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About Ciri Princess of CintraPrincess "Ciri" Cirilla Fiona Elen Riannon
Offense:
-------------------- Speed 30 ft. (90 ft Slide) Melee + 3 holy glass steele bastard sword +12 (AB +15/+1 power) (1d10+9 (+11)/19-20 plus 2d6 vs. evil) or . . +1 (+3) spell storing black blade bastard sword "zireael gwyhyr" +12 (AB +15/+1 power) (1d10+11 (AB +13)/17-20) or . . +1 glass steele dagger(s) +9 (1d4+7 (AB +10/19-20) or . . +2 flaming bastard sword +11 (1d10+8 (AB +11)/19-20 plus 1d6 fire) or . . cestus +8 (1d4+8/19-20) or . . dagger +8 (1d4+8/19-20) or . . rod of the viper +10 (1d8+10) or . . touch spell +8 Ranged dart +9/+9 (1d4+6) Special Attacks arcane reservoir (15/15), arcanist exploits (arcane accuracy[UM], arcane weapon[ACG], dimensional slide[ACG], metamagic knowledge[ACG], spell combat, spell strike[ACG]), consume spells Arcanist (Blade Adept) Spells Prepared (CL 9th; concentration +15) . . 4th (4/day)—dimension door, ice storm, greater invisibility* . . 3rd (5/day)—diamond spray (DC 17), fireball (DC 17), haste, tiny hut . . 2nd (5/day)—bull's strength, knock, mirror image, scorching ray . . 1st (6/day)—liberating command[UC],Enlarge Person, magic missile, shocking grasp, vanish[APG] (DC 15) . . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, light, prestidigitation, ray of frost, touch of fatigue (DC 14) -------------------- Statistics:
-------------------- Str 14 (18 Sp), Dex 14, Con 18, Int 19, Wis 10, Cha 16 Base Atk +4; CMB +8; CMD 22 Feats Alertness, Arcane Strike, Elven Spirit[ARG], Expanded Preparation[ACG], Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Intensified Spell[APG], Spell Combat, Weapon Focus (bastard sword) Traits fate's favored, focused mind, warrior of old Skills Acrobatics +5 (+17 to jump), Appraise +14, Bluff +5, Climb +6, Craft (alchemy) +6, Craft (weapons) +6, Diplomacy +5, Disguise +5, Escape Artist +4, Fly +8, Heal +2, Intimidate +5, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (geography) +11, Knowledge (nobility) +12, Knowledge (planes) +18, Linguistics +10, Perception +17, Ride +7, Sense Motive +4, Spellcraft +18 (+20 to identify magic item properties), Stealth +4, Survival +2, Swim +6, Use Magic Device +11; Racial Modifiers +2 Spellcraft to identify magic item properties Languages Azlanti, Common, Draconic, Elven, Gnome, Goblin, Sylvan SQ arcane training[APG], black blade, black blade: energy attunement, black blade: strike, black blade: teleport blade, black blade: unbreakable, elf blood, elven magic, moonkissed, pride, sentient sword, sword bond Combat Gear oil of darkness, oil of ethereal jaunt, oil of shillelagh, potion of blur, potion of cure serious wounds, potion of haste, potion of invisibility, potion of resist fire 30 (2), scroll of enlarge person, fly, invisibility, obscuring mist, protection from energy, protection from evil, time shudder, wand of divine favor (30 charges), wand of endure elements (50 charges), wand of magic missile (CL 2nd, 50 charges), wand of shield (50 charges), wand of true strike (50 charges); Other Gear + 3 holy glass steele bastard sword, +1 glass steele dagger(s) (2), +2 flaming bastard sword, rod of the viper, cestus[APG], dagger, dart (5), amulet of natural armor +2, belt of mighty constitution +4, bracers of armor +3 & +4, cloak of resistance +1, handy haversack, mitra's amulet of amplification, portable hole, ring of force shield, ring of protection +2, adventurer's sash, ale (per gallon), arcanist starting spellbook, bandolier[UE], bedroll, belt pouch, blanket[APG], book lariat[ACG], caul[UE], codex book 2, cold weather outfit, furs[APG], hat[UE], hot weather outfit[APG], ink (4), inkpen (10), mess kit[UE], scroll case, sealord wine (per bottle)[UE] (2), soap, spell component pouch, trail rations (5), travi-spell[APG], waterskin, wrist sheath, spring loaded, light horse, animal harness, bit and bridle, dandy brush, feed (per day), military saddle, saddlebags, 2 pp, 2,699 gp, 5 sp 163 gp, 5 sp
