Sanvil Trett

Dark Schnyder's page

334 posts. Organized Play character for Banesama.

Full Name

Dark Schnyder


Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' |


Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:


Male CN


5' 7" | 140 lbs



Special Abilities

Arcane Pool +1, Spell Combat, Havoc of the Society






Common, Undercommon, Azlanti, Osiriani

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

About Dark Schnyder

Dark Schnyder
PFS# 138079-12
Dark Archives
XP: 7
PP: 14
Fame: 14

Racial Traits:

+2 INT
Bonus Feat

Class Abilities:

Favored Class: Magus | +1 HP/Level
Arcane Pool +1:
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 1/2 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 (see the Magic Weapon Special Ability Descriptions). 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: 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: Gain an intelligent bonded black blade that grows with the magus in power.

Black Blade:

+1 Longsword
Ego: 5
Senses: 30' (Normal)
Communication: Telepathy
Alignment: Chaotic Neutral
Languages: Common

Int: 11
Wis: 7
Cha: 7

+0 Appraise
-2 Bluff
-2 Diplomacy
-2 Disguise
-2 Heal
-2 Intimidate
-2 Perception
-2 Sense Motive
-2 Survival

Arcane Pool +1: Has 1 + Intelligence modifier in Arcane Pool.
Strike +1: Can use 1 point from it's Arcane Pool to do extra damage for 1 minute.
Telepathy: Can communicate telepathically with it's Magus.
Unbreakable: As long as the blade has 1 point in Arcane Pool, the blade cannot be broken.

Combat Statistics:

Speed 30'
BAB: +2
Melee: +4
Range: +2

+6 Black Blade (Longsword) | 1d8+3 | 19-20/x2 | S
+2 Sling | 1d4+2 | x2 | 50' | B | 20/20 Bullets
+4 Unarmed Strike | 1d3+2 | x2 | B (Non-Lethal)


Bully: +1 Intimidate; Intimidate Class Skill
Havoc of the Society: +1 Force Damage on all damaging dealing spells.

Eschew Material: Don't need Material Components costing <1gp casting spells.
Toughness: +3 HP; +1 HP beyond HD 3.
Weapon Focus: Gain a +1 to attack with Longswords.


+6 Climb
+9 Intimidate
+9 Knowledge (Arcana)
+9 Knowledge (Planes)
+9 Spellcraft
+5 Swim
+8 Use Magic Device

-1 Acrobatics
+3 Appraise
+2 Bluff
+2 Diplomacy
+2 Disguise
-1 Escape Artist
-1 Fly
+0 Heal
+0 Perception
-1 Ride
+0 Sense Motive
-1 Stealth
+0 Survival


Acid Splash
Arcane Mark
Dancing Light
Detect Magic
Disrupt Undead
Ghost Sound
Mage Hand
Ray of Frost
Read Magic

Blade Lash
Burning Hands
Chill Touch
Color Spray
Corrosive Touch
Feather Fall
Glue Seal
Magic Missile
Shocking Grasp
True Strike

Elemental Touch
Fire Breath
Flaming Sphere
Frigid Touch
Scorching Ray

Spells Prepared:

0-Level Unlimited Usage
Detect Magic
Disrupt Undead | 1d6 (+1 Force) (Range Touch) | 25' + 5'/(2 levels)
Ray Frost | 1d3 Cold (+1 Force) (Range Touch) | 25' + 5'/(2 levels)

Blade Lash
Magic Missile | 1d4+2/1d4+2 Force | 110' + 10'/level | Automatic Hit
Shield | +4 AC | 1 min / level | Negates Magic Missile
Shocking Grasp | Melee Touch | 3d6 electric damage | +3 to hit if opponent is wearing or wielding metal item.


Traveler's Outfit
Cold Weather Outfit (+5 to Fort saves vs Cold Weather)
Trail Rations x4
Belt, pouch
Flint & Steel
Black Blade (Long Sword)
Bullets (20/20)
+1 Lamellar (leather) armor
GP: 3897
SP: 8


Voice in the Void; +1XP, +2PP, +501GP
#8-99B Solstice Scar; +1XP, +2PP, +500GP
#6-10 The Wounded Wisp; +1XP, +2PP, +470GP
#8-99C Solstice Scar: +1XP, +2PP, +500GP
#9-10 Signs of Segnhor: 1XP, +2PP, +502GP
#8-99D Solstice Scar; +1XP, +2PP, +500GP
#9-02 Case of Missing Person; +1XP, +2PP, +2297gp


{} Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain resistance to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.

{} Martyr's Shard 2,3 & 4 (# of Shards: 3): The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enchantment bonus that stacks with the weapon's existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin's divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell's caster level.

Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.

Future Martyr's Shard boons may unlock additional benefits.

Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr's Shard boons, reduce the cost of an avenging dagger to 110,604gp, 100,604gp, or 90,604gp respectively. If you purchase an avenging dagger and later gain additional Martyr's Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two cost (as though you had purchased the dagger at the lower cost).

{} Triumph Over Scales: You have braved the Realm of Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with a reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.

{}{}{}{}{}{} Seasoned Archivist (Dark Archive Faction): Your experience in the Grand's Lodge's Vault makes you a skilled researcher of magic or other esoterica. You gain a +2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities. If you have at least 20 Fame, you may spend 1 Prestige Point to become a Senior Archivist, gaining research assistants to help in your personal experiments. You may work with your assistance and forgo your Downtime between adventures to check a box that precedes this boon. Once you have checked all 6 boxes, select one of the benefits below, crossing off the other one.
--{}{} Alchemical Breakthrough: Your body has become resistant to alchemical substances. When you take damage from a splash weapon, reduce the damage you take by 3 (minimum 0). Also, you have produced two doses of an alchemical catalyst that can enhance a potion you drink. Check one of the boxes that precedes this boon when you drink a potion to use your character level in place of the potion's caster level for determining its effects.
--{}{} Magical Marvel: You gain a +2 bonus on Spellcraft and Knowledge (arcana) checks to identify ongoing magical effects, such as rituals and lingering magical auras (but not magical items). Additionally, you have produced two vials of magical ink that can enhance a scroll that you activate. Check a box that precedes this boon to use your character level in place of the scroll's caster level for determining the spell's effects.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.

Blight Bane: As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increases to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross if off your Chronicle sheet.

{} Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.

{}{}{} Student of the Twelve Rites: You have recovered several of the tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder for too long, but you can tap into it briefly to learn Shinri's abilities.

You can use this knowledge to replace some of your own abilites with Shinri's. You can check a box before this boon to retrain one of your feats into one of Shinri's feats using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style (UC), Mantis Wisdom (UC), Sorcerous Strike (UC), Stunning Fist, or Weapon Focus. Feats with the (UC) are from Pathfinder RPG Ultimate Combat. If you are a spontaneous spellcaster, you can check a box before this boon to retrain one of your spells known into one of Shinri's spells using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following spells take 1 day per spell level rather than 2: Dispel Magic, Feather Fall, Levitate, Mirror Image, or Spider Climb.

Alternately, you can check a box before this boon to use Feather Fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast Levitate, Mirror Image, or Spider Climb. If you are at least 5th level, you check all three boxes to cast Dispel Magic.

{}{}{} Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15' cone as a standard action.

{} Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain. you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).

At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore your to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr's Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1000gp for each unique Martyr's Shard boon this character has earned.

Eliza's Insight: In recognition of your thorough work on the investigation, Venture-Captain Petulengro teaches you a few tricks of her own. You may cross this boon off your Chronicle sheet to roll twice and take the higher result on a skill check or decipher a clue as part of an investigation.

The Real Lofton's Aid: Lofton is a champion of those in need of legal defense, and he is more than willing to put his skills to help you, free of charge. If your character is sent to jail or otherwise imprisoned, you may cross this boon off your Chronicle sheet to negate the typical cost in Prestige Points or gold of securing release from imprisonment.

Purchasable Loot:

Cloak of Resistance +1 (1000gp)
Stone of Alarm (2700gp)
Wand of Color Spray (750gp)
Alexandrite Gem (750gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
Potion of Cure Moderate Wounds (300gp)
Scroll of Shatter (150gp)
Wand of Cause Fear (15 charges; 225gp)
Gloves of Swimming (2500gp) *Can be upgraded to Gloves of Swimming and Climbing for extra 3750gp.
Muleback of Cords of Resistance +1 (2500gp) *Can be upgraded to +2 for extra 3000gp. (Chronicle Sheet: Signs of Segnor)
Phylactery of Faithfulness (1000gp)
Potion of Barkskin (CL 6th; 600gp, limit 1)
Wand of Summon Monsters II (12 charges; 1080gp, limit 1)
Cloak of Resistance +1 (1000gp)
Elixir of Truth (500gp)
Horn of the Huntmaster (5000gp; Pathfinder RPG Advanced Player's Guide)
Lesser Silent Metamagic Rod (3000gp)
Oil of Taggit (90gp each; Limit 3)
Pliability Elixir (500gp; Pathfinder RPG Villain Codex 45)
Potion of Invisibility (300gp)
Ring of Protection +1 (2000gp)

Purchased Loot:

+1 Lamellar (Leather) Armor (1210gp)

Spells Transcribed:

Burning Hands (10gp)
Chill Touch (10gp)
Color Spray (10gp)
Thunderstomp (10gp)
Fire Breath (40gp)
Flaming Sphere (40gp)
Scorching Ray (40gp)
Frost Bite (10gp)
Elemental Touch (40gp)
Frigid Touch (40gp)

Dark's PDF Chronicles and Tracking Sheet