![]() About Cygnus ArcheHuman Male Magus // Talented Fighter 5
--------------------
--------------------
--------------------
Spells Prepared
* = used spell slot
Spellbook:
. Cantrips - 15 Known 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 – 12 Known
. 2nd Level – 4 Known
--------------------
--------------------
Bladebound Magus Special Abilities:
Spells A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su) [7 Points; +2 Enhancement] At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3* his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information. Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. 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 (see sidebar). 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. Spell Recall (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. --------------------
Black Blade:
Black Blade Basics
Intelligence: 12
Black Blade Abilities A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type. Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp) [+2]: 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. --------------------
Talented Fighter Special Abilities:
Fighter Talents As a fighter gains experience, he learns a number of talents that increase his ability to defend himself and overwhelm his foes. At 1st level, a fighter gains one fighter talent. He gains an additional fighter talent at every additional level of fighter attained after 1st level. A fighter cannot select an individual talent more than once unless the talent specifies otherwise. Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new talent in place of a talent he has already learned. In effect, the fighter loses the talent in exchange for the new one. The old talent cannot be one that was used as a prerequisite for a feat, another talent, prestige class, or other ability. A fighter can only change one talent at any given level and must choose whether or not to swap the talent at the time he gains a new talent for the level. 1st Talent – Combat Training (Ex): The fighter gains a bonus feat. This feat must be a combat feat (also sometimes called “fighter bonus feats”). The fighter must meet all the feat’s prerequisites. This talent may be taken more than once. Each time it is taken, it grants the fighter a new bonus combat feat. 2nd Talent – Deflective Shield (Ex): The fighter specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. 3rd Talent - Weapon Training (Ex): A fighter with the talent selects one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. The fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. The fighter may take this talent a second time 6th level, and again at 11th and 16th level. Each time he selects a new weapon group with which he gains a +1 bonus to attack rolls, damage rolls, and combat maneuvers as outlined above. Additionally, the bonus for weapons groups previous selected with this talent increase by +1. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword. 4th Talent – Combat Training (Ex): The fighter gains a bonus feat. This feat must be a combat feat (also sometimes called “fighter bonus feats”). The fighter must meet all the feat’s prerequisites. This talent may be taken more than once. Each time it is taken, it grants the fighter a new bonus combat feat. 5th Talent - Overhand Chop (Ex): [Archetype – Two-Handed Fighter] When wielding a two-handed melee weapon, if the fighter makes only a single attack (with the attack action or a charge) he adds double his Strength bonus on damage rolls. A fighter must be 3rd level to select this talent.
--------------------
Heroic Distinctions:
Heroic Distinctions Starting at level 3 you may choose 1 heroic distinction you qualify for at each level. At 9th level you may choose 2 heroic distinctions you qualify for at each level. Please note Training Bonuses to not stack with Enhancement Bonuses, except in the cases where these bonuses would normally stack with magical enhancements (IE Magus’ Arcane Pool enhancement to a weapon). 3rd level – Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves. 4th level – Defensive Training The character receives a +1 training bonus to the effective armor bonus of any one type of armor or shield worn. Buckler 5th level – Intelligent: The character receives a +2 training bonus to intelligence. A character must be at least 5th level before selecting this distinction. --------------------
Racial Traits:
Human Racial Traits Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
--------------------
Skill Details:
Total Ranks: 40 5(2+5) + 5 (human) Trained Skills Acrobatics(DEX)(C)* + (3r) = +7/+8
Untrained Skills Appraise(INT) = +5
Trained Only Knowledge(engineering)(INT)(C)
(r) = Ranks
--------------------
Equipment Details:
Equipment Black Blade (Falcata) (-; 4 lbs)
Head
Total Weight: 25.5 In/On Adventurer’s Sash
Total Weight: 15.5 Total Weight Carried 38 lbs (18.5 lbs w/o Adventurer’s Sash)
--------------------
Background, Physical Description & Personality:
***Quick Character Details*** Name Age Gender Race/Ethnicity Height Weight Alignment Token Deity ***Background*** ***Physical Description*** ***Personality*** -------------------- Combat Stuff:
Melee Att/Dmg
Overhand Chop Att/Dmg
Ranged Att/Dmg
[dice=Attack]1d20+X[/dice]
-------------------- |