-------------------- Tracked Resources:
-------------------- +1 Glass Steele Dagger(s) - 0/2 Arcane Reservoir +1 DC or CL (15/day) (Su) - 0/15 Black Blade: Strike +3 (1/minute) (Sp) - 0/1 Consume Spells (3/day) (Su) - 0/3 Dagger - 0/1 Dart - 0/5 Oil of darkness - 0/1 Oil of ethereal jaunt - 0/1 Oil of shillelagh - 0/1 Potion of blur - 0/1 Potion of cure serious wounds - 0/1 Potion of haste - 0/1 Potion of invisibility - 0/1 Potion of resist fire 30 - 0/2 Rod of the viper (1/day) - 0/1 Sealord wine (per bottle) - 0/2 Sword Bond (Bastard sword, 1/day) - 0/1 Trail rations - 0/5 Wand of divine favor (30 charges) - 0/30 Wand of endure elements (45 charges) - 5/50 Wand of magic missile (CL 2nd, 50 charges) - 0/50 Wand of shield (50 charges) - 1/50 Wand of true strike (50 charges) - 0/50 Gold/treasure in portable hole: We have a total of 17,051 GP, 8859 SP, 2750 CP, 1085 PP EACH WITH A 7TH SHARE IN PARTY FUNDS.
3" dice, bejeweled bottle containing a powerful giant-wine. 2 ft. tall bronze bottle, carved to look like a cat, has 2 aquamarines and yellow glass set in it worth 1600 gp. Poison (Fort DC 24). One swig of this wine will reduce a human’s Dexterity and Wisdom by 1d6 points each for 1d12 x 5 minutes. Invisible garnet, an agate and a topaz, 3 gems: azurite 50 GP, a peridot 100 GP and a golden yellow topaz 500 GP. 5000 gp diamond.
(New)
Level 3 You find 2 boxes in a niche. It opens to reveal 1000 gp and a jeweled silver pendant (110 gp). The box itself is made of electrum (800 gp). The box consists of 1500 gp. In Oph’s war chest are the fighter’s valuables: pink quartz
Treasure: One suit of full plate, two chain shirts, a gold hilted scimitar (200 gp), a mace (Viridontii’s special mace, 2-21-E) (80 gp), a 200 gp agate, a 500 gp peridot stolen from a Set idol, three 10 gp quartz gems, a gold necklace (800 gp), and a pair of silver slippers sewn with seep pearls (900 gp). In room 4-17 are 1000 sp, 2000 EP, and a 1000 gp diamond. Unclaimed items from Avvakris the dead EHP: +2 Heavy Steele Shield, +2 ring of protection (Thoron), +2 chainmail Weapons and armor: +1 Heavy Steel shield x3, +1 Chainmail, +2 Chainmail x5, +2 chainmail w +2 armor spikes, MW Full Plate x2, +1 Full Plate, +2 heavy Steele shield x1, MW chain shirt x3, +2 chain shirt. +1 Longsword x5, +1 halberd, +1 great sword, +1 warhammer x2. +1 dagger, +1 longsword bane (magical beasts), mwk greatsword with a 500 gp jewel encrusted handle). +2 Greatsword, platinum hilted dagger (300 gp), +3 frost brand great sword. The sword is intelligent has a evil red aura. (Chaotic Evil, empathy, Int 10, Wis 12, Cha 12, Ego 6). from the constables:
There are also 50 swords of varying types (Most are rusty due to poor treatment, 10 are in good condition, of those 25% chance of being magical, 35% chance of being masterwork, roll for each), 20 suits of chainmail, 2 suits of full plate, various ranged weapons, 30 shields, and numerous boots, belts, packs, saddles, etc. (Judge’s discretion as to details). 1 swords 26
Manor Barracks contains eight cots, eight storage chests containing personal belongings of guards, table, chairs, fireplace, chess board and deck of cards. Storage chests will each contain 1d50 cp, 1d20 sp, 1d8 gp and 1d4 pp. Houses, Each building will contain foodstuffs for 10 people for a month, 10 flasks of oil (may be in one large container), 1d2 suits of chainmail, 1d10 suits of leather armor, 1d6 shields, 1d4 short bows, 1d100 cp, 2d20 sp, 1d20 gp and 16 pp. Barracks (JUDGE) None of these houses are abandoned. Each of them has 1d6 women in them and it is clear their men are around somewhere. The women swear at you if you try and approach. Each building will contain foodstuffs for 6 people for a
You find various piles of clothing including robes, sandals and desert hearwear. In the corner of the room is a portable still that can turn a gallon of non potable water into fresh in an hour.
