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Christopher "Chris" Farrell's page

98 posts. Alias of Lord Foul II.


Full Name

Christopher Thomas Farrell

Race

Hobgoblin

Classes/Levels

magus 3

Gender

Male (M)

Size

M (medium)

Age

24

Special Abilities

jack of all trades

Alignment

NG

Languages

Common, goblin, celestial, under common, draconic

Occupation

Monster Stabber

Strength 14
Dexterity 15
Constitution 16
Intelligence 15
Wisdom 10
Charisma 10

About Christopher "Chris" Farrell

Core Statistics:
Classes/Levels magus 3
Gender Male (M)
Size M (medium)
Age 24
Special Abilities jack of all trades
Alignment NG
Languages Common, goblin, celestial, under common
Occupation Monster Stabber
Strength 14
Dexterity 15
Constitution 16
Intelligence 15
Wisdom 10
Charisma 10
core stats:
magus (kensi, bladebound)
Initiative +3 = +1 [Dex] +2 [Trait]
Base Speed [ 30 (6 sq.) ]
HP: 26
Hero Points: 1/3

AC [6] = 10 +2 [Dex]+1 [Armor]+3 [Canny Defense]
Touch AC [15] Flat-Footed [11]

BASE ATTACK BONUS +2
Basic Melee Attack +4
Basic Ranged Attack +4

FORTITUDE SAVE +6 = 3 [base] +3
REFLEX SAVE +3 =1 [base] +2 [Dex]
WILL SAVE +3 = 3 [base] +0 [Wis]

CMB +4 = 2 [BAB] +2 [Str] +0 [size]
CMD +16 = 10 +2 [BAB] +2 [Str] +2 [Dex] +0 [size]


Equipment:
CARRYING CAPACITY
Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.

Silken ceromonial armor
2 fasks of alchemist's fire
1 flask of acid
A +1 evil outsider bane katana (1d8, 18-20 crit range, +4 damage on cou de gras)
(Has the sacrificial strike of blade of the rising sun)

1st level-
The center of a heightened continual flame spell (3rd level)
This refreshes itself every day.

As a free action, you can extinguish this flame to cast searing light.
This can be channeled as if it were a touch attack.

You get celestial as a bonus language.

3rd level-
The blade becomes sentnient, as per the black blade class feature.
The blade is always NG, and the weapon can only communicate with someone holding the hilt. It starts with celestial instead of common.
The weapon is considered good aligned, silver and cold iron for all purposes.

5th level-
The energy attunement power may only be used for fire (one point) or holy damage (2 points). However, when it does so, you also add the holy enchantment to the blade until the end of the turn, along with the bane (undead) enchantment.

7th-
The blade gains 10000 GP worth of special intelligent item powers. Any spells it learns still must be cast with the casters actions (as normal).

While this is only one option, the assumption i made is a second form-
Solar serpent-
The blade can transform into a tiny-medium viper (depending on the wilder's size).
It uses your bab+it's enchantment bonus to attack, and deals 2d6 extra fire amnage on a bite.

9th-
The blade gains the "slay/defeat evil outsiders" goal, and the bolt of glory spell as an at-will spell like ability when perusing it. This can be channeled through the blade like a touch spell.

11th-
The heightened continual flame becomes 6th level, defeating nearly all darkness effects. The searing light cast by the blade is now empowered.

13th-
Death theros-
Any undead or evil outsider you kill explodes in holy energy upon death, dealing 4d6 holy damage to evil creautres within 10 feet.

15th-
The heightened continual flame is now 9th level, defeating every darkness effect except the shades spell. The searing light is now maximized and empowered.

17th-
Those struck by the blade are treated as if they were targeted by a holy word spell. This only functions on a given target once a day.

19th-
Once a day, you can call down holy retribution on a target.
This acts as power word kill, but only functions on creautes who are evil, but functions on enemies with up to 200 hp.


Spells:

spells per day:
Level 0, 4 -1 [Kensai] = 3
Level 1, 3+ 1 [Int]-1 [Kensi] = 3
Spells Prepared:
Level 0: detect magic, detect poison, acid splash, brand
Level 1: 2 shocking grasps, obscuring mist
Spells in Spellbook:
Level 0
All zero level spells
Level 1
Shocking Grasp
Long Arm
Shield
Color Spray
Grease
True Strike
Obscuring Mist
Ray of Enfeeblement
Vanish

skills:

SKILLS:
Points: (2 + 2 [int] per level) +3 FCB = 15
SKILL
Total = Ability Mod. + Ranks + Misc
Acrobatics* +2 = DEX 2+0+0
Appraise +3 = INT 3+0+0
Bluff +0 = CHA 0+0+0
Climb* +2 = STR 2+0+0 cs
Craft (alchemy) +7= INT 3+1+3 cs
Craft +3 = INT 3+0+0
Diplomacy +2 = CHA 0+2+0
Disable Device* +0 = DEX 0+0+0
Disguise +1 = CHA 0+1+0
Escape Artist* +3 = DEX 2+1+0
Fly* +2 = DEX 2+0+0 cc
Handle Animal +0 = CHA 0+0+0
Heal +1 = WIS 0+1+0
Intimidate +4 = CHA 0+1+3 cs
K (Arcana) +9 = INT 3+3+3 cs
K (Dungeoneering) +3 = INT 3+0+0 cs
K (Engineering) +4 = INT 3+1+0
K (Geography) +3 = INT 3+0+0
K (History) +3 = INT 3+0+0
K (Local) +3 = INT 3+0+0
K (Nature) +3 = INT 3+0+0
K (Nobility) +4 = INT 3+1+0
K (Planes) +3 = INT 3+0+0 cs
K (Religion) +3 = INT 3+0+0
Linguistics +3 = INT 3+0+0
Perception +3 = WIS 0+3+0
Perform +0 = CHA 0+0+0
Profession +0 = WIS 0+0+0 cs
Ride +2 = DEX 2+0+0 cs
Sense Motive +0 = WIS 0+0+0
Sleight of Hand* +0 = DEX 0+0+0
Spellcraft +3 = INT 3+0+0 cs
Stealth* +6 = DEX 2+0+0+4
Survival +0 = WIS 0+0+0
Swim* +2 = STR 2+0+0 cs
Use Magic Device +0 = CHA 0+0+0 cs
*ACP applies
ACP = 0


Feats and Traits:

Feats and traits:
Power attack
Detect expertise
Red hand fetish: +2 fire resistance
Black blade student: +2 to initiative
Red haired: +1 cantrip (brand)
Power hungry:(drawback)You’re addicted to power.

Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.


Class Abilities:

class abilities:
Arcane Pool (Su) (1/3 level + int mod) 3 points in me, 1 point in sword, can be spent to gain a +1 enchantment bonus.
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 1/2 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. 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.

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

Spellstrike (Su)

[See FAQ]

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.

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, as per Table: Black Blade Progression below. 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 (see Intelligent Items). 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.