About Aravis ElvarelGeneral:
Archetypes: Magus - Bladeboud, Hexcrafter HP:
Racial Abilities -- Standard Racial Traits
Defense Racial Traits
Feat and Skill Racial Traits
Senses Racial Traits
Other Racial Traits
Alternative Racial Traits
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Traits and Skills:
Magical Lineage Elven Reflexes Class skills --
Arcana, Feats & Hexes:
1.(Magus 1): Arcane Pool, Spell Combat, Rime Spell 2.(Magus 2): Spellstrike 3.(Magus 3): Black Blade, Power Attack 4.(Magus 4): Hex Magus - Slumber 5.(Magus 5): Bonus Feat: Heighten Spell, Preferred Spell 6.(Magus 6): Hex Arcana - Flight, Racial - Arcane Accuracy 7.(Magus 7): Intensified Spell, Knowledge Pool, Medium Armor Proficiency 8.(Magus 8): Improved Spell Combat 9.(Magus 9): Dazing Spell, Hex Arcana - Evil Eye 10.(Magus 10): Fighter Training 11.(Magus 11): Bonus Feat - Lunge, Dimensional Agility, Spell Recall 12.(Magus 12): Hex Arcana - Ice Tomb, Racial - Retribution 13.(Magus 13): Improved Critical, Heavy Armor Training 14.(Magus 14): Greater Spell Combat 15.(Magus 15): Magus Arcana - Bane Blade, Spell Perfection 16.(Magus 16): Counterstrike 17.(Magus 17): Bonus Feat - Maximize Spell, Quicken Spell 18.(Magus 18): Hex Arcana - Summon Spirit, Racial - Life Giver 19.(Magus 19): Extra Arcana - Reflection, Greater Spell Access 20.(Magus 20): True Magus Gear:
Blackblade Information:
Black Blade Scimitar This ancient, black sword had been passed down the Rathiel line for generations before being lost after the disappearance of Endric's uncle. Its provenance is uncertain, though records show it predates the founding of Kyonin. It has been known by many names: Tzuthnyugoth, Morangris, The Black Iron Cutter and The Ancient Bonesaber of Zumakalis. While the blade has since been recovered, no sign of the missing uncle has been found. The blade itself is something of a proto-curve blade, resembling a shorter and much less deeply curved version of the large Elvish weapons. In profile, its blade is shorter and wider, with a deep fuller along which have been carved strange runes. At first glance it appears to be made of blackened iron or a similar alloy of the same, but when touched has the texture of stone or glass. It creates a pleasant, almost crystalline ringing noise when struck on most things, though the pitch becomes high and unnerving when struck against steel. The blade, tang and pommel are crafted from a single piece of the strange black material. The relatively long grip and the blade's matching scabbard, which is covered in the same strange runes that appear on the blade, are made of stained bone from some unknown creature. The relatively simple but elegant guard is composed of a set of straight quillons ending in decorative finials and a side ring, all made from what appears to be an alloy of the same unknown black material and several other rare metals. Arcane Pool: 2
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. Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand. Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted. Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn. Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.
Spell Book:
Spell per day: 6/4/2 Prepared Spells Cantrips: Brand, Detect Magic, Light, Mage Hand, Read Magic Level 1: Blade Lash, Chill Touch, Frostbite, Shield, Obscuring Mist, True Strike Level 2: Bladed Dash, Blur, Frigid Touch, Glitterdust, Mirror Image Level 3: Dispel Magic, Haste Spellbook:
Second Level -
Third Level -
Spell Selections:
Level 3: Arcane Sight, Beast Shape, Bestow Curse, Blink, Displacement, Fireball, Force Punch, Greater Thunderstomp, Ray of Exhaustion, Slow, Stinking Cloud, Storm Step, Tactical Adaption, Vampiric Touch Level 4:
Level 5:
Level 6:
Greater Access Selections
Mythic:
Archmage: Wild Arcana Tier 1: Dual Path: Fleet Charge, Impossible Speed Tier 2: Arcane Metamastery Tier 3: Precision, Mythic Weapon Finesse Tier 4: Legendary Item Tier 5: Coupled Arcana, Extra Path Ability: Fleet Warrior Tier 6: Legendary Item Tier 7: Crafting Mastery, Mythic Spell Lore Tier 8: Eldritch Breach Tier 9: Channel Power, Mythic Spell Penetration Tier 10: Legendary Item Mythic Spells:
Legendary Weapon
Background:
"I have this feeling that my luck is none too good. This sword here at my side don't act the way it should. Keeps calling me its master, but I feel like its slave. Hauling me faster and faster to an early, early grave. And it howls, it howls like hell! I'm told it's my duty to fight against the law.
|