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About Darius SwiftbladeStanding before you is a stout looking Varisian human in his late 20's. He has short grey hair and piercing grey eyes. He wears a black mithril shirt and black leathers.. He carries a haversack and a pair of scimitars. Crunch:
Male Human Magus 14 (Kensai) CN Medium Humanoid (human)(varisian) Init +9; Senses Darkvision 60' Perception +16(+2 if Shirley is near) -------------------- Defense -------------------- AC 32, touch 21, flat-footed 23 (+9 Armor, +2 Dex, +6 Int, +2 Deflect, +2 NA, +1 Insight) Hp 143 (14d8+70) Fort +19, Ref +12, Will +15 +2 vs against aging, curses, diseases, and poisons Immune possession and mental control Weakness Light Sensitivity -------------------- Offense -------------------- Speed 30 ft. Melee +2 Keen, EOB Scimitar +20/+15 (1d6+10-15/20x2) Special Attacks: Power Attack(-3/+6), Spellstrike Magus Spells (CL 14th): Conc. +26; Spell Pen. +14/+19 0 (At Will)(5) 1st (6/day) 2nd (6/day) 3rd (4/day) 4th (4/day) 5th (2/day) -------------------- Statistics -------------------- Str 23, Dex 14, Con 19, Int 22, Wis 10, Cha 7 Base Atk +10; CMB +17; CMD 37(41 vs sunder) Feats Combat Casting, Critical Focus, Greater Weapon Focus, Extra Arcana(2), Improved Familiar, Intensify Spell, Power Attack, Staggering Critical(DC 20), Weapon Focus, Weapon Specialization Magus Arcana Arcane Accuracy, Familiar, Ghost Blade, Hasted Assault, Spell Blending(Heroism) Traits Bladed Magic, Pragmatic Activator Skills Climb +9, Craft(tattoo) +15, Fly +14, Knowledge(Arcana) +21, Knowledge(Dung) +21, Knowledge(Local) +21, Knowledge(Planes) +21, Know(Religion) +20, Perception +16(18), Spellcraft +23, Stealth +15, Swim +9, UMD +23 Languages Abyssal, Azlanti, Celestial, Common, Infernal, Thassilonian, Undercommon, Varisian SQ/SA Arcane Pool(13), Canny Defense, Critical Perfection, Iaijutsu, Iaijutsu Focus, Improved Spell Combat, Spell Combat, Spellstrike Gear: Headband of Int +6(Know Rel, Perc, Stealth), Belt of Physical Might +4(Str/Con), Mithril Chain Shirt +5, Cloak of Resist +5, Ring of Prot +2, Amulet of NA +2, +2 Keen, Evil Outsider Bane Scimitar(Adamantine, Impervious-Hardness 28/HP 80), Lesser Extend Rod(2), Handy Haversack(Spellbooks/Consumables stored here), Pale Green Ioun Stone(Cracked-Saves), Dusty Rose Ioun Stone(Socketed), Cracked Dusty Rose, Wayfinder, Spell Pouch(2), Mwk Cold Iron Scimitar, SLWS(2), Tattoo Supplies, Stoneskin Dust(400), 2836gp. -------------------- Abilities -------------------- Arcane Pool (Su) 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. 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. Canny Defense (Ex) When wearing light or no armor and not using a shield, a kensai adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. Critical Perfection (Ex) At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai's favored weapon. Fighter Training (Ex) Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. Greater Spell Combat (Ex) At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken. Iaijutsu (Ex) At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. Iaijutsu Focus (Ex) At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon. Improved Spell Combat (Ex) At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. 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. 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. Superior Reflexes (Ex) Can make Int number of AoO's. Stacks with Combat Reflexes. Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Sitting on Darius's shoulder is a tiny woman that has a lithe form with delicate butterfly wings. She is surrounded by sparkling lights and gentle rainbow arcs. Shirley:
