Armistril

Bal-Dashiir's page

31 posts. Alias of Jeremiziah.


About Bal-Dashiir

BAL-DASHIIR CR 5
Male Half-Elf Bladebound Magus 6
LN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +2
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DEFENSE
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AC 19, touch 13, flat-footed 16. . (+6 armor, +2 Dex, +1 dodge)
hp 42 (6d8+12)
Fort +6, Ref +4, Will +5
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee "Midnight" +9 (1d8+4/19-20/x2)
Special Attacks Arcane Accuracy +5, Spellstrike, Black Blade Strike
Magus Spells Known (CL 6, +6 melee touch, +6 ranged touch):
2 (4/day) Invisibility, Frigid Touch, Mirror Image, Levitate, Bull's Strength
1 (6/day) Enlarge Person (DC 16), Ray Of Enfeeblement (DC 16), Expeditious Retreat, Magic Missile, Shield, Shocking Grasp
0 (at will) Detect Magic

Spellbook 0: All 1: Magic Missile, Enlarge Person, Ray Of Enfeeblement, Shocking Grasp, Vanish, Expeditious Retreat, Burning Hands, Silent Image, Shield, True Strike, Grease 2: Invisibility, Frigid Touch, Mirror Image, Levitate, Alter Self, Bull's Strength
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STATISTICS
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Str 14, Dex 14, Con 13, Int 18/20, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Dodge, Skill Focus: Spellcraft (Adaptability), Toughness +6, Weapon Focus: Longsword, Extra Arcana (Close Range)
Traits Focused Mind, Warrior of Old
Skills Bluff +5, Climb +6, Craft: Alchemy +13, Fly +6, Intimidate +9, Knowledge: Arcana +12, Knowledge: Dungeoneering +9, Knowledge: The Planes +12, Perception +2 (+4 when weilding Midnight), Profession: Torturer +8, Sense Motive +0 (+2 when weilding Midnight), Spellcraft +17, Use Magic Device +7
Languages Abyssal, Azlanti, Common, Elven, Infernal, Sylvan, Undercommon
SQ Arcane Pool (+2) (7/day) (Su), Arcane Training, Close Range (Ex), Elf Blood, Pool Spell (Su), Spell Combat (Ex)
Combat Gear Midnight, +2 Mithral Chain Shirt; Other Gear Backpack, Masterwork (empty), Headband of Vast Intelligence, +2: Spellcraft
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SPECIAL ABILITIES
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Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool (+2) (7/day) (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. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall Recall previously cast spells with a swift action and an expenditure from arcane pool equal to the spell's level.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Midnight, Black Blade Longsword:

Enhancement Bonus +2
Int/Wis/Cha 12/8/8
Ego 8
Arcane Pool 2
Languages Common, Infernal
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SPECIAL ABILITIES
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Alertness While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): (+2) 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.