Artefacts Mitra will give to the party: tiny solid gold coffin of raise dead (2 charges) (1,400 gp coffin, 13560 gp value for spells) Handaxe of Scalping
(Han Filo) +2 chain shirt +1 heavy mace +2 Keen Athame of Venom adamantine dagger (see Appendix), MW leather armor (polymorphed into body), +1 rapier. cup carved of malachite and embellished with silver and three diamonds, valued at 5100 GP. Mellon - chain shirt, +1 dagger, belt of incredible dexterity +2, +1 longsword, and a ring of protection +2 Bloodgusher - +1 greataxe Oph - chain shirt, ring of protection +2, wondrous items:
Potion of cure serious wounds (cursed) An invisible coffer upstairs, in this desk, a pair of invisible daggers, and a small invisible chest. Further, there is another invisible chest under the trapdoor in the previous room. flask of oil of etherealness Spellcraft bottles: unidentified Spellcraft bottles: resist energy (fire) 30 Spellcraft bottles Spellcraft desk: unidentified
Five are magical: oil of darkness, potions of resist energy (fire) 30, haste, blur, and shillelagh oil. In the secret trapdoor in the floor along the west
Portable hole, Sams belts: 1 identified - identifies as a monk's belt (belt of Masculinity/Femininity (cursed), Belt of Variable Density (cursed*), Cursed Effect * It has a 2% cumulative chance per hour of use of becoming stuck in a certain setting and making the item irremovable unless a remove curse, limited wish, wish or miracle is cast. Use of a limited wish or miracle will also repair the item to normal working condition, removing the defect causing the curse. The chance of failure is reduced to 0% each morning after resting. If it’s already stuck, it remains stuck. Item could also be repaired by use of a make whole spell after the curse is removed. Mundane Gear:
-------------------- Special Abilities:
-------------------- Arcane Reservoir +1 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Expending 1 point is a free action casts spell. Arcane Strike (+2) As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level. Arcane Weapon (+3)(Su) As a swift action, the arcanist can expend 1 point from her reservoir, weapon gains enhancement, some of which can be spent on the following powers: dancing, defending, distance, flaming, flaming burst, frost, icy burst. keen, shock, shocking burst, speed, spell storing, this bonus stacks with any existing bonus. Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own. Black Blade: Energy Attunement (Su) as a free action Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points. Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min per level. Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty. Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Dimensional Slide (70 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
SPELLBOOK:
BOOK 1: CANTRIPS: ALL 0 LEVEL Acid splash, arcane mark, dancing light, Daze, detect magic, Detect poison, disrupt undead, drench, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitaton, ray of frost, read magic, resistance, scriveners chant, touch of fatigue. 1ST BLURRED MOVEMENT, BURNING HANDS, EXPEDITIOUS RETREAT, MAGE ARMOR, MAGIC MISSILE, MIRROR STRIKE, MOUNT, SHIELD, SHOCKING GRASP, TRUE STRIKE. 2ND ACID ARROW, BEARS ENDURANCE, BLUR, BULL STRENGTH, KNOCK, RESIST ENERGY, SCORCHING RAY, SPIDER CLIMB. 3RD DISPLACEMENT, FIREBALL, FLY, HASTE, INVISIBILITY SPHERE, LIGHTNING BOLT, SANDS OF TIME, VAMPIRIC TOUCH, VERSATILE WEAPON. BOOK 2:
2ND ALTER SELF, BLOOD ARMOR, FALSE LIFE, LIFE PACT, FIRE BREATH, SHARE MEMORY. 3rd ARCANE SIGHT, DISPEL MAGIC, SLOW, TINY HUT. TRAVELLING SPELLBOOK:
Force Sword
You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword. At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. Note: If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell. Copyright Notice
Versatile Weapon
You transform the physical makeup of a weapon as you desire. This spell functions like greater magic weapon, except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike. Copyright Notice
Shadow Weapon
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects. If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal. At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save. The spell ends if the weapon leaves your possession. Copyright Notice
Mage’s Sword
This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. Flame Blade
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
Key Statements:
She rides her beautiful Dark Mare, This mysterious woman with a fine black metal sword on her back, you see magic erupt from her hands and death follows with her, the air is filled with crackling power as fire erupts toward the creature, her white hair flowing behind, she resembles a spirit more than flesh and blood and for a moment you feel she is out of place in this time and place, blurred in movement. You see a hourglass holy symbol that looks strange to your eyes.
