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 -------------------------------- 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). - 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. - 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 ------------------------------------------------------------------- 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 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. - 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). - 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. - 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. - This ability replaces the magus’s spellcasting. - • 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. - 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. - This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features. - • 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. - This ability replaces spell recall, knowledge pool, improved spell recall, greater spell combat, and greater spell access. ------------------------------------------------------------------- • 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. - • Rapid Manifest (Su): At 8th level, a mindblade can manifest a psychic weapon as a swift action. This ability replaces improved spell combat. - • 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. 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] ------------------------------------------------------------------- [07] [09] [11] [Bonus|11] [13] [15] [17] [Bonus|17] [19] 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* - 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. ------------------------------------------------------------------- [09] [12] [15] [18] 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. ??? ??? ??? ??? ??? ??? ??? ??? ??? - Spells Known - 0 - Daze Arcane Mark Open/Close Telekinetic Projectile Mage Hand Message* --------------------------------------- Grasp Detect Magic Ghost Sound - - 1 - Shield Feather Fall Frostbite Feather Step* --------------------------------------- Mind Thrust I* Comprehend Languages* Mage Armor* Longshot Expeditious Retreat Entropic Shield* Ant Haul* True Strike Warding Weapon Magic Missile Stone Fist - - 2 - Acute Senses* Invisibility Resist Energy* Spider Climb --------------------------------------- See Invisibility* Ablative Barrier Force Punch Bladed Dash Mirror Image Telekinetic Strikes Telekinetic Volley ------------------------------------------------------------------- - 3 - --------------------------------------- Heroism* Haste Fly Water Breathing Storm Step Lightning Bolt Fireball Channel Vigor Clay Skin Tactical Adaptation - - 4 - --------------------------------------- Invisibility, Greater Dimension Door Stoneskin Eyes of the Void ? ? ? - - 5 - --------------------------------------- - - 6 - --------------------------------------- Betsy's Gear:
WEAPONS
------------------------------------------------------------------- Wakizashi MINDBLADE Shuriken (5) 1.00 x4f Spiked gauntlet 5.00 x2 ???? ?? ???? ?? ARMOR [ARMOR] Agile breastplate 400 Mithral +4,000 ------------------------------------------------------------------- Mental Focus +3,000 Ring of Force Shield 8,500 ???? ?? ???? ?? 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: ------------------------------------------------------------------- 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 ???? ?? ???? ?? ???? ?? ???? ?? MISC. ------------------------------------------------------------------- Runestone of Power I 2,000 ???? ?? ???? ?? ???? ?? ???? ?? CONSUME ------------------------------------------------------------------- Focus chew 40 ???? ?? ???? ?? ???? ?? ???? ?? - ------UNDER CONSTRUCTION---------------
BUILD:
-=Traits=-
♦Magic: Magical Knack(Magus) ♦Race: Deathtouched -=Levels=-
-=Feats=-
GEAR:
-----------------------------WEAPONS-----------------------------
SWORD: Red Queen 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". - GUN: Double or Nothing Masterwork Double-barreled Pistol 1750gp - -----------------------------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 |
