About FírinneFírienne
Defenses
Offense
Statistics
Spellbook:
3rd fly, vampiric touch
2nd bladed dash, frigid touch, glitterdust, mirror image, page-bound epiphany, scorching ray 1st blade tutor's spirit, chill touch, expeditious retreat, grease, long arm, secluded grimoire, shield, shocking grasp, true strike, vanish cantrips acid splash, arcane mark, dancing lights, daze, detect fiendish presence, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark Feats:
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Empower Spell All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level. Intensified Spell An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. Weapon Finesse (Rapier only) With a rapier, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using rapiers. Special Abilities:
Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the magus prepares her spells. At 1st level, a magus can expend 1 point from her arcane pool as a swift action to grant any weapon she 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. 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 she uses this ability again, the first use immediately ends. 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 a number of times equal to her Dexterity modifier (minimum 1). 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. Inspired Finesse (Ex) At 1st level, 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) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier. Opportune Parry and Riposte 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. Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield her 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, she can make all of her attacks with her 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 she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her 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 she has more than one attack, she 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, she can deliver the spell through any weapon she 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 her 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. Magus Arcana (Su) As she gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. A listing of Fírienne's selected arcana is in a separate spoiler below. Spell Recall (Su) At 4th level, the magus learns to use her arcane pool to recall spells she has already cast. With a swift action she can recall any single magus spell that she has already prepared and cast that day by expending a number of points from her arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. She must meet the prerequisites for these feats as normal.
Knowledge Pool (Su) At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again. Medium Armor (Ex) At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. Arcana:
Close Range (Ex) The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. She can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but she 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.
Empowered Magic (Su) The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. Racial Abilities/Traits:
Darkvision Tieflings can see perfectly in the dark for up to 60 feet. Favored Class Bonus x5 Add +1/4 point to the magus’s arcane pool Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Maw or Claw (Claws) Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Background:
A common saying among the faithful of Milani is "Find Your Hidden Strength." That sometimes, by enduring and surviving the worst hardships, a person might find something within themselves that allows them to transcend whatever they were before. That sometimes you must sacrifice yourself (or a part of yourself) so that others may live. Few know greater hardships than that of a Chelish tiefling.
Fírinne's earliest memories are of an idyllic childhood in the beautiful city of Kintargo. Bittersweet memories of days spent in Aria Park with her mother and falling asleep in the evening to the sound of her father's bedtime stories. Were things different, she very well could have gone on to a happy and prosperous life, buoyed by the love of her parents. But despite her love for them, and what they surely must have thought was their love for her, Fírinne's parents failed in their duties. On the day of her 13th birthday, Fírinne fell deathly ill, fainting in front of all those gathered at her family's home to celebrate. For weeks, she drifted in and out of consciousness, alternating between ravings in languages she had never learned and desperate, choking gasps for air. A cavalcade of the finest healers Ravounel could offer were summoned, bid to save her, and then chased from the home with curses and threats when they told her parents the simple truth: Fírinne was not sick, at least not with a disease; the Abyss had made its mark upon her bloodline sometime in the distant past, and that corruption was making itself manifest in her now. But even the most ardent denial has its limits, and her parents reached theirs. The purpling of her skin was not due to lack of air, the growths on her forehead were not simply tumors, and the sharpening of her nails into talons could not be dismissed as a lack of grooming. Worst of all, in their eyes, was that damnable tail. There was no rationalization for such a thing, no way to explain it away. By now, word had spread throughout her parent's social circles. Once sympathetic faces now turned away in embarrassment. A newborn with fiendish features was shameful, to be sure, but that could be excused, if dealt with appropriately. The fact that their child's true nature had gone unnoticed for so long was clearly an act of deception on their part. The feelings of hurt and betrayal her parents felt were understandable, certainly. But instead of answering the call to greatness presented to them by such circumstances, they instead visited that anger upon their daughter. It was a strange bit of mercy that, after some time, Fírinne's captors (as no reasonable person would call them parents any longer) decided to be rid of her. Bundled into a cloak and under cover of darkness, she was delivered by carriage into the tiefling slums of Kintargo, commonly called the Devil's Nursery, and abandoned there. Fírinne found little kindness among her supposed kin there. Her story was hardly unique, save the relative luxury she had lived before her transformation. Every day, she was hungry and cold and afraid. But her hands calloused, her mind sharpened, and she survived. After two years, she met her true father. Their meeting was unusual. He was a human, well-dressed, traveling alone through the Devil's Nursery. Fírinne, who had not eaten for two days, was desperate enough to try and mug him. The man, both amused and saddened by the sight of this child threatening him with a glorified knife, reached into his cloak. Fírinne tensed, preparing to strike, but froze when she saw what he had in his hand: a chunk of hard bread. He held it out to her, smiling, and asked her name. Hesitatingly, she answered with the name her parents had given her. He told her that his name was Levy, and that the bread was hers if she wanted it. She stepped forward nervously, eyes never leaving him, knife at the ready, until she snatched the bread from his hand and sprinted away, out of sight. They repeated this ritual for ten days, until she stopped running. He offered her his empty hand, and she went with him. In the cult of Milani, she found shelter, food, and kindness. She learned the true history of Kintargo and the heroes who had defended its people from the tyranny of Thrune, to their very deaths. Fírinne particularly fixated on the story of Jackdaw, the warrior of Milani who confounded the agents of Thrune with the sharpness of her wit and blade alike. Fírinne discarded the name she had been born with and chose a new one. She let go of the childhood dreams that had been stolen from her and chose a new purpose. She threw herself into her study of the blade and the arcane, resolving to become powerful enough to oppose injustice everywhere she saw it. In the streets and sewers of Kintargo, she found plenty. Too much, in fact. One day, Fírinne found herself summoned into a meeting between her adoptive father and a tiefling man she had never met before. Unfortunately, she was told, a tiefling vigilante is the sort of thing that inevitably draws more attention than can be diverted or explained away, and the dottari were closing in on her. Fortunately, Milani had provided a solution: Fírinne would be sent away to the city of Korvosa, where a wayward warrior of Milani had fled after a falling out. She was to bring a message to him, and to assist in his mission there. Distraught, Fírinne looked to her father, who smiled sadly and nodded. She was not to leave empty handed, however, as the tiefling man rose to present her with a masterfully crafted rapier, contained within a beautifully engraved sheath. The weapon had belonged to Jackdaw, he told her, and its name was Gambit. It would serve her well as she cut herself a new path in a new city, finally and completely free of the Silver City. Appearance:
Fírinne's full height is several inches short of five feet, likely a result of malnutrition during her adolescence. She has short, black hair, dark red eyes, and two horns curling up from her forehead. One of her elongated, nearly-elven ears is missing its tip, lost to some old injury. Fírinne prefers simple and comfortable clothing, particularly if it can help muffle the sound of her equipment or be used to obscure her silhouette. She favors dark blues and reds. Personality:
Exceedingly clever and perceptive, Fírinne exudes confidence, even (or especially) when it may be unwarranted. She easily loses her temper, though, especially when confronted by what she perceives as an injustice. She is impatient, blunt, and utterly devoted to those who have earned her trust. |