I am Dutchess Cirilla Fiona Elen Riannon, Princess, currently diposed Heir apparent of Cintra, Empress of Nilfgaard. I am a Student of the Arcane and a sword's woman. Heiress of Ard Skellig and Inis An Skellig. Claimant of Brugge, Sodden, Suzerain of Attre and Abb Yarra. the Lady of Time, Lady of the Lake, & Daughter of Destiny. Granddaughter of Queen Calanthe, descendant of Lara Dorren progenitor of The Elder Elf Royal family. Daughter of Geralt Rivia and Yennefer Vengerberg, but my friends call me Ciri. She gestures to both companions, my Dear One and Tal to join her, as she seats herself. I AM traveling on a pilgrimage of sorts, gaining knowledge of the world in order to make alliance with others and adventure. When I return to my people, I will do it in strength and unite our Kingdoms into a country of our own, one to be proud of. So, for now I am but a humble pilgrim making my way in the world. However, I always wanted a handsome body guard, Dear One. This mysterious woman with a fine black metal sword on her back, you see magic erupt from her hands and death follows with her, the air is filled with crackling power as fire erupts toward the creature, her white hair flowing behind, she resembles a spirit more than flesh and blood and for a moment you feel she is out of place in this time and place, blurred in movement. You see a hourglass holy symbol that looks strange to your eyes. Kelpie is a magnificent black mare originally owned by a man named Hotspurn. After his death, the mare became Ciri's mount. Although Hotspurn had never named the mare, declaring that it was silly to name animals, Ciri named her Kelpie. The name came from Ciri's first sighting of the mare and Hotspurn crossing a river. The girl was immediately smitten with the mare. You asked earlier about my blade, My sword is Zireael, he is a Gnomish blade and is 200 year old, very precious to me, forged by the gnomes of Tir Tochair. It was given to me as a gift by Esterhazy, the armorer and swordsmith in the town of Fano. If you like to talk to him about his history later when we camp, I will be happy to translate for you, he only speaks Gnomish Its prophecy, prophecy is not meant for understanding, it's a road sign to follow, like most roads it forks and changes and the vision changes the next time you have the dream to guide you on your travels. New Edict, as the ruling authority, I hereby claim the land as part of my kingdom and rule a ban on the worship of Set in this kingdom. Any worshipper who refuse to renounce the worship of Set is subject to arrest and forfeiture all property to the custody of the kingdom. I hereby appoint ###### as Lord Marshall of The Mitra's Fist, Slim Jim as Sir James Adjunctant Lord Commander and his deputies as Aide-de-camp. We need to take our prisoners to the jail and have rufo watch and feed them until we can have a trial, kangaroo court style, paladin as circuit judge presiding. They can admit to all there crimes and be judged sentenced and likely hung or purified, save the soul not the body. On the treasure, we usually all put a bid on a item and if there are multiple bids, we roll off. Gold and valuables are divided evenly with a extra share added for the general fund treasury. So money divided by 8, 8th share is a reserve fund for food, provisions, supplies for general party welfare. Some might call it tithing or a tax or a fee, but it's necessary. I serve the one who decides everyone's fate, the Time they live and die, Father and Lady Time.
XPerience:
spider XP=50 each swarm XP=150 each Desperado Xp=2400/5=480 each Scorpions XP=another 480 each Bar fight=XP=2686 each (Avaakris 400 each, Merth the Sheriff 400 each, Bolt of the North Marches 265 each, Harmon Hellriser 265 each, Seth the Huge 400 each,
ghoul. XP=200 each, 2 ghoul friends 125xp
Background:
"Hatred and vengeance blinded me ... But I shall stand before them in humility. I shall remember the expression in their eyes. I hope the memory of those eyes will stop me making a similar mistake."
