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No posts. Organized Play character for Zero the Nothing.


Full Name

Elizabeth Braddock / Kwannon

Race

Taldan (Mind)/ Minkaian (Body)

Classes/Levels

Mindblade (Magus) 6

Gender

Female

Special Abilities

|XP|6| 16 / 18 GP: 2,603

Alignment

Lawful Neutral

Homepage URL

109210-3

Strength 20
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 12
Charisma 8

About Elizabeth_Braddock

| Fame / 26 |:
22 8,000 gp
27 11,750 gp
31 16,500 gp
36 23,000 gp
40 31,000 gp
45 41,000 gp
49 54,000 gp
54 70,000 gp
58 92,500 gp
63 120,000 gp
67 157,500 gp
72 205,000 gp
76 265,000 gp
81 342,500 gp
85 440,000 gp
90 565,000 gp
94 680,000 gp
99 800,000 gp

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Traits:
Magic Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Race Deathtouched
At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
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Betsy's Training:
Race: Human
Favored Class: Human: Add +1/4 point to the magus’ arcane pool.
Traits
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

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Class: Magus
Archetype(s): Mindblade
1st +0 +2 +0 +2 Psychic Pool, cantrips, spell combat
2nd +1 +3 +0 +3 Spellstrike
3rd +2 +3 +1 +3 Magus arcana
4th +3 +4 +1 +4 Psychic Access
5th +3 +4 +1 +4 Bonus feat
6th +4 +5 +2 +5 Magus arcana
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7th +5 +5 +2 +5 Psychic Access, medium armor
8th +6/+1 +6 +2 +6 Improved spell combat
9th +6/+1 +6 +3 +6 Magus arcana
10th +7/+2 +7 +3 +7 Fighter training
11th +8/+3 +7 +3 +7 Bonus feat, Psychic Access
12th +9/+4 +8 +4 +8 Magus arcana
13th +9/+4 +8 +4 +8 Heavy armor
14th +10/+5 +9 +4 +9 Psychic Access
15th +11/+6/+1 +9 +5 +9 Magus arcana
16th +12/+7/+2 +10 +5 +10 Counterstrike
17th +12/+7/+2 +10 +5 +10 Bonus feat
18th +13/+8/+3 +11 +6 +11 Magus arcana
19th +14/+9/+4 +11 +6 +11 Psychic Access
20th +15/+10/+5 +12 +6 +12 True magus
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Archetype Notes
Spells: A mindblade casts spells from the magus spell list as psychic spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mindblade must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a mindblade’s spell is equal to 10 + the spell’s level + the mindblade’s Intelligence modifier.
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Like other spellcasters, a mindblade can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her magus level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Core Rulebook).
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At 5th level and every 3 levels thereafter, a mindblade can learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the mindblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spell the mindblade can cast.
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A mindblade need not prepare her spells in advance. She can cast any magus spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
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This ability replaces the magus’s spellcasting.
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Psychic Pool (Su): A mindblade gains a psychic pool, similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indef initely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.
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At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
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This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
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Psychic Access (Su): At 4th level, the mindblade gains access to an expanded spell list. She adds two spells from the psychic class spell list to her magus spell list as magus spells of the same spell level. These must be spells of levels the mindblade is able to cast. At 7th, 11th, 14th, and 19th levels, she adds two more psychic class spells to her spell list, following the same restrictions. When a mindblade takes the spell blending arcana, she gains spells from the psychic class spell list instead of the wizard spell list.
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This ability replaces spell recall, knowledge pool, improved spell recall, greater spell combat, and greater spell access.
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Dual Weapons (Su): At 7th level, a mindblade can maintain two psychic weapons at a time or a psychic double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two psychic weapons or a psychic double weapon, the mindblade can use her spell combat ability as though she had a hand free. This ability replaces medium armor.
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Rapid Manifest (Su): At 8th level, a mindblade can manifest a psychic weapon as a swift action. This ability replaces improved spell combat.
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Dual Manifest (Su): At 13th level, a mindblade can manifest two psychic weapons with the same action. She must pay the cost for both weapons. Also, when wielding a weapon two-handed, she can use her spell combat ability as though she had a hand free. This ability replaces heavy armor.
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Feats
[01]Combat Casting
[Bonus|01]Exotic Weapon Proficiency* Katana, Shuriken
[03]Weapon Focus*(Katana)[Proficiency with weapon, base attack bonus +1]
[05]Extra Arcane Pool[Arcane pool class feature]
[Bonus|05]Power Attack*[Str 13, base attack bonus +1]
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[07]
[09]
[11]
[Bonus|11]
[13]
[15]
[17]
[Bonus|17]
[19]
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Expanded Arcana[Caster level 1st]
Furious Focus*[Str 13, Power Attack, base attack bonus +1]
Combat Reflexes*
Weapon Finesse*
Two-Weapon Fighting*[Dex 15.]
Improved Two-Weapon Fighting*[Dex 17, Two-Weapon Fighting, base attack bonus +6.]
Greater Two-Weapon Fighting*[Dex 19, Improved Two-Weapon Fighting, base attack bonus +11]
Extra Arcana[Magus arcana class feature]
Uncanny Concentration[Combat Casting]
Improved Unarmed Strike*
Vital Strike*[Base attack bonus +6]
Precise Shot*[Point-Blank Shot]
Point-Blank Shot*
Piranha Strike*[Weapon Finesse, base attack bonus +1]
Improved Critical*[Proficiency with weapon, base attack bonus +8]
Iron Will
Improved Trip*[Int 13, Combat Expertise.]
Improved Disarm*[Int 13, Combat Expertise.]
Improved Dirty Trick*[Int 13, Combat Expertise.]
Dirty Fighting*
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Magus Arcana
[03] Arcane Accuracy (Su) The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
[06] Concentrate (Ex) The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
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[09]
[12]
[15]
[18]
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Close Range (Ex) The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Maneuver Mastery (Ex) The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.
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Spells Known
- 0 -
Daze
Arcane Mark
Open/Close
Telekinetic Projectile
Mage Hand
Message*
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Grasp
Detect Magic
Ghost Sound
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- 1 -
Shield
Feather Fall
Frostbite
Feather Step*
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Mind Thrust I*
Comprehend Languages*
Mage Armor*
Longshot
Expeditious Retreat
Entropic Shield*
Ant Haul*
True Strike
Warding Weapon
Magic Missile
Stone Fist
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- 2 -
Acute Senses*
Invisibility
Resist Energy*
Spider Climb
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See Invisibility*
Ablative Barrier
Force Punch
Bladed Dash
Mirror Image
Telekinetic Strikes
Telekinetic Volley
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- 3 -
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Heroism*
Haste
Fly
Water Breathing
Storm Step
Lightning Bolt
Fireball
Channel Vigor
Clay Skin
Tactical Adaptation
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- 4 -
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Invisibility, Greater
Dimension Door
Stoneskin
Eyes of the Void
?
?
?
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- 5 -
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- 6 -
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Betsy's Gear:
WEAPONS
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Wakizashi MINDBLADE
Shuriken (5) 1.00 x4f
Spiked gauntlet 5.00 x2
???? ??
???? ??
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ARMOR
[ARMOR] Agile breastplate 400
Mithral +4,000
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Mental Focus +3,000
Ring of Force Shield 8,500
???? ??
???? ??
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WONDROUS
Belt: Belt of Giant Strength (+2) 4,000
Body:
Chest:
Eyes:
Feet:
Hands: Gloves of Elvenkind 7,500
Head:
Headband: Headband of Vast Intelligence (+2) 4,000
Neck: Amulet of Natural Armor 2,000
Shoulders: Cloak of Resistance (+1) 1,000
Wrist:
Ring 1: Ring of Protection (+1) 2,000
Ring 2:
None/Other:
Ioun Stones:
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Ioun Gauntlet 1,600
Spellguard Bracers 5,000
Tunic of Careful Casting 5,000
Duelist's Vambraces 8,000
Boots of Speed 12,000
Ring of Arcane Mastery 20,000
???? ??
???? ??
???? ??
???? ??
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MISC.
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Runestone of Power I 2,000
???? ??
???? ??
???? ??
???? ??
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CONSUME
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Focus chew 40
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???? ??
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------UNDER CONSTRUCTION---------------

