Merisiel

Celebrindal's page

116 posts. Alias of Helikon.


Full Name

Celebrindal

Race

Elf

Classes/Levels

Magus (Kensai/Blackblade) 1

Gender

female

Crunch:
HP 10/10 AC 16 T 14 FF12 Perc +9 Ini 4

Size

Medium

Age

123

Special Abilities

Spellstrike

Alignment

CG

Deity

Ilúvatiar

Languages

Common, Elven, Celestial, Draconic, Orc Sylvan.

Strength 13
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 14
Charisma 9

About Celebrindal

Data:

Name: Celebrindal
Race: Highborn Elf
Age: 123
Alignment: LN
Personality:
Likes: Dancing, singing
Dislikes:
Favorite foods: deep fried vegetables surrounding a veal steak
Hobbies: Dancing
Physical Description:
Deity:
Languages: Common, Elven,

Combat:

--------------------
DEFENSE
--------------------
Init +4
AC: 26 = 10 + 1(Armour) + 0(Shield) +4(Dex)+1(Int);
touch 15, flat-footed 11
hp 10 (1d8+2)
Fort: 4 = 2(base) + 2(CON);
Ref: 4 = 0(base) + 4(DEX);
Will: 4 = 2(base) + 2(WIS);
Immune:
--------------------
OFFENSE
--------------------
Melee:
• Elven Thornblade +5 (1D6+1/18-20x2/P&S)
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 14, Int 18, Wis 14, Cha 09
Base Atk +0 ; CMB +1; CMD 15

Elf:

Elf
[b]+2 Dexterity, +2 Intelligence, –2 Constitution:

Elves are nimble, both in body and mind, but their form is frail.
Medium:
Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Elves have a base speed of 30 feet.
Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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.
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
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.
Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
[Spoiler=Bladebound Kensai] 1
Weapon and Armor Proficiency:
A kensai is proficient in simple weapons and the elven thornblade.
A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Spells:
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Diminished Spellcasting:
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Spellbooks:
A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Canny Defense (Ex):
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex):
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Arcane Pool (Su): 5
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.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips:
A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex):

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 (Su):
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.

Black Blade (Ex):
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Magus Arcana:
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 6th level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Perfect Strike (Ex):
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.
If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Bonus Feats:
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Fighter Training (Ex):
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Iaijutsu (Ex):
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Improved Spell Combat (Ex):
At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Critical Perfection (Ex):
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

Superior Reflexes (Ex):
At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Iaijutsu Focus (Ex):
At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Greater Spell Combat (Ex):
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex):
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Iaijutsu Master (Ex):
At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised.

Weapon Mastery (Ex):
At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability.


Black Blade Basics:

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma:
As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego:
A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills:
A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions:
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

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.


Feats, Traits, Skills:

Feats:
Weapon Finesse
Weapon Focus
Traits:
Magical Lineage (Shocking grasp)
Seeker

Skills:

Magus 2+INT = 6
ACP = -0 //Armour Check Penalty
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).
• Acrobatics: 5 = 1 + DEX Mod + 0 - ACP;
• Appraise: 4 = 0 + INT Mod + 0;
• Bluff: -1 = 0 + CHA Mod + 0;
• *Climb: 1 = 0 + STR Mod + 3 -ACP;
• Diplomacy: -1 = 0 + CHA Mod + 0;
• Disable Device: 4 = 0 + DEX Mod + 0 - ACP;
• Disguise: -1 = 0 + CHA Mod + 0;
• Escape Artist: 4 = 0 + DEX Mod + 0 -ACP;
• Handle Animal: -1 = 0 + CHA Mod + 0;
• Heal: 2 = 0 + WIS Mod + 0;
• *Intimidate: -1 = 0 + CHA Mod + 0;
• *Know(Arcane): 8 = 1 + INT Mod + 3;
• *Know(Dung): 4 = 0 + INT Mod + 0;
• Know(Engin): 4 = 0 + INT Mod + 0;
• Know(Geo): 4 = 0 + INT Mod + 0;
• Know(Hist): 4 = 0 + INT Mod + 0;
• Know(Local): 4 = 0 + INT Mod + 0;
• Know(Nature): 4 = 0 + INT Mod + 0;
• Know(Nobility): 4 = 0 + INT Mod + 0;
• *Know(Planes): 4 = 0 + INT Mod + 0;
• Know(Religion): 4 = 0 + INT Mod + 0;
• Linguistics: 4 = 0 + INT Mod + 0;
• *Perception: 9 = 1 + WIS Mod + 3+2 Racial+1tr,
• *Perform (Dance): 0 = 1 + Cha Mod + 0,
• *Ride: 4 = 0 + DEX Mod + 0 -ACP;
• Sense Motive: 2 = 0 + WIS Mod + 0;
• Sleight of Hand: 4 = 0 + DEX Mod + 0 - ACP;
• *Spell Craft: 8 = 1 + INT Mod + 3;
• Stealth: 4 = 0 + DEX Mod + 0 - ACP;
• Survival: 2 = 0 + WIS Mod + 0;
• *Swim: 1 = 0 + STR Mod + 0 -ACP;
• *Use Magical Device: 3 = 1 + CHA Mod + 3;