Cirilla Fiona Elen Riannon, known as Ciri, the Lady of Time and Space and princess of Cintra, She is the lion cub of Cintra, daughter of Pavetta and Duny (also known as the Urcheon of Erlenwald) and granddaughter of Queen Calanthe. She is also Geralt's destiny and adopted daughter. Ciri is a descendant of Lara Dorren and has the Elder Elven blood which gives her access to powers that allow her to cross space and time. She can't travel time on her own yet, there are several obelisk in the world that allow a portal to be opened to different world and she found a couple of them and sometimes could control them and other times got thrown back in time until she found a way back. Either way, you have to have Elder blood to use them which is why they were a mystery for centuries. Several people in her family carried the ancient Elder Elven blood of the High Elf Royal family but none are able to activate it because it's dormant recessive trait, they have magic but not the blood trait and couldn't use devices that were keyed to that from thousands of years before. Ciri was trained under the watchful eyes of Geralt, Coën, Vesemir, Lambert, Eskel, and Triss while at Kaer Morhen and became talented with a sword. Later, she trained as a sorceress while living with Yennefer at Ellander. After the Thanedd coup, Ciri became separated from Geralt, created an unstable portal, and going through it found herself in the Korath desert. After her time in the desert, she joined a gang called the Rats, but then got herself captured by a bounty hunter named Leo Bonhart and was forced to fight in an arena. She later escaped and fled to the world of Aen Elle. During her time with the Aen Elle, she was going to be forced to procreate with the King, although she was able to avoid this. She later escaped from that world and after traveling through time was reunited with Geralt and Yen. She travelled with them for a few months before their untimely deaths. Her sword named Zireael is a 200 year old gwyhyr, a very expensive and precious sword regarded as the best in the world, forged by the gnomes of Tir Tochair. It was given to her as a gift by Esterhazy, the armorer and swordsmith in the town of Fano. In the end of the adventure, after Geralt and Yennefer's deaths, Ciri finds herself in the world of Camelot where she meets young Galahad; a knight, with whom she supposedly falls in love. Now they have come here to deal with a great evil, but her knight Beau has now abandoned her. dice: 1d6 ⇒ 4 1d6 ⇒ 2 1d6 ⇒ 11d6 ⇒ 6 1d6 ⇒ 1 Hit Dice Reroll 1,s: 1d6 ⇒ 3 1d6 ⇒ 4 Hit Dice Family:
Geralt of Rivia, known also as White Wolf (Old Speech: Gwynnbleid) or the "Butcher of Blaviken", is a witcher and is linked to Ciri by destiny.
Ciri of Cintra Cirilla Fiona Elen Riannon, known as Ciri, the Lady of Time and Space and princess of Cintra, is one of the main characters of the Witcher saga, around whom much of the plot is centered. She is the lion cub of Cintra, daughter of Pavetta and Duny (also known as the Urcheon of Erlenwald) and granddaughter of Queen Calanthe. She is also Geralt's destiny and adopted daughter. Ciri is a descendant of Lara Dorren and has the Elder blood which gives her access to powers that allow her to cross space and time. Ciri was trained under the watchful eyes of Geralt, Coën, Vesemir, Lambert, Eskel, and Triss while at Kaer Morhen and became talented with a sword. Later, she trained as a sorceress while living with Yennefer at Ellander. After the Thanedd coup, Ciri became separated from Geralt, created an unstable portal, and going through it found herself in the Korath desert. After her time in the desert, she joined a gang called the Rats, but then got herself captured by a bounty hunter named Leo Bonhart and was forced to fight in an arena. She later escaped and fled to the world of Aen Elle. During her time with the Aen Elle, she was going to be forced to procreate with the King, although she was able to avoid this. She later escaped from that world and after traveling through time was reunited with Geralt and Yen. She travelled with them for a few months before their untimely deaths. Her sword named Zireael is a 200 year old gwyhyr, a very expensive and precious sword regarded as the best in the world, forged by the gnomes of Tir Tochair. It was given to her as a gift by Esterhazy, the armorer and swordsmith in the town of Fano. At the end of the books, after Geralt and Yennefer's deaths, Ciri finds herself in the world of Camelot where she meets young Galahad, one of King Arthur's knights, with whom she supposedly falls in love. Yennefer of Vengerberg Sorceress Yennefer of Vengerberg (nicknamed Yen or Yenna) first appeared in the collection of short stories, The Last Wish, featuring in both "The Last Wish" short story and "The Voice of Reason" frame story. She went on to appear in numerous other Witcher stories and is one of the main characters of the Witcher saga.[17] Yennefer is described as possessive. She becomes one of Geralt's lovers although their relationship is difficult and full of drama. Both Geralt and Yennefer are sterile, which adds another level of tragedy to the mix. Yennefer has a hard time accepting the fact and tries various methods of restoring her fertility. Yennefer ends up becoming a mother to Ciri while teaching her and watching over her while she was at Ellander. Yennefer was born on Beltane in the year 1173. She lived in the capital city of Aedirn, Vengerberg. She is one of the most powerful mages on the continent and is surpassed by only a handful. She is the youngest member of the Council of Sorcerers and later she became a member of the Lodge of Sorceresses. During the Battle of Sodden Hill she was blinded by Fringilla Vigo, a Nilfgaardian sorceress. Her sight was magically restored. Yennefer was famous for her beauty, even though during the events of The Swallow's Tower, she was 94 years old. She always dressed in black and white clothing. She used lilac and gooseberry perfumes. She had violet eyes and raven black hair. Before becoming a sorceress, she was a hunchback, but had her deformities fixed by Tissaia de Vries while being an apprentice although Geralt is able to see the subtle clues that let him figure out the truth. At the end of the books, Yennefer ends up dying while trying to heal Geralt, after losing all her energy. Zireael:
