Derym Morcant
Male Undine (Rimeborn) Swashbuckler (Inspired Blade) 1/Arcanist (Blade Adept) 6/Eldritch Knight 1
NG Medium Humanoid (Human)/Outsider (Native, Aquatic)
Init: +4, Senses: Darkvision (60') Perception +11 [+13]
Languages: Aklo, Aquan, Auran, Azlanti, Celestial, Common, [Draconic], Ignan, Terran.
Deity: Gozreh
Age: 24
Birthday: 26 Gozran
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DESCRIPTION/BACKGROUND
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Derym stands a few hairs shy of six feet, with the lean graceful frame of a dancer -- or a swimmer. His dark hair is long and worn loose, falling over his shoulders, framing his angular cheekbones, a slightly hooked nose suggestive of Chelish ancestry and blue-green eyes the colour of the open sea. Under that hair, his skin is slightly tan, like the heartwood of a dark pine tree, though it is interrupted by three white scarlines across his left cheek.
Base Atk: +5, CMB: +5
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STATISTICS
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Str 10, Dex 18, Con 13, Int 18 [20], Wis 10, Cha 11
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TRAITS
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Healthy(Campaign)
You come from a long line of hale and long-lived people. Growing up, you rarely got sick and had enough energy to run all day if it suited you. You don't get as tired as other people and repeated physical activities don't seem to bother you much. You were selected as part of the expedition because the Bountiful Venture Company saw great importance and promise in your robust health. You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue.
Magical Knack(Magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Arcanist gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
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FEATS
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Armour Proficiencies: Light, + Bucklers.
Weapon Proficiencies: Simple, Martial.
Selected Feats: Fencing Grace, Arcane Strike, Arcane Armour Training, Extra Exploit (Spellstrike).
Bonus Feats: Weapon Focus (Rapier), Weapon Finesse (Rapier only), Combat Reflexes.
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SKILLS (4+int/level | 2+int/level) 8/6/6/6/6/6/6/6 [+ headband (fly)]
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Trained are marked with *, italics for class skills.
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RACIAL ABILITIES
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Amphibious (Ex)
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Energy Resistance (Ex)
Undines have cold resistance 5.
Hydrated Vitality (Ex)
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 16 hit points per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Mostly Human (Ex)
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.
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CLASS ABILITIES
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Arcane Reservoir (Su) (OOOOO OXXX) 6/9
You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 8 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcanist Exploits
By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 12.
---Eldritch Blade: A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.
---Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name. 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. 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.
Cantrips
You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su)
You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
---Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 4 times.
---Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
---Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Finesse (Ex)
An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Inspired Panache (Ex) (OOOOO)
Each day, an inspired blade gains 5 panache points. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Sentient Sword (Su)(Antipatharian -- see below)
At 3rd level, the blade adept’s bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept’s class level in place of the magus’s class level and points from her arcane reservoir in place of the magus’s arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class. This ability replaces the arcanist exploit gained at 3rd level.
Sword Bond (Su)
At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon. This ability replaces the arcanist exploits gained at 1st and 9th levels.
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EQUIPMENT
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Carried/Equipped
Shifter's headband (int) +2; +2 mithral shirt; spellguard bracers; boots of elvenkind; +1 buckler; masterwork underwater crossbow (heavy); runestone of power (1st level); Spell Component Pouch ; Dagger; 5 bolts.
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.