanted to make the decision for her, thinking that Alia would pick one or the other soon enough, or show a natural talent for either path.
But she showed great promise in both disciplines, and continued to train both with her mother and her father, with the blade and bow, and with the mind and spells.
When she was old enough to life by herself for a while, under supervision from her grandparents, her father and mother would regularily take on small adventuring jobs...nothing too dangerous, some caravan escort, cartography, routine jobs that still gave them a thrill of adventure.
During those times, Alia often visited her Grandfather, who took over as Smith for the Hamlet after the Human preceeding him died without an heir or apprentice. He had worked as such ever since, longer than Alia had lived. His craft was fascinating for her. Seeing how raw materials were formed into exquisite pieces of craft. First, she only watched him, but soon, she begun to try and help, and the old elf happily let her, teaching her what he knew of the profession.
When Alia was just short of becoming of age and striking out on her own, she came to her grandfather for help, asking him to assist her in forging a blade that would let her effectively combine both what her father, and what her mother had taught her.
Thus, her bonded Weapon was created. With it in tow, and multiple lifetimes of the shorter-lived races worth of experience, she was old enough to leave home and search her own fate.

NEW - Kyonin and Telvurin:

The elves in Kyonin were quite content to defend what they had, with little expansionist tendencies. However, they did intend to lay claim to their ancestral homelands, forgotten cities from before their exile.
The River Kingdoms, with their constant warring and raiding occupied such ancient Elven Lands, known as Telvurin to them. Re-establishing a hunting reserve was not worth a war, but there were a number of lost colonies in these lands, founded to keep watch over Telvurin, and for resupplying those hunting in it.
In the great halls, plans were formed to re-aquire these outposts, and the Winter Court pushed heavily for their realization. These were ancient elven lands, part of Elven Heritage and Culture. The more moderate political groups insisted that a way to co-exist with humans would have to be found, since the area had been all but given up, and it would be a hostile act that other neighbouring nations may not be willing to accept if Kyonin was to simply annex these lands.
But it would be easy enough to re-establish some of these ancient colonies, found cities that would answer to Kyonin, rather than the River Kingdoms. Brevoy was rumored to have sent out expeditions to do so, to claim lands it considers stolen. Well, if so, Kyonin would do so as well, considering that IF those lands were stolen, they were so from the Elves, not Brevoy.
Volunteers were gathered to scout out the lands in question, and infiltrate Brevoy's groups. These people were lured by a charter, with a promise of founding their own puppet kingdom. Well, Kyonin could match that offer. If Brevoy wanted these lands, sooner or later it would try and take them. The elders agreed that the chances of Brevoy actually honoring their charters were small. If so, Kyonin could stand as a natural ally of these fledgling kingdoms, in return for their allegiance, giving it control over the area, and an excuse to claim further lands.
Not only that, but Kyonin would not have been the one to claim the lands...rather it would be a nation coming to the aid of a colony trying to earn independence. Once amiable relations would be established, elves could start migrating there, and play the waiting game. Elven politics were not as short-sighted as that of humans. Elven Plots could span decades, centuries even. Infusing a fledgling young nation with capable craftsman, statesman, and advisors, and ones that would outlive many of their leadership, and teach their children, that was an easy way to effectively gain control and turn the nation into a pupped.
Of course, Alia knew little about these plans. She did, however, know about the fact that volunteers were being searched to scout northeastern Telvurin, and assist the establishment of a new local power, in preparation of repopulating ancient elven cities.
That sounded...exciting. Some adventure, where Alia could put to use what she learned, and building something new, something lasting, from this raw wilderness land.

Personality:

Alia is not trained in diplomacy or fast-talking, having found her calling in dealing with spells, weapons, and forges, not people. Despite that, she is a naturally open and cheerful person that will gladly chat a while even with strangers.
She grew up to learn that good is always worth striving for. The younger-lived races may not notice this as much, but even in her young life, she saw patterns emerge, and where she failed to see them, her parents pointed them out. Over her short life, 4 generations of humans had been born and most of those passed away already. No wonder they were such short-sighted beings.
Alia has a strong personal moral compass, but cares little about existing rules and laws. Again, she saw them change so often that she can't take them serious.
As her mother before her, she's an worshipper of Calistria, the Sacred Sting. She just felt comfortable worshipping her, but could not say if she just grew into this and continues out of habit, or there's really a sacred connection that exists since her conception.

Description:

Being just about 5ft 9 at slighty under 110 lbs, Alia's slender form and agile movement betray the strenght year-long training had given her.
Her greenish clothing seem too flashy to be some adventurers or workers outfit, but nicely accentuates her silvery hair she is wearing slightly longer than shoulder-lenght. She had started to let it grow longer when her training was finished, and has not cut it since. She uses Prestidigitation to both keep her clothing meticulously clean, and to color a few strands of her hair red, to further contrast her choice of outfit.

Motivation:

As mentioned in the background, Alia seeks to create things. While for her, personally, this took the form of watching her grandfather forge raw materials into finished products, it permeates her philosophy. To take something "worthless", and transmute it into something excellent.
In her own work, thats obvious, but she also applies it to many other situations in her life.
For example, no being is beyond redemption. Not everybody gets a chance for it, by circumstance or choice, but even the most vile criminal could become a valuable member of society given time and direction.
Same thing with the charter and the wilderness around Brevoy, to Alia its a land of opportunity, something raw to be formed into something more than the sum of its parts.
Knowing that many adventurers are more about destruction than about creation, she would welcome her chance to play a guiding role in this undertaking, to help the fledgling kingdom turn into something that will stand the test of time.

Role:
Alia will spend most of her time frontlining, using Spellstrike and Spell Combat as applicable. To that purpose, she will invest in Melee Feats and increase her Survivability. In situations where Melee is not applicable(e.g. flying enemies) she can use a Composite Longbow well enough.
Once the basics are taken care of, she will attempt to pick up Craft Magic Arms and Armor, and henceforth supply the group with the finest Equipment an Elven Smith can create(the trick is to infuse it with magic, to use part of your own being in the process, rather than just hammer with raw strenght).
If a Kingdom is founded, she would be well suited to one of the intelligence-based roles(especially if picking up a INT-boosting item along the way), but could naturally also fill a Strenght-Based Role(will not be boosted AS high by item as she will opt for a STR+CON one).

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