A black blade is bonded to a particular mage, much like a familiar, but in more of a partnership than a master-servant relationship. Her sword named Zireael it's a 200 year old gwyhyr, a very expensive and precious sword regarded as the best in the world, forged by the gnomes of Tir Tochair. It was given to her as a gift by Esterhazy, the armorer and swordsmith in the town of Fano. A black blade is a particular form of intelligent weapon. There are several ways a mage might gain this weapon. Sometimes it just appears among the mage's possessions, and its origin is a mystery. Other times the mage finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a mage who can unlock its true potential. The mage chooses the blade's type upon gaining the blade. As a bladebound mage increases in level, her black blade gains power. A black blade is independently conscious but features some personality traits reflecting its master. A black blade always has the same alignment as its master and even changes its alignment if its master does. The blade typically works toward its master's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM. Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons. Intelligence see CHART below
Wisdom and Charisma
Ego
Languages and Skills
Senses
Black Blade Arcane Pool
Table: Black Blade Progression
Spell Combat
As a full-round action, she can make all of her attacks with her melee weapon at a –2 penalty and can also cast any spell from the adept's spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A blade adept can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks. Black Blade (Ex)
Energy Attunement
She can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts for a number of minutes equal to the blade adept's Charisma modifier (minimum 1). 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. Arcane Sword Bond
A bonded weapon can be used once per day to cast any one spell that the arcanist has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Arcanist, including casting time, duration, and other effects dependent on the arcanist level. This spell cannot be modified by metamagic feats or other abilities. The bonded weapon cannot be used to cast spells from an opposition schools (see arcane school). An Arcanist can add additional magic abilities to her bonded weapon as if she has the required item creation feats and if she meets the level prerequisites of the feat. For example, an Arcanist with a bonded weapon must be at least 5th level to add magic abilities to the weapon (see the Craft Magic Arms and Armor feat in Feats). The bonded weapon can be used to craft a new weapon. The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the Arcanist who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded weapon is damaged, it is restored to full hit points the next time the Arcanist prepares his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcanist level plus the cost of the masterwork item.
Summary
When held by the Blade Adept the enhancement modifiers of the Black Blade conform the the normal restrictions of a maximum of +10 and would not duplicate or double powers already there. If the Black Blade has pre-existing enchantments (temporary or permanent) when another power is being activated, if the power would push the enhancement cap past +10 (or any other normal restriction) the power would fail to work. (e.g. At level 20 could only place a power with an enhancement bonus of +5 or less because of the existing +5 from Black Blade Progression). A black blade is a weapon that can be enchanted like any other, so long as the normal prerequisites and restrictions are observed. The enhancement bonus of the black blade is based on the Magus level and should be treated as temporary for the purposes of enchanting the Black Blade with powers.
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Arcanist Exploit:
At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier. Adept Arcana
Student of the Blade (Ex)
Arcana: A blade adept can select any of the following magus arcana: arcane accuracy, close range, critical strike, dispelling strike, hasted assault. reflection, hasted assault, pool strike, and spell shield. Eldritch Blade
Arcane Accuracy
Spellstrike (Su)
Weapon Specialization (Ex)
Arcane Barrier (Su)
Arcane Barrier: While the steep price increase for multiple daily uses hurts it, and it can’t be used as an immediate action, it is a swift action that lasts for 1 minute per arcanist level. At 1st level, it can increase your hit points by nearly 50% if you have a better than average Charisma, and if you aren’t surprised, you can turn this on before an encounter and basically gain the benefit of Toughness. Time Stutter (Sp)
Benefit(s) You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th. Arcane Weapon (Su)
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