Gauntlet of Sharn
Level 5 Warforged Magus (Mindblade)
LN Medium Living Construct
Init +2; Perception +6
STATISTICS:
Str 15, Dex 14, Con 15, Int 18, Wis 12, Cha 9
Base Atk +3; CMB +5 ; CMD 18
Size: 6'2"
Weight 675lbs
DEFENSE:
AC 17, touch 13, flat-footed 16
HP 44 (5d8 +2 Con +2 Favored Class)
Fort +6; Ref +4; Will +5;
Immunities/resistance/etc.
DR 4/-
Immune to paralysis and sleep effects.
+2 to resist mind-affecting and stunning effects
+2 to resist disease, death effects, energy drain,
exhaustion, fatigue, nausea, poison and sicken effects
as well as stabilization checks and checks to remove
negative levels.
OFFENSE:
Speed 20ft.
Melee:
+5 Natural Slam Attack (1d4+Str Adamantine)
+7 Mindblade (+2 Magic Melee Weapon) as a Standard action.
+5 Dagger (1d4+2)
Ranged:
+5 RTA Acid Splash (1d3 Acid)
+5 Dagger (1d4+2)
+6 MW Heavy Crossbow w/15 bolts
Special Attacks/Abilities:
Magus Psychic Spellcasting w/Psychic Pool(Su)
-Hero Points-[4+Level] (RULES)
11 pts (1 spent) (+2 GM Bonus for Gameplay!)
-Feats-
1st Level: Improved Damage Reduction
GM Bonus: Dodge
3rd Level: Improved Damage Reduction
5th Level: Improved Damage Reduction
Magus Bonus(5th): Exotic Weapon Proficiency (Falcata)
-Traits-
*Marked by Unknown Forces (Social): You may cast light three times per day as a spell-like ability, but this ability only targets
the palm of your hand, and it manifests as a glowing sigil representing your ominous birth (creation)—a holy or unholy symbol, a
demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a
starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step
closer to hostile (if they are opposed to the sign or its followers).
*Vagabond Child (Regional: Urban): Select one of the following skills:
Disable Device, Escape Artist, or Sleight of Hand.
You gain a +1 trait bonus on checks with that skill, and it
is always a class skill for you. (Disable Device)
*Deft Dodger (Combat): You gain a +1 trait bonus on Reflex saves.
*Drawback (Paranoid): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the
normal DC 10 check.
Racial Traits
*Warforged do not need to eat, breathe or sleep, but do need to
rest for 8 hours to regain spells or similar abilities.
*Warforged do not heal hit points or attribute damage naturally,
but can be repaired with use of the Craft skill or with effects that
repair constructs. Repairs made with the Craft skill take 8 hours
and a warforged repair kit. The amount of hit point damage repaired
per check is the result of the Craft check -15. Repairing a point
of attribute damage requires 8 hours and a Craft check, DC 25.
*Repairing both hit point damage and one point of ability damage can
done during the same 8 hour period, but it still requires two different
checks. Appropriate Craft skills include armorsmithing, blacksmithing,
gemcutting and sculpting.
*A conscious warforged can repair itself.
*All applications of the Heal skill while used on a warforged are
replaced with an appropriate Craft skill.
*Spells from the conjuration (healing) subschool or supernatural
abilities that duplicate them are only half as effective, rounded
down.
Warforged Upgrades
*Wand Sheath(4000gp): This narrow sheath is embedded in the forearm and hand of a warforged character, occupying space on the body as if it were a bracer. Once it is in place, the warforged can insert a normal magic wand into the sheath, whereupon it merges with the character’s body. The sheath can hold a single wand. Once a wand is inserted, it cannot be removed until all its charges are used up, at which point the wand drops out of the sheath and a new one can be inserted. A character can activate a sheathed wand (assuming the character could activate the wand normally) without having to retrieve it, simply by pointing a finger and thinking about activating it. Thus, the character can activate it in an area of silence or while grappling without difficulty.
Skills: 27pts (+3 Favored Class)
Adventuring Skills (x)=Class Skills
(x)Climb +8 (-2 w/armor)
(x)Disable Device +11 (-2 w/armor)
(x)Knowledge (Arcana) +12
(x)Spellcraft +12
(/)Perception +6
(/)Knowledge (Local) +9
(x)Intimidate +5 (New!)
Background Skills: 2pts (10 spent)
(x)Profession(Soldier) +9
(x)Craft(Armor Smithing) +12
*Takes 8 hours for a Warforged repair check:
#HPs repaired is Skill check -15
Languages:
Common, Draconic, Gnome, Gnoll
SQ
*Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning
effects and are immune to paralysis and sleep effects.
*Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects,energy
drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and
checks to remove negative levels.
Magic:
*Psychic Pool(Su) 6 pts (1/2 Magus lvl +Int bonus)
~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 indefinitely, 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 following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal., 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.
Magus Arcana
*Wand-Slam Arcana:(Unique Arcana created with Storyteller's Shadow)
A warforged with this Arcana who possesses an active wand sheath in his arm, can combine his natural slam attack with the wand effect currently placed in his sheath with spell combat (with the standard penalties for spell combat). Additionally, once/day he can activate the wand without using a charge by spending a Pool point as long as a wand is in place and still has charges remaining.
Spell Combat(Ex)
*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(Su)
*At 2nd level, 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.
Psychic Access (Su) - (Mind Thrust II, and Make Whole)
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.
Magus Spells Usable/Day:
0 lvl: Infinite
1st lvl: 5/day
2nd: 3/day
Magus Spells Known: (DC= 10+SL+Int)
0- Mage Hand, Acid Splash, Dancing Lights, Detect Magic, Arcane Mark, Prestidigitation
1st- Thunderstomp, Feather Fall, Vanish, Magic Missile, Expeditious Retreat
2nd- Make Whole(Psychic Spell), Pilfering Hand, Mind Thrust II
Combat Gear:
Chain Shirt (100gp)
Dagger (2gp)
Other Gear:
Handy Haversack
Adventurer's Sash (20gp)
Thieves Tools (30gp)
Armorsmithing Tools (5gp)
Warforged Repair Kit (3/10) (50gp)
Warforged Repair Kit (10/10)
2 black potions - Repair Light Damage (1d8+5),
1 green potion - Gaseous Form
Masterwork Heavy Crossbow w/14 bolts
New Purchases:
*Wand Sheath (4000gp) - Now carrying Wand of Shocking Grasp!
~Wand of Shocking Grasp:CL-2 (w/23 20ch) 2d6 electricity damage (Touch Attack)
*Ioun Torch (75gp)
*Stubborn Nail (100gp)
*Potion of Expeditious Retreat x2
Money: 372gp remaining
• 80 bolts (Haversack)
New Treasure:
*Tome (