Leruu

Ciri Princess of Cintra's page

815 posts. Alias of GYPSY ROSE.


Full Name

Princess "Ciri" Cirilla Fiona Elen Rionnon

Race

Half Eldar Elf

Classes/Levels

Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Gender

Female

Size

Medium 5' 9"

Age

26

Special Abilities

(CL 9th +1 x14 Reservoir, +2 CL vs spell resistance; concentration +14) Senses low-light vision; Dimensional Slide, Spellstrike, Spell Combat, Arcane Strike, Arcane Accuracy

Alignment

NG

Deity

Father Poga as Proxy for Shyka the Many House of Eternity, Symbol Hourglass; Domains: Death, Decay, Fate, Magic, Prophecy, Time and Travel

Location

Lost Lands, Golarion, Freeport & Wilderlands, The Continent.

Languages

Elven, Common, Gnome, Draconic, Sylvan.

Occupation

Witcher Mage

Strength 18
Dexterity 14
Constitution 16
Intelligence 19
Wisdom 10
Charisma 16

About Ciri Princess of Cintra

Princess "Ciri" Cirilla Fiona Elen Riannon
Female half-elder elf (elf-raised) (Spireborn) arcanist (black blade adept) 9
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +18
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Defense
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AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +2 shield; +2 deflection vs. evil)
hp 79 (9d6+32)
Fort +11 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather, +2 circumstance bonus vs. hot weather), Ref +10, Will +10; +4 morale bonus vs. fear, +4 morale bonus vs. charm, +4 morale bonus vs. compulsion; +2 resistance vs. evil
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Offense:

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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)

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Statistics:

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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
Add 155 PP
2436 GP - 2500gp for adding spell storing and +1
1266 SP
393 CP


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Tracked Resources:

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+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.
155 PP
2436 GP
1266 SP
393 CP

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.
4 wine flasks (2 still have fluid in them, 2 cask of wine from back at the entrance of the cellars with fine wine), Two cunningly crafted sculptures of Set made of silver, 3' tall, weighing 4 lb. each, 250GP value; a steel, mesh bag w/two gems: 300 gp citrine, 1,000 gp scintillating gem of many colors (magical). four, 1000 gp emeralds, Jeweled Signet Ring for the House of Kroan (50GP), 10 eggs from the nest. 50 gp zircon, a 100 gp tourmaline, and a 500 gp pearl, MW silver lion mask (500 gp) : gold bowl (500 gp).

(New)
Buried under a pile of rocks with a giant’s skull on the top of the pile is the following: 1000 cp, 200 gp, 25 pp, four 1000 gp emeralds, and a divine scroll (righteous might).

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
statuette (540 gp), solid turquoise bracelet (360 gp), large copper box (800 gp for antique value), two carnelians on a copper necklace (500
gp), electrum and mithril ring (690 gp), garnet studded cloak
(900 gp), emerald studded silver chain (2400 gp), carnelian
studded gold scepter (2300 gp), gold and electrum pin (340
gp.

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:
Couriers and nobles outfits, 100 plus suits of clothing and jewelry from various nations. MWK Military saddles, mwk weapons, total value 1000 gp (two swords, three maces, two scimitars, four halberds,
243 gp, 800 sp and two small 10 gp gems are in a cash box.

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
2 swords 42
3 swords:23
4 swords:40
5 swords:78
6 swords:29
7 swords:75
8 swords:34
9 swords:1
10 swords38

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
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
Wine merchant
chainmail: 1
leather: 7
shields: 6
short bows: 2

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.
Also are a pile of rusty weapons but a few seem still usable: a scimitar, a whip and a handaxe all detect as magical.
A few desert maps showing the locations of water through the desert and an astrolabe.

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
Aura: moderate transmutation; CL 6th
Slot —; Price 8,306 gp; Weight 3 lbs.
DESCRIPTION
This +1 handaxe is most commonly found among nomadic
peoples living in the semiarid deserts.
CONSTRUCTION
Requirements Craft Magical Arms and Armor, daze; Cost
4,306 gp.

(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:
belt of giant strength +2,
+2 ring of protection claimed by Fralk
+1 ring of protection claimed by sir Rhaym

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
3 and 4 to go

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
wall. In it is a silver horn of valhalla, a wand
of detect secret doors (CL1 27 charges) and 3000 gp.

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:
4 baby owlbear eggs and 10 baby monitor lizards eggs, one of which is a basilisk.
Documents from Avvakris in a chest.
8 cloaks, a warm robe.
40 feet of rope,
oil, torches.
light crossbow, 10 bolts, 12 small leather armor, 12 small short swords, rotted but ornate looking shield, rusty scale mail armor and a pitted sword (Craft Armorsmithing, Weaponsmithing; DC 10, to repair).


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Special Abilities:

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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.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonkissed Gain a bonus on all saving throws.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sentient Sword (Su) You gain an intelligent bonded weapon whose power grows with your own.
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.
Sword Bond (Bastard sword, 1/day) Arcane bond with proto-black blade.

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:
1ST CHARM PERSON, MOMENT OF GREATNESS, ERASE, JUMP, LIBERATING COMMAND, RAY OF ENFEEBLEMENT, SNOWBALL, UNSEEN SERVANT.

2ND ALTER SELF, BLOOD ARMOR, FALSE LIFE, LIFE PACT, FIRE BREATH, SHARE MEMORY.

3rd ARCANE SIGHT, DISPEL MAGIC, SLOW, TINY HUT.