Lyrakien Azata CG Tiny outsider (azata, chaotic, extraplanar, good) Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +20 --------------------- Defense --------------------- AC 23, touch 16, flat-footed 19 (+4 Dex, +2 size, +7 nat) hp 71 Fort +11, Ref +9, Will +13 DR 5/evil; Spell Resistance 19 Immune electricity, petrification; Resist cold 10, fire 10 Improved Evasion --------------------- Offense --------------------- Speed 30 ft., fly 80 ft. (perfect) Melee slam +9 (1d2–3) Space 2-1/2 ft., Reach 0 ft. Special Attacks starlight blast Spell-Like Abilities (CL 3rd; concentration +8) Constant—detect evil, detect magic, freedom of movement At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16) 1/day—cure light wounds(), lesser confusion (DC 16)(), silent image (DC 16)() 1/week—commune (6 questions, CL 12th)() --------------------- Statistics --------------------- Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20 Base Atk +10; CMB +6; CMD 20 Feats Improved Initiative, Spell Sponge Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +24, Knowledge(Arcana) +14, Knowledge(Dung) +14, Knowledge (History) +8, Knowledge(Local)+14, Knowledge(Planes)+14, Knowledge(Religion) +16, Perception +20, Perform (string) +12, Spellcraft +16, Stealth +29, UMD +20 Languages Celestial, Draconic, Infernal; truespeech SQ Alertness, Deliver touch spells, Empathic link, Traveler’s friend, Scry on Familiar(1/day), Share spells Gear +1 Cloak of Resistance, Cracked Magenta Prism(UMD), Wand of Ill Omen 41/50, Wand of Cure Light Wounds 26/50, Wand of Mage Armor 40/50, Wand of Magic Missile(cl 3) 36/50 --------------------- Special Abilities --------------------- Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based. Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener. Current Spell List:
Caster Level 14th, CC +26, SP +14/+19, Spell Failure 10% 0 (At Will) Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead 1st (6/day)Frostbite, Shield, Shield, Shocking Grasp, Shocking Grasp, Vanish 2nd (6/day)Bladed Dash, Bladed Dash, Frigid Touch, Intensified Shocking Grasp, Mirror Image, Mirror Image 3rd (4/day)Displacement, Fireball(DC 19), Heroism, Vampiric Touch 4th (4/day)Dimension Door, Greater Invisibility, Monstrous Physique II, Stoneskin 5th (2/day)Corrosive Consumption, Teleport Spellbooks:
0-All 1st-Blend, Expeditious Retreat, Frostbite, Grease, Magic Missile, Mount, Shield, Shocking Grasp, Snowball, Vanish 2nd-Ablative Barrier, Bear's Endurance, Bladed Dash, Cat's Grace, Defending Bone, Frigid Touch, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Spider Climb, Web 3rd-Blink, Burst of Speed, Dispel Magic, Displacement, Fireball, Fly, Haste, Heroism, Lightning Bolt, Monstrous Physique I, Slow, Stinking Cloud, Vampiric Touch 4th-Black Tentacles, Dimension Door, Greater Invisibility, Monstrous Physique II, Stoneskin, Wall of Ice 5th-Corrosive Consumption, Telekinesis, Teleport Usable:
