Seltyiel

Aventhas's page

No posts. Alias of Scripps.


Full Name

Aventhas Elvarel DuRathiel

Race

Half-Elf

Classes/Levels

Swashbuckler 1/Arcanist 6/Eldritch Knight 2

Gender

Male

Size

Medium

Age

34

Special Abilities

Sword? Check. Spells? Check.

Alignment

Chaotic Good

Deity

Desna

Location

Probably a library somewhere. Or a brothel.

Languages

Abyssal, Celestial, Common, Draconic, Elven, Infernal, Sylvan

Occupation

Amateur archaeologist. Magical problem solver.

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

About Aventhas

General:

Archetypes:
Swashbuckler - Inspired Blade
Arcanist - Blade Adept

HP: 62
BAB: +6/+1
Arcane Reservoir: 6
Panache Pool: 7
Initiative: +8
Fortitude Save: +3+2+2=7
Reflex Save: +5+4+2=11
Will Save: +6+2+2=10
AC: 22

Racial Abilities --
Standard Racial Traits
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-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
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Alternative Racial Traits
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

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 Knack
Bruising Intellect

Class skills --
Acrobatics: 2+3+3=8
Bluff: 3+3+2=8
Climb: 3+3+6
Diplomacy: +3+3+2=8
Escape Artist: 1+3+4=8
Fly: 4+3+4=10
Intimidate: 5+3+4+2=14
Knowledge (Arcana): 5+3+4=12
Knowledge (Dungeon): 1+3+4=8
Knowledge (Engineering): 2+3+4=9
Knowledge (Geography): 1+3+4=8
Knowledge (History): 1+3+4=8
Knowledge (Local): 1+3+4=8
Knowledge (Nobility): 1+3+4=8
Knowledge (Planes): 3+3+4=10
Linguistics: 1+3+4=8
Perception: 7+3=10
Sense Motive: 3+3=6
Sleight of Hand: 3+3+4=10
Spellcraft: 5+3+4=12
Swim:2+3=5

Feats and abilities:

1.(Inspired Blade 1): Deeds, Panache, Inspired Finesse, Fencing Grace
2.(Blade Adept 1): Arcane Reservoir, Cantrips, Consume Spells, Sword Bond
3.(Blade Adept 2): Arcane Strike
4.(Blade Adept 3): Sentient Sword
5.(Blade Adept 4): Combat Casting
6.(Blade Adept 5): Arcanist Exploit: Spell Strike
7.(Blade Adept 6): Extra Exploit: Arcane Accuracy
8.(Eldritch Knight 1): Arcane Armor Training, Diverse Training
9:(Eldritch Knight 2): Extra Exploit: Arcane Weapon
10:(Blade Adept 7): Arcanist Exploit: Eldritch Blade
11:(Eldritch Knight 3): Extra Exploit: Dimensional Slide
12: (Eldritch Knight 4): Boring Level

Deeds:

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Exploits:

Dimensional Slide (Su)
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Sword Bond (Su)
At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon.
This ability replaces the arcanist exploits gained at 1st and 9th levels.

Sentient Sword (Su)
At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept's class level in place of the magus's class level and points from her arcane reservoir in place of the magus's arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class.

This ability replaces the arcanist exploit gained at 3rd level.

Adept Exploits
Eldritch Blade: A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.

Magus Arcana: A blade adept can select any of the following magus arcana, using her arcane reservoir in place of the magus's arcane pool: arcane accuracy, close range, critical strike, dispelling strike, and hasted assault. The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana and when specific arcana are available. A blade adept can take this exploit multiple times. Each time it is taken, it applies to a different magus arcana.

Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name.

Gear:

Black Blade Rapier
Amulet of Natural Armor +2 (8,000)
Cloak of Resistance +2 (4,000)
Belt of Incredible Dexterity +2 (4,000)
Bookplate of Recall (1,000)
Handy Haversack (2,000)
Headband of Vast Intelligence +2 (4,000)
Mithral Shirt +2 (4,100)
Pearl of Power: 1st Level (2) (2,000)
Ring of Protection +2 (4,000)
Ring of Sustenance (2,500)
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

7,000 GP

Blackblade Information:

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: 5/5/4
Spell prepared: 7/5/3/2

Prepared Spells
Cantrips: Detect Magic, Light, Mage Hand, Message, Ray of Frost, Read Magic, Touch of Fatigue
Level 1: Shield, Shocking Grasp, Thunderstomp, True Strike, Vanish
Level 2: Blur, Frigid Touch, Mirror Image
Level 3: Dispel Magic, Haste

Spellbook:
First Level -
Burning Hands, Chill Touch, Color Spray, Feather Fall, Frostbite, Grease, Infernal Healing, Magic Missile, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Shield, Shocking Grasp, Protection From Evil, Thunderstomp, True Strike, Unerring Weapon, Vanish

Second Level -
Alter Self, Blur, Elemental Touch, Frigid Touch, Glitterdust, Gust of Wind, Invisibility, Mirror Image, Pyrotechnics, Scorching Ray, Shatter, Warding Weapon

Third Level -
Dispel Magic, Fireball, Haste, Paragon Surge, Vampiric Touch

Spell Selections:

Level 3:
Arcane Sight, Bestow Curse, Displacement, Flame Arrow, Fireball, Fly, Force Hook Charge, Force Punch, Keen Edge, Ray of Exhaustion, Slow, Stinking Cloud, Vampiric Touch

Level 4:
Black Tentacles, Dimension Door, Firefall, Fireshield, Greater Infernal Healing, Greater Invisibility, Ice Storm, Monstrous Physique II, Stoneskin

Level 5:
Acidic Spray, Baleful Polymorph, Cone of Cold, Corrosive Consumption, Elemental Body II, Fire Snake, Monstrous Physique III, Teleport, Wall of Force, Wall of Stone

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

Mythic:

Archmag: 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 -- Feather Fall, 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."