Spells:

Cantrips: all
Memorized:
Acid Splash
Detect Magic
Prestidigation
1st Level
Blade Lash
Blade Tutor’s Spirit
Monkey Fish
Shield
Shocking Grasp
Vanish
Memorized:
Shocking grasp
Vanish

Equipment:

Starting Wealth 140gp
WEAPONS:

Elven Thornblade 60
Dagger 2
Armor:
Silken Ceremonial Armor. 30
Mundane EQUIPMENT:
Explorers Outfit free
Magus kit: 22
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Spellbook free
Silk Rope 10
Whetstone 0,02
Flask of Acid
Holy Symbol 1
Wrist sheath (Springloaded)x1
Cash: 3 gold 9 silver 8 copper
Carrying Capacity
Light 50 lbs. or less
Medium 51–100 lbs.
Heavy 101–150 lbs.


Appearance:

Cerebrindal is a young elven woman of 123 winters. She has honey golden hair cut short in the front but with a very long and complicated braided tail in the back. Her clear emerald green eyes miss little and she is slightly tanned from the many hours training outdoors. She has the gracefull body of a dancer with lean, well defined muscles.
The bladedancer´s tattoo, the blade and star, is on the back of her shoulder, and if hunting or preparing for battle she uses the brown warpaint of her style.
She is usually dressed in simple, sturdy clothes of buckskin under a soft silken ceremonial armor of emerald green, matching the colours of her eyes.
Her voice is a crystal soprano.

Personality:

Never have been with other children and having studied under a harsh, cynical master has left her with little social abilities. She is only booksmart and rather unprepared for the problems of the world. This makes her somewhat shy and insecure next to other people, especially of other races.
Still, she has a strong will and a keen intellect. She does have a snarky personality and and is not shy saying what is on her mind if she is agitated.

Backstory:

Celebrindal was born in the secluded village of Elysium.
Born to the village´s smith she quickly grew into a bright and graceful girl. Every young child in an elvish community is a reason to rejoice and the community worked hard together to raise her. Her father Cerebrin, was usually to be found in the smithy, working with care and diligence on the finest metalworks, elaborate decorations for the houses, but also blades for the few village defenders. Her mother Cleobrindal was a gifted spellweaver and sometimes even did some work with her father to craft items for sale to the outside world, so that the village could trade for items they couldn´t produce themselfes.
When she was a little older she pondered long and hard what would be her path, as she had the grace of a warrior and the mind of a wizard. Her parents argued for months, often rather heated and she would sit on her bed with her hands on her ears, hoping to blot out the noise.
She would sit for hours each day close to the moontear lake, a little freshwater lake not far from Elysium, pondering what she should do.
No matter the path she walked, she would disappoint one of her parents. One day one of the village elders, the blind Crosvan appeared close to her. Slowly finding his path down he sat next to her, with his cat on his lap and looked on the sparkling clear water.
Sitting the for a while he finally asked why she was again sitting alone, not swimming or dancing or laughing. Celebrindal told him of her problem. Stroking his long white hair Crosvan was silent for a while.
He replied that he might have an solution and she should leave that to him.
Two moons later an elderly elf rode into the town, a blade on his back. Moving towards Crosvan he greeted him warmly, in a very intimate way. Together they entered Crosvans home and when they left it again three days later they went directly to Cerebrins home.
Crosvan introduced the stranger as Corvax of the ebony blade. A blade dancer of high station. And the new master of Cerebrindal. If she was up to it.
The next days would be the hardest of her young life so far. Corvax was a hard tutor and he put her through many brutal tests to see if she was up to his high standards.
Although she was found lacking in grace, she was quick, precise and smart and that was enough.
Cerebrindal was allowed to be Corvax new disciple and left Elysium the next morning to travel to a secluded glade many leagues away with her new tutor.
If she thought the tests were hard, she was in for a surprise. Corvax was even more demanding as a master.
Many days she would silently cry in her sleep, feeling the pain of blisters, cuts and bruises.
Cerebrindal would cry the night, but attack the next day again with fervor and dedication.
Over forty winters went, but then finally Cerebrindal was deemed worthy to bear the tattoo of the blade and star, the sign of an elven blade dancer.
It was a simple ceremony with Corvax and a big feast when they returned to Elysium.
The whole village was present, the trees were decorated in the most beautiful fashion.
After the end her parents told her that it was high time, they had found the perfect husband for her. Clasdion, the son of the village elder. The only other young elf in the village, just 61 years her senior. A poet and master harpist. Beautiful and with perfect penmanship.
Her new husband to be!
Cerebrindal looked at her parents and told them in no uncertain terms what they could do with that idea. The next morning she packed her belongings and took the old training blade her master had given her and left early.
Left early to explore the world and be her own master for the first time.

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun