| Full Name |
Arlequin |
| Race |
Human (Varisian) |
| Classes/Levels |
Magus (Bladebound) 3/Oracle of the Ancestors 1 |
| Gender |
female |
| Size |
M |
| Age |
24 |
| Special Abilities |
Arcane Pool (5/day) (Su), Black Blade (Ex), Elemental Focus (Fire), Spell Combat (Ex), Spellstrike (Su), Spirit Shield +2 (1 hours/day) (Su), Steelsoul Malevolence (Ex), Black Blade Strike (Sp), Telepathy with Steelsoul |
| Alignment |
N |
| Deity |
Asmodeus, Erestil, Pharasma, Irori |
| Location |
Absalom |
| Languages |
Azlanti, Common, Necril, Ancient Osiriani, Varisian |
| Occupation |
Archeologist, Book Maker |
| Strength |
12 |
| Dexterity |
14 |
| Constitution |
13 |
| Intelligence |
18 |
| Wisdom |
10 |
| Charisma |
11 |
About Arlequine
Once a promising Osirionogist, Arlequin was an up and coming scholar and archaeologist. Her mentors believed that her mind was sharp enough to uncover forgotten mysteries, and better yet, solve them. All that changed the day that Arlequin discovered a side tomb in the ruins her and her team were investigating.
There she found Steelsoul, an ancient and cursed blade of black steel. When Arlequin unsheathed it, the blade bound itself to her and the trauma struck Arlequin unconscious. A year later she awoke in a hospital in Cheliax. Steelsoul was there with its seductive song and soon Arlequin had left the university to be an adventurer.
She has made her way to the Pathfinders in Absalom where she hopes she can find out what Steelsoul is, what her new abilities are, and how to handle it all.
Arlequin CR 3
Female Human (Varisian) Magus (Bladebound) 3/Oracle of the Ancestors 1
N Medium Humanoid (Human)
Init +2; Senses Perception +4
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 27 (4d8+4)
Fort +4, Ref +3, Will +5
OFFENSE
Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20) or
Melee Knife, Switchblade +3 (1d4+1/19-20) or
Melee Steelsoul, +1 Longsword +4 (1d8+1/19-20)
Ranged Crossbow, Light +4 (1d8/19-20) or
Ranged Sling +4 (1d4+1)
Special Attacks Spellstrike
Oracle Spells Known (CL 1, +3 melee touch, +4 ranged touch; Concentration +6)
1 (3/day) Cure Light Wounds (DC 11), Burning Disarm (DC 12), Sun Metal (DC 12)
0 (at will) Detect Poison, Stabilize, Read Magic (DC 10), Ghost Sound (DC 10), Mage Hand, Enhanced Diplomacy
Magus (Bladebound) Spells Known (CL 3, +3 melee touch, +4 ranged touch; Concentration +13):
1 (4/day) Shocking Grasp, Ray of Enfeeblement (DC 15), Shock Shield (DC 15), Warding Weapon (DC 15)
0 (at will) Acid Splash, Open/Close (DC 14), Detect Magic, Spark (DC 14)
STATISTICS
Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats Combat Casting, Elemental Focus (Fire), Uncanny Concentration
Traits Dump Salvager, Osirionologist (Osirion): Knowledge (History)
Skills Acrobatics +4, Climb +0, Craft (Books) +13, Escape Artist +1, Fly +1, Knowledge (Arcana) +11, Knowledge (engineering) +5, Knowledge (History) +12, Knowledge (Local) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Perception +4, Ride +1, Sense Motive +6, Spellcraft +11, Stealth +4, Swim +0, Use Magic Device +4
Languages Azlanti, Common, Necril, Osiriani, Ancient, Varisian
SQ Arcane Pool (5) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Spell Combat (Ex)
Combat Gear +1 Mithral Chain Shirt, Light Crossbow, Dagger, Switchblade Knife, Steelsoul (+1 Longsword), Sling; Other Gear Adventurer's Sash (4 @ 1.5 lbs), Masterwork Artisan's tools (Craft (Books)), Bedroll, map or scroll (empty) Case, 1 piece of Chalk, Cold weather outfit, Flint and steel, Grappling bolt, Grappling hook, Handy Haversack (13 @ 38.5 lbs) , Bullseye Lantern, Potion of Bless Weapon, Potion of Cure Light Wounds×2, Potion of Gorum's Armor, Potion of Keen Senses, Potion of Lesser Restoration, Potion of Spider Climb, Potion of Touch of the Sea, one day of trail rations×5, Silk Rope (50 ft.), Spell component pouch, Small Tent, Wand of Magic Missile (40), Wand of Shield (50), Wand of Shocking Grasp (50), Waterskin, Whetstone
SPECIAL ABILITIES
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. The bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. 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.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Black Blade Abilities (Ex) Alertness (Ex), Black Blade Strike (Sp), Telepathy (Su), Unbreakable (Ex)
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dump Salvager You gain a +3 trait bonus on Perception checks to search for concealed items.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Osirionologist (Osirion) (Knowledge (History)) +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit Shield +2 (1 hours/day) (Su) You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus.
Steelsoul Malevolence (Ex) When Arlequin drops an opponent, Steelsoul attempts to forse Arlequin to make a coup de grace against the opponent just failed. This is treated as if the sword is dominating Arlequin. Arlequin must make a will Sae against Steelsoul's Ego (DC 5).
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Steelsoul, Intelligent +1 Longsword
Int 11, Wis 7, Cha 7, Ego 5; Languages and Skills Common; Fort +4, Ref +3, Will +3; Arcane Pool 1
Alertness (Ex) While Arlequin is wielding Steelsoul, her black blade, she gains the Alertness feat.
Black Blade Strike (Sp) As a free action, Arlequin can spend a point from Steelsoul'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 Arlequin is wielding or carrying her black blade, she 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, Steelsoul 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.