Fighter

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About Azureas

Azureas
CN Male Elf
Magus (Kensai) 9
Init +15; low-light vision; Perception +14
DEFENSE
AC 27, Touch 18, flat footed 21 (+9 armor, +6 Dex, +2 deflection)
hp 72 (9d8 +28 Con)
Fort +11, Ref +12, Will +11
OFFENSE
Speed 30ft
Sawtooth Saber +16/+11 (1d8+6/15-20 x2)
TWF/SC +14/+14/+9/+9 (1d8+6/15-20 x2)
Both +12/+12/+7/+7 (1d8+6/15-20 x2)
Space 5ft.; Reach 5ft.
STATISTICS
Str 10, Dex 22, Con 14, Int 20, Wis 14, Cha 7 [0 Point Buy]
Base Attack +6/+1; CMB +6; CMD 24

CLASS ABILITIES:

CLASS NAME
- Psychic Pool: A mindblade gains a psychic pool, similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indef initely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.
At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
- Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
- Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
- Dual Weapons: At 7th level, a mindblade can maintain two psychic weapons at a time or a psychic double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two psychic weapons or a psychic double weapon, the mindblade can use her spell combat ability as though she had a hand free.
- Rapid Manifest: At 7th level, a mindblade can maintain two psychic weapons at a time or a psychic double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two psychic weapons or a psychic double weapon, the mindblade can use her spell combat ability as though she had a hand free.

MAGUS ARCANA:

Arcane Pool Points: 11
- Arcane Accuracy: add intelligence to attack bonus
- Familiar: duh
- Close Range: Use ranged
- Spell Shield: +Int as a shield bonus to AC
- Empower Spell: once a day for free

FEATS
Weapon Focus (sawtooth sabre)
Two-Weapon Fighting
Improved Two-Weapon Fighting
Extra Arcane Pool
Improved Critical
CLASS SKILLS:

Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)

Skill Points Total: 0
Acrobatics +18 (9 rank +6 Dex +3)
Escape Artist +18 (9 rank +6 Dex +3)
Fly +18 (9 rank +6 Dex +3)
Knowledge (arcana) +17 (9 rank +5 Int +3)
Knowledge (planes) +17 (9 rank +5 Int +3)
Knowledge (dungeoneering) +17 (9 rank +5 Int +3)
Spellcraft +19 (9 rank +5 Int +2 racial +3)
Swim +12 (9 rank +0 Str +3)
Perception +14 (9 rank +2 Wis +3)


TRAITS:

1st : Arcane Revitilization
Regain an arcane pool point every time you confirm a critical hit
2nd: Reactionary
Gain a +2 trait bonus to initiative
3rd: Fate's Favoured
Increase all luck bonuses by 1

LANGUAGES:

Abyssal, Common, Draconic, Elven, Undead

RACIAL TRAITS:

Fleet Footed: +2 racial initiative and Run feat

GEAR:

Combat Gear
+3 Mithral Breastplate 13 200
Belt (+4 Dex/+2 Con) 22 000
Headband (+2 Int) 4 000
Cloak of Resistance +3 4 000
Ring of Protection +2
Cracked Dusty Prism Ioun Stone

SPELLS:

Concentration bonus +16
SR bypass bonus +11

- 0th infinite/day, DC 15: Known spells 6
Acid Splash
Dancing Lights
Detect Magic
Mage Hand
Prestidigitation
Read Magic

- 1st 7/day, DC 16: Known spells 5
Hermean Potential
Burst of Adrenaline/Insight
Invigorate
Longarm
Magic Missile
Shield
Shocking Grasp

- 2nd 5/day, DC 17: Known spells 4
Ironskin
Mirror Image
Resist Energy
See Invisibility
Storm of Blades

- 3rd 4/day, DC 18: Known spells 4
Force Punch
Fly
Healing Thief
Heroism
Vampiric Touch

Familiar:

Greensting Scorpion
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
hp 36 (9HD)
Fort +6, Ref +6, Will +6
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +11 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 10, Wis 10, Cha 2
Base Atk +6; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

FAMILIAR ABILITIES
Affinity for My Team (Su)
A mascot is the heart and soul of its team, which at first consists of only the familiar and its master. At 1st level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot’s empathic link extends to all members of its team.
A mascot can add or remove one team member over the course of a day. If a team member dies, the mascot gains 1 permanent negative level.
This ability replaces alertness and alters empathic link.

Lucky Mascot (Su)
Whenever a mascot uses the aid another action to aid a team member’s attack roll or AC, that team member also gains a +1 luck bonus on all attack rolls or to AC for 1 round.
This ability replaces improved evasion.

Share Spells
At 3rd level, spells targeting a mascot via its share spells ability function at its level – 2. The mascot can benefit from the spells of any team member when using share spells.

Deliver Touch Spells (Su)
At 5th level, spells delivered by a mascot’s deliver touch spells ability function at its level – 2. The mascot can deliver the touch spells of any team member.
This ability alters deliver touch spells.

Speak with Team (Ex)
At 7th level, a mascot gains the ability to speak with all members of its team verbally as if using speak with master.
This ability replaces speak with master and speak with animals of its kind.