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About Dante FlorenceDante Florence
Skills:
2 Class + 3 Int + 1 Human = 6 x 4 = 24 ACP = -1 [1]Climb +4 []Craft [3]Diplomacy +5 (+3 when the target would otherwise find you attractive) []Fly []Intimidate [2]Knowledge Arcana +8 Black Blade: -[1]Knowledge Arcana +5 [3]Knowledge Dungeoneering +9 [4]Knowledge Engineering +10 [2]Knowledge History +8 [2]Knowledge Geography +8 [2]Knowledge Planes +8 []Profession [1]Ride +4 [3]Spellcraft +9 []Swim [1]Use Magic Device +4 Modifiers
--------------------- Gear:
Studded Leather Buckler Black Blade +1 Ghost Beater Machete Shortbow Arrows(20) Potion of Cure Light Wounds Holy Water (5) Strange Amulet --backpack-- bedroll belt pouch flint and steel ink inkpen iron pot mess kit rope soap spell component pouch torches (10) trail rations (5 days) waterskin) --Magic-- 19sp
-------------------- Traits and Feats:
Book Worm: Your tutor always told you books were to minds what whetstones were to swords. Pick any three knowledge skills. These count as class skills for you. Twice per day you may reroll a knowledge skill and take the higher result. (Engineering, History, Geography) Influence: Choose one of the following skill Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy) Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks. --Feats-- Broken Beaten and Scarred: This functions identically to the Toughness feat (and counts as the Toughness feat for pre-requisites). However, you would have acquired several unattractive and visible scars, as well a a somewhat more prickly demeanor. You take a -2 to Diplomacy checks (-4 when the target would otherwise find you attractive). Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon. Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
-------------------- Magus Special Abilities:
Arcan Pool (4): 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: 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: 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. 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.
------------------ Black Blade:
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. Black Blade Basics: A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship. Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on). Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus. Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression. Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana). Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade. Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus. Black Blade Ability Descriptions: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type. Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls. Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete. Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn. Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand. Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted. Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn. Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur. Magus Arcana: The following magus arcana complement the bladebound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.
-------------------- Spells:
--Spells Known-- 0th-all 1st(5) - Grease, Shield, Shocking Grasp, True Strike, Color Spray, Ray of Enfeeblement, Silent Image, Magic Missile (bought), Comprehend Languages (bought) 2nd(2) - Elemental Touch, Mirror Image --Spells Prepared--
-------------------- Backstory:
The Florence family is one that is renowned far and wide for its knights. For generations they have produced some of the best warriors on the continent. They also run the Soaring Dragon School for knights. They are very proud of their achievements and their school and expect a high level of skill and devotion from all of their students. As one might assume, they expect even greater focus and achievement from their own. Dante Florence is the first born son of the current head of the house. As first born he is expected to train diligently until one day he can take over as the new head. They expected him to become a shining example of chivalry, honor, sophistication, intelligence, and, most importantly, martial prowess. However, soon after Dante was born, his family knew there was something wrong. His entire family was large of stature, strength, and presence. Dante was not. He was small and thin, a good head and half shorter than anyone in his family. They walked around in plate armor, carried towering shields and large weapons, all with ease. Dante could do none of that. He tried to master the techniques his family had developed for years but he could barely hold their weapons without shaking. He couldn't even fit in the training armor they had used for generations. But none of that every stopped him. Even though he knew he was weak, for they always said he was, he always jumped in to defend a friend. More often than not this lead to a rather painful beating and his family having to intervene. The only thing he was good at was his studies. He absorbed knowledge about anything he could get his hands on and could usually be found half buried in a book. And though he couldn't wield a full size sword he could point out the flaws in others' moves to help make them better. He was also a genuinely likable child and had many friends at the school. He even showed a talent for magic. His family, however, saw him as nothing more than a disgrace. How could someone with the Florence name be so feeble, especially the next heir. They would loose their credibility as a school for knights and possibly even their nobility. Indeed the only reason they were as well to do as they were was because they taught many noble's children. So one day his family concocted a plan. Dante's younger brother was far superior as a swordsman and warrior and was nearly done with his training. If something were to happen to Dante then his brother would be the next in line to inherit the school and he was imminently more suited to the job in their eyes. One day, as Dante was left by himself to catalogue the weapons in the basement, an assassin crept into the room. He didn't bother to hide once there because he was the type of man who preferred to hear his victims beg for mercy. When Dante did not, he began to beat him. He continued to beat him until Dante was within an inch of death but still he did not cry out. The assassin soon grew bored with his prey and prepared to deliver the final blow. In an act of desperation Dante grabbed the only object within reach. On a nearby stand was one of the families greatest treasures. It was once a powerfully enchanted blade said to be able to change into other weapons. But it was old and had apparently lost its magic. Now it was just a greatsword. But it was better than nothing. When he reached for it though, it shrink down to a curved blade Dante had seen only a few times. A scimitar. There was another school nearby that taught swordmanship. And on occasion they would get a foreign tutor who wielded the same blade with a fluid grace like nothing he had ever seen before. Such moves were hard to forget. After the distraction the assassin remembered his job and acted. He lunged at Dante. Acting on instinct Dante tried to parry as he had seen the foreigner do. It was awkward but he managed. The assassin tried again only to foiled once more. Dante had never been able to wield the swords his family preferred, but with this blade he somehow managed to mimic the movements and survive. And no matter what the assassin did he couldn't seem to get around the kid's defenses. When he tired, Dante went on the attack. The assassin was pushed back and back until he could barely hold his own. Then finally after one particularly complicated move the assassin fell to the floor dead. After a moment the shock of what had transpired finally sunk in. Dante gasped and dropped the blade as he sunk to his knees to vomit. After the event, Dante's family became very weary of him. They explained that the assassin probably came from a rival school or one of the many noble enemies they had made. It seemed logical enough but Dante remained forever suspicious of his family and they of him. The blade was also a conundrum. They couldn't figure out why it suddenly worked or why it worked for him. He couldn't wield their weapons and couldn't wear their armor. Even worse, he used magic and was using a foreign style. It almost looked like dancing. They were purists. They despised the use of magic in combat and even taught ways of defeating spell casters. And yet, one of their own was blending it with a strange style of swordsmanship. Disgraceful. Dante spent his days practicing both sword and magic and his family gave him space to see what would happen. Fortunately, or unfortunately, adventure would happen first.
--------------- Personality:
Dante is intelligent, personable and inquisitive. He lacks a lot of worldly experience so he is somewhat naïve as well. He is LG and would be the first to step forward to defend anyone he would call a friend or an innocent life. He loves to read and try new things and is always willing to help though he may not be able to. Sometimes his mouth gets away from him and may end up sounding arrogant about something that he is knowledgeable about but he is instantly repentant if he offends someone. |