BUILD:
-=Traits=-
Magic: Magical Knack(Magus)
Race: Deathtouched

-=Levels=-
1st +1 +2 +2 +0 Deeds, grit, gunsmith
2 +0 +2 +0 +2 Arcane pool, cantrips, spell combat
3 +1 +3 +0 +3 Spellstrike
4 +2 +3 +1 +3 Magus arcana
5 +3 +4 +1 +4 Ranged Spellstrike
6 +3 +4 +1 +4 Bonus feat

7 +4 +5 +2 +5 Weapon Training +1
8 +5 +5 +2 +5 Fighter Training, medium armor
9 +6/+1 +6 +2 +6 Armor Training
10 +6/+1 +6 +3 +6 Magus arcana
11 +7/+2 +7 +3 +7 Fighter training

-=Feats=-
1 Quick Draw
1 Rapid Reload
1C Exotic Weapon Proficiency(Firearms)
3 Quick Stow
----------->[4MA---> Arcane Accuracy
5 Power Attack
6BF Combat Casting

7 Weapon Focus(Scimitar)
9 Advanced Weapon Training(Focused Weapon)
----------->[10MA--> Spell Blending OR Prescient Defense
11 Advanced Weapon Training() OR Weapon Specialization(Scimitar)
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Advanced Armor Training
Extra Grit

GEAR:
-----------------------------WEAPONS-----------------------------
SWORD: Red Queen
+1 Spell-storing Scimitar +8000gp
Similar in design to Keiryon's Ace of Spades, this ornate and expertly crafted scimitar-like weapon. It's handle features a special grip, that when pressure is applied, releases stored spell energy from its containment function. This system is known as "Exceed".

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GUN: Double or Nothing
Masterwork Double-barreled Pistol 1750gp

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-----------------------------EQUIPMENT-----------------------------
1000 [SHOULDERS] Cloak of Resistance +1
1000 [ MISC ] Plume of Panache

2500 [ NECK ] Golembane Scarab
2600 [ EYES ] Pirate's Eye Patch
3000 [ MISC ] Wand Key Ring(Lead Blades)
4000 [ BELT ] Belt of Giant's Strength +2
4000 [HEADBAND] Headband of Vast Intelligence +2
5000 [ WRIST ] Spellguard Bracers
10000 [ MISC ] Figurines of Wondrous Power(Slate Spider)
10000 [ CHEST ] Bane Baldric
12000 [ FEET ] Boots of Speed
15000 [ HANDS ] Gloves of Dueling

MISSIONS:

- Mission 01: The Beggar's Pearl -
- Mission 02: The Pallid Plague -
- Mission 03: The Citadel of Flame -
- Mission 04: Between the Lines -
- Mission 05: The Veteran's Vault -
- Mission 06: Siege of Serpents -
- Mission 07: Rise of the Runelords -
A: Burnt Offerings Earned: 4800
B: The Skinsaw Murders Earned: 6756

- Mission 08: Thornkeep, Level 3: The Enigma Vaults - Earned: 4,800 gp