Arcane Pool 13(+4)(Lasts 2 min) Rod of Lesser Extend 1/3 Rod of Lesser Extend 3/3 Wand of Cure Light Wounds 41/50 Wand of Touch of the Sea 46/50 Wand of FoM 2/50 Wand of Invisibility 16/50 Wand of Lesser Infernal Healing 14/50 Wand of Mage Armor 17/50 Wand of Shield 23/50 Wand of Endure Elements 34/50 Consumables/Scrolls:
Dweomer Essence(2) Potion of Lesser Resto Potion of Touch of the Sea(2) Potion of Cure Mod(3) Potion of Gaseous Form Potion of Water Breathing(Potion Sponge) Oil of Bless Weapon(3) Antiplague Antitoxin Bladeguard 1st Level Scrolls
2nd Level Scrolls
3rd Level Scrolls
Other
Monstrous Morphs:
1-Charda: 20', Swim 30', Darkvision(60'), Amphibious, Bite(1d6)(P), Claws(4)(1d4)(P), +2dex/+1na, Small Size Bonuses(+1ac/hit, +4 stealth, -1cmb/cmd) 1-Gargoyle: Speed 40', Flight 30'(ave), Darkvision(60'), Bite(1d4)(P), Claw(2)(1d6)(P), Gore(1d4)(P), +2str/+2na 1-Popobola: Speed 30', Climb 30', Flight 30'(ave), Darkvision(60'), Bite(2d6)(P), Claw(2)(1d6)(P), Wings(2)(1d6)(S), +2str/+2na 2-Tikbalang: Speed 40', Darkvision, Low-Light Vision, Scent, Pounce, Bite(2d4)(P), Hooves(2)(1d8)(P1.5), Spine(4)(1d6)(P)(range 120)(24/day), +4str/+4na/-2dex, 10' Reach, Large Size Bonuses(-1ac/hit, -4 stealth, +1cmd/cmd) 2-Four Armed Gargoyle: Speed 40', Flight 60'(good), Darkvision(60'), Freeze, Bite(1d8)(P), Claw(4)(1d6)(P), Gore(1d4)(P), +4str/+4na/-2dex, 10' Reach, Large Size Bonuses(-1ac/hit, -4 stealth, +1cmd/cmd) Attack Mods:
Attack Mods - +10 Bab, +6 Str, +2 Heroism, +1 Haste, +5 Weapon, +2 Weapon Focus, -3 Power Attack, -2 Spell Combat, with +10 to crit confirms. Damage Mods - +6 Str, +5 Weapon, +2 Weapon Spec, +6 Power Attack, = +19 Damage Heroism +2 Hit
XP/Fame/PP:
41/86/50 Faction Stuff/Ownings/Perks:
Caravan Traveler Front Tattoo Parlor(The Inkwell) Borderland Keep Favored of the Ten - 1 bonus PA per mission Drank the Elixir - +1 Inherent Bonus to Con and +2 saves vs against aging, curses, diseases, and poisons. Alchemical Breakthrough - 1 time use of a 1 point evolution for 1 scenario. What Ambush? - Act in a surprise round or re-roll initiative. ()() Scenerio's:
#1 Silent Tide #8 Slave Pits of Abasalom #49 Among the Dead 2-11 Penumbral Accords 3-5 Tide of Twilight 3-8 Among the Gods PM Fangwood Keep 3-25 Storming the Diamond Gate #23 Tide of Morning #37 Beggars Peril 4-02 In Wrath's Shadow 4-21 Way of the Kirin 5-1 The Glass River Rescue 4-23 Rivalry's End 3-15 Haunting of Hinojai 2-25 You only Die Twice 5-18 The Stranger Within #56 Jester's Fraud 5-07 Port Godless 3-20 Rats of Round Mt pt1 3-22 Rats of Round Mt pt2 3-4 The Kortos Envoy 5-3 Hellknight Feast 4-13 Fortress of the Nail 2-20 Wrath of the Accursed #40 Hall of Drunken Hero's 5-20 The Sealed Gate #36 No Plunder, No Pay 5-5 The Elven Entanglement #34 Encounter at the Drowning Stones 2-04 Shadows Fall on Absalom 1-46 Eyes of the Ten: Part 1 Eyes of the Ten: Part 2 Eyes of the Ten: Part 3 Eyes of the Ten: Part 4 All for Immortality: Part 1 All for Immortality: Part 2 Shadowbound Corruption:
Something from the Shadow Plane or beyond offered you power, and you accepted. You gain the shadowbound corruption, the eerie perception manifestation, and a manifestation level of 1. At the beginning of each adventure—or any time you purposefully destroy an object of beauty, light, or joy—you can choose to increase your manifestation level by 1 (maximum 3, plus 1 for every two levels
Eerie Perception: Your eyes change, adapting to a life in the shadows.
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