TRAVELLING SPELLBOOK:
2nd Glitterdust+, Mirror Image, See Invisibility+, Web+
1st Alarm, Enlarge Person, Feather Fall+, Grease+, Identify, Vanish
3RD shrink Item, Protection from Energy, Communal Darkvision+, Tongues+
+ = copying from another book pending

Force Sword
School evocation [force]; Level arcanist 2, bloodrager 2, magus 2, sorcerer/wizard 2 Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one sword-shaped weapon of force
Duration 1 minute/level
Saving Throw none; Spell Resistance yes

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
Pathfinder Player Companion: Arcane Anthology © 2016

Versatile Weapon
School transmutation; Level arcanist 2, bard 2, bloodrager 3, ranger 2, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (iron filings)
Range close (25 ft. + 5 ft./2 levels)
Targets one weapon or 50 projectiles, all of which must be together at the time of casting
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

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
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC;

Shadow Weapon
School illusion (shadow) [shadow]; Level bloodrager 1, psychic 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one shadow weapon
Duration 1 minute/level
Saving Throw Will disbelief (if interacted with); Spell Resistance yes

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
Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC;

Mage’s Sword
School evocation [force]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a miniature platinum sword worth 250 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one sword
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes

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
School evocation [fire]; Level druid 2, shaman 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Effect sword-like beam
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes

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,
C) Guards 3 = 400 each
B) Guards 3 = 400 each
A) Guards 3 = 600 each
Wormgear Bonegnawer 400, Succubus half xp 265)
Total this encounter each 5314

ghoul. XP=200 each, 2 ghoul friends 125xp
26 dead goblins and 6 dead dire wolves for 1385 XP each.
Trap 1067xp, big Sam xp=3200 each. Trap XP=1467
Jail guards xp each=1277, three giants are down. xp=1400ea, Wizard 1633
Snake in basin xp=200 each, DC 27 heat metal wire net XP traps = 933, ghouls xp=433 each, 4 orcs xp=245 each, cocatrice and snake
xp=145 each,
Total is 22870 + 23000 = 45870
Giant scorpion XP each = 800, HORRIBLE HALL OF THE SILENT BALL xp= 1070 each. Gargoyles xp=800 each. Frost Giant skeleton. xp=533 ea, Xor falls at the first crit. xp=2400 each, xp=200 each. Black Skellies
XP=3733 each, Both wererats are dead. xp=800 each. Bat swarms xp=600 each, 635 xp for the traps, room 3-16 4 guards: 4335, The owlbear drops from the first attack. xp=400 each.
Total xp is 62176
Level 3&4
With that the last troll falls xp=2666 each
hydra 200, ape 100, trap 1600, fire giant and hell hounds 2666, story award 6000.
Needed: 75000 9th level, made it!!!!

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

Wisdom and Charisma
As the mage 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 mage.

Ego
A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a master 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 mage, even if the mage 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.

Table: Black Blade Progression
Atk Int cha/wis ego
3rd–4th + 1 11 7 5 Alertness, black blade strike, telepathy, unbreakable
5th–6th + 2 12 8 8 Energy attunement
7th–8th + 2 13 9 10 —
9th–10th + 3 14 10 12 Teleport blade
11th–12th + 3 15 11 14 —
13th–14th + 4 16 12 16 Transfer arcana
15th–16th + 4 17 13 18. —
17th–18th + 5 18 14 22 Spell defense
19th–20th + 5 19 15 24 Life drinker

Spell Combat
At 1st level, a blade adept learns to cast spells and wield her 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 adept 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, 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)
At 3rd level, the mage gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the mage. A mage with this class feature cannot take the familiar, and cannot have a familiar of any kind, even from another class.

Energy Attunement
At 5th level, as a free action, a blade adept can spend a point of her black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire.

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
Black Blade: "Zireael" (1/day) 
Arcane bond with her Black Blade.
These weapons are always masterwork quality. Weapons acquired at 1st level are not made of any special material. The weapons must be held in one hand to have an effect. If a Arcanist attempts to cast a spell without his bonded weapon on her person or in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

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.
This ritual takes 8 hours to complete. Weapon's replaced in this way do not possess any of the additional enchantments of the previous bonded item. An Arcanist can designate an existing magic weapon as her bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Summary
The Black Blade has no permanent enchantments (all are class based ability) so the powers of a Black Blade are not calculated into the cost of enhancements. However, because there is no rule excluding the Blade from a total +10 enhancement modifier, this must be factored in to whether or not an enhancement (of any kind) can be added to the blade.

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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Special Abilities Details
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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
The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana, using her arcane reservoir in place of the magus's arcane pool and when specific arcana are available. These exploits can be taken multiple times. Each time it is taken, it applies to a different feat.

Student of the Blade (Ex)
A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to).

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
A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.

Arcane Accuracy
The blade adept can expend 1 point from her arcane pool as a swift action to grant herself an insight bonus equal to her Intelligence bonus on all attack rolls a number of rounds equal to her level plus her charisma modifier.

Spellstrike (Su)
The blade adept can deliver touch spells with her bonded weapon. This ability works as the magus ability of the same name. Instead of the free melee touch attack normally allowed to deliver the spell, a mage can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell. 

Weapon Specialization (Ex)
The arcanist gains Weapon Specialization with her chosen weapon as a bonus feat. The blade adept does not need to meet the prerequisites for this feat, but must have the Weapon Focus feat with her chosen weapon to select this exploit. The arcanist must be at least 5th level to select this exploit.

Arcane Barrier (Su)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

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)
Prerequisite(s) Wizard 10

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)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to