Elf

Cristiel's page

141 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).


Race

Elf

Classes/Levels

Magus (Bladebound Kensai) 5

Spoiler:
hp 45 // AC 19/17/12 // F +5/R +5/W +4 // Init +6 // Perc +6(+8) // Effects: none

Gender

Female

Size

Medium

Age

125

Alignment

NG

About Cristiel

CRISTIEL PALLANEN CR 5
Female Elf Magus (Bladebound Kensai) 5
NG Medium Humanoid (Elf)
Init +6; Senses low-light vision; Perception +6(+8)
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DEFENSE
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AC 19, touch 17, flat-footed 12 (+2 armor, +4 Dex, +3 dodge)
hp 45 (5d8+15)
Fort +5, Ref +5, Will +4
Immune sleep; Resist elven immunities
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OFFENSE
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Spd 30 ft.
Melee Manartyelo +10 (1d6+6, 18-20/x2)
Melee Manartyelo w/ Arcane Strike +10 (1d6+8, 18-20/x2)
Melee Masterwork Cold Iron Morningstar +4 (1d8, x2)
Melee Dagger +7 (1d4, 19-20/x2)
Ranged Masterwork Heavy Crossbow +8 (1d10, x3)
Special Attacks spell combat, spellstrike, perfect strike
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SPELLCASTING
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CL 5
Spells Per Day 3/4/2

Cantrips (DC 13):
Acid splash*
Arcane mark
Dancing lights
Daze
Detect magic*
Disrupt undead
Flare
Ghost sound
Light
Mage hand
Open/close
Prestidigitation*
Ray of frost
Read magic
Spark

1st Level (DC 14):
Chill touch
Color spray
Corrosive touch*
Enlarge person*
Expeditious retreat
Magic missile
Mirror strike
Ray of enfeeblement
Shield*
Shocking grasp*

2nd Level (DC 15):
Blur
Frigid touch*
Glitterdust
Mirror image*

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STATISTICS
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Str 10, Dex 19, Con 12, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Weapon Finesse, Weapon Focus(scimitar), Dervish Dance, Toughness, Arcane Strike, Alertness(w/ black blade held)
Traits Friends and Enemies, Warrior of Old
Skills Climb +4, Fly +9, Intimidate +4, Knowledge(arcana) +11, Knowledge(dungeoneering) +8, Knowledge(planes) +7, Perception +6(+8), Perform(dance) +2, Ride +8, Sense Motive +1(+3), Spellcraft +11, Use Magice Device +4
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ arcane pool (4 pts)
Combat Gear Bolts (30), Manartyelo (black blade, +2 scimitar), Masterwork Heavy Crossbow, Dagger, Masterwork Cold Iron Morningstar, Bracers of Armor(+2)
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SPECIAL ABILITIES
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Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (scimitar). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Arcane Pool (Su) - 4pts Max: 1/3 level + Int modifier. This pool resets once a day with spells after rest. 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.
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, she gains the canny defense ability. In light armor or no armor and not while wielding a shield, the kensai can add her Intelligence modifier to her AC.
Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. While having one hand free and wielding a light or one-handed melee weapon in the other hand, the magus can as a full round action, make all his melee attacks with a -2 penalty but can cast any spell from his spell list with a casting time of 1 standard action at the same time. 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.
Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Spellstrike (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Perfect Strike (Ex) At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
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RACIAL TRAITS
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+2 to Dexterity, -2 to Constitution, +2 to Intelligence.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses +2 racial bonus on Perception skill checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Favored Class Magus (+5 hp)
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CHARACTER TRAITS
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Friends and Enemies You start with some extra equipment/mount.
Warrior of Old You gain a +2 trait bonus on Initiative checks.
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EQUIPMENT
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Worn
  • Explorer's outfit
  • Bracers of armor(+2)
  • Reversible cloak (Sigil of Kyonin/forest camo)
  • Manartyelo
  • Masterwork Cold Iron Morningstar
  • Dagger
  • Masterwork Backpack
  • Belt pouch
  • Spell component pouch

Total Weight (w/o items accounted for below): 23 lbs.

Inside Masterwork Backpack

  • Inkpot
  • Inkpen
  • Soap
  • Mess kit
  • Trail rations (5 days)
  • Waterskin
  • Silk rope (50ft)
  • Acid (x2)
  • Alchemist Fire (x2)
  • Liquid Ice (x2)
  • Tangleburn Bag (x1)
  • Thunderstone (x2)
  • Holy Water (1 vial)
  • Bottled Lightning (x2)
  • Potion of Cure Moderate Wounds (x1)
  • Potion of Cure Light Wounds (x2)
  • Potion of Shield of Faith (x1)
  • Potion of Protection from Evil (x1)

Total Weight: 32.5 lbs.

Inside Belt Pouch

  • Spellbook
  • Flint and steel
  • Smelling Salts
  • Antiplague (x1)
  • Antitoxin (x1)
  • Smokestick (x2)
  • Funds (8 platinum, 28 gold, 5 silver)

Total Weight: 4.5 lbs.

Heavy Horse (combat trained)

  • Military Saddle
  • Bit and Bridle
  • Saddlebags
  • Masterwork Heavy crossbow
  • Quiver

Inside Saddlebags
  • Feed (1 days worth)
  • Iron pot
  • Torches (x10)
  • Bedroll
  • Winter blanket
  • Explorer's Outfit (spare)

Inside Quiver
  • Crossbow Bolts x30

Total Weight: 3 lbs.

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BLACK BLADE STATS
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Manartyelo ("Fate Ender"): +2 scimitar
Alignment NG
Ego 8
Senses low-light vision
Int 12, Wis 8, Cha 8
Communication telepathy (w/ magus only)
Languages Common, ???
Arcane Pool 2 pt
Abilities
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.

Description:
A relatively young, tall elven maiden of slender build, Cristiel moves with an economy of action that speaks to her warrior upbringing. Dirty blonde hair shorn shoulder-length is held back with simple silver pins from blocking her hard blue eyes. Her garments are well-crafted if plain and to the point. No armor protects her vitals from the touch of enemy steel but the curved blade at her side telegraphs that she is not one to be easily dismissed if battle does arise.

Background:
They say warriors are made, not born, but in the case of Cristiel it would probably be a combination of both. Her heritage includes the blood of heroes and soldiers who have laid down their lives in defense of Kyonin with both her parents being members of elite military units directly under the Queen's command. While most elven children are allowed a long youth of games and entertainment, Cristiel was taken from the moment she could listen to instructions and placed under the top teachers and warriors that could be found. Shaped more akin to a sword being forged than a child allowed a normal growth, Cristiel was crafted into a living weapon for Kyonin’s defense.

Along with similarly selected elven children, she was placed into a unit called the Desh'miriai, the Guardians of Kyonin. By the time they were the equivalent age of human teenagers, Cristiel was leading patrols into Tanglebriar and wetting her blade with the blood of demonic foes. With the coming of adulthood, she was placed in charge of a small elite group of warriors, one of a dozen cells that were to patrol the nations surrounding Lake Encarthan for any dangers that might be posed to Kyonin.

Her notable exploits include several raids on militant cells of the Living God’s cult, breaking up a Druma merchant lord’s plot to cause a financial crisis in Kyonin, and the rescue of kidnapped Kyonin diplomats on assignment in Molthune. The stress of being at war since around the time she could walk has seen to have some negative effects on Cristiel. Her superior officers, spurred into action by her slightly worried parents, have issued that Cristiel needs to take a vacation for part of the next year. Feeling as though she is being disciplined for something that she hasn't done wrong, Cristiel begrudgedly heeded the advice of her family and is planning on taking a trip out west to see her cousin, Shalelu, in a quaint little backwater known as Sandpoint. Her thinking is if she goes for long enough for something to go wrong back in Kyonin, she'll be swiftly recalled to help deal with the issue.

Personality:
Befitting one trained from a young age with the discipline and efficiency of a warrior, Cristiel can be considered a bit prickly to deal with for those that haven’t served in a military unit or similar structured upbringing. She believes in getting the job done quickly and right the first time with no patience for those that can’t follow the plan of attack. Similarly, Cristiel likes to keep herself and gear in pristine condition when allowed by the current operation and thinks little of those that won’t take care of themselves in such a manner. That being said, Cristiel does not feel any particular loyalty to the rules, her own or others imposed upon her, if that is required in completing the mission. If infiltration and assassination is the best course of action, she will disguise herself as the messiest dirt farmer in the land if needs be. Her ‘acquaintances’ claim she has no sense of humor, but her ‘friends’ know that it is found masked under layers of discipline and training.