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About AventhasGeneral:
Archetypes: Swashbuckler - Inspired Blade Arcanist - Blade Adept HP: 62
Racial Abilities --
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 Knack Bruising Intellect Class skills --
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)
Sentient Sword (Su)
This ability replaces the arcanist exploit gained at 3rd level. Adept Exploits
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:
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
Spellbook:
Second Level -
Third Level -
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:
Level 5:
Level 6:
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:
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.
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