Mage Sniper

Avendric's page

4 posts. Alias of Scripps.


Full Name

Avendric Elvarel DuRathiel

Race

Elf

Classes/Levels

Magus 9

Gender

Male

Size

Medium

Age

126

Special Abilities

Cheese

Alignment

Chaotic Neutral

Deity

Calistria

Location

Erages

Languages

Abyssal, Aklo, Elven, Common, Draconic, Sylvan

Occupation

Magical ass-kicker. Spreader of grimdark.

Strength 10
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Avendric

General:

Archetypes:
Magus - Bladeboud, Hexcrafter

HP: 58
BAB: +6/+1
Arcane Pool: 8
Initiative: +8
Fortitude Save: +6+2+1=9
Reflex Save: +3+5+1=9
Will Save: +6+1=7
AC: 25

Racial Abilities --

Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
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.

Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Alternate Racial Abilities --

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Traits and Skills:

Magical Lineage
Warrior of Old

Class skills --
Climb: 2+3=5
Fly: 7+4+3=14
Knowledge (Arcana): 7+4+3=14
Knowledge (Planes): 7+4+3=14
Knowledge (Dungeon): 5+4+3=11
Perception: 7+2+2+3=14
Perform (Dance): 2-2=0
Ride: 2+5+3=10
Spellcraft: 7+4+3=14
Swim: 2+3=5

Arcana, Feats & Hexes:

1.(Magus 1): Arcane Pool, Spell Combat, Weapon Finesse
2.(Magus 2): Spellstrike
3.(Magus 3): Black Blade, Dervish Dance
4.(Magus 4): Hex Magus - Slumber
5.(Magus 5): Bonus Feat - Intensified Spell, Rime Spell
6.(Magus 6): Hex Arcana - Flight, Racial - Arcane Accuracy
7.(Magus 7): Knowledge Pool, Medium Armor Proficiency, Heighten Spell
8.(Magus 8): Improved Spell Combat
9.(Magus 9): Hex Arcana - Evil Eye, Preferred Spell
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): Dazing Spell, 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): Greater Spell Access, Extra Arcana - Reflection
20.(Magus 20): True Magus

Gear:

Amulet of Natural Armor +1 (2,000)
Cloak of Resistance +1 (1,000)
Cracked Dusty Rose Ioun Stone (500)
Belt of Incredible Dexterity +2 (4,000)
Bookplate of Recall (1,000)
Handy Haversack (2,000)
Headband of Vast Intelligence +2 (4,000)
Mithral Breastplate +1 (8,200)
Pearl of Power: 1st Level (2) (2,000)
Ring of Protection +1 (2,000)
Wand of Infernal Healing (750)
Wand of Shield (750)

Mundane Equipment:
Cold Iron Spiked Gauntlet
Explorer's Outfit
Extra Spell Component Pouch
Masterwork Longbow
Silversheen Dagger
Wizard's Kit

14,00 GP

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
Enahncement: +3
Int. 14, Cha./Wis. 10, Ego: 12

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:
First Level -
Bade Lash, Burning Hands, Chill Touch, Color Spray, Frostbite, Grease, Ill Omen, Infernal Healing, Obscuring Mist, Secluded Grimoire, Shield, Shocking Grasp, True Strike, Thunderstomp, Warding Weapon, Vanish

Second Level -
Alter Self, Bear's Endurance, Bladed Dash, Blindness/Deafness, Blur, Brow Gnasher, Frigid Touch, Glitterdust, Gust of Wind, Instant Weapon, Invisibility, Mirror Image, Pyrotechnics, Scorching Ray, Shatter, Web

Third Level -
Dispel Magic, Haste

Spell Selections:

Level 3:
Arcane Sight, Beast Shape, Bestow Curse, Blink, Displacement, Fireball, Force Punch, Greater Thunderstomp, Phantom Steed, Ray of Exhaustion, Slow, Stinking Cloud, Storm Step, Tactical Adaption, Vampiric Touch

Level 4:
Ball Lightning, Beast Shape II, Black Tentacles, Caustic Blood, Dimension Door, Dragon's Breath, Fireshield, Greater Infernal Healing, Greater Invisibility, Ice Storm, Monstrous Physique II, Stoneskin

Level 5:
Baleful Polymorph, Cone of Cold, Corrosive Consumption, Cosmic Ray, Dimensional Blade, Fire Snake, Monstrous Physique III, Teleport, Wall of Force, Wall of Stone

Level 6:
Chain Lightning, Disintegrate, Dispel Magic (Greater), Elemental Body II, Flesh To Stone, Form of the Dragon I, Sirocco, Stone to Flesh, True Seeing, Undead Anatomy III

Greater Access Selections
Cantrips: Haunted Fey Aspect, Touch of Fatigue
Level 1: Protection From Evil, Touch of Gracelessness
Level 2: Ghoul Touch, Resist Energy
Level 3: Call the Void, Heroism
Level 4: Dimensional Anchor, Enervation
Level 5: Dismissal, Permanency
Level 6: Anti-Magic Field, Contingency

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:
1st -- Ill Omen, True Strike
2nd -- Invisibility
3rd -- Blink, Dispel Magic, Haste
4th -- Dimension Door
5th -- Cone of Cold
6th -- Contingency, Chain Lightning

Legendary Weapon
1 -- Powerful, Undetectable, Unyielding
2 -- Foe-Biting, Powerful, Rejuvenating
3 -- Ever-Lasting, Powerful, Unstoppable Strike

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.
That wizardry's my trade and I was born to wade through gore.
I just want to be a lover, not a red-eyed screaming ghoul.
I wish it'd picked another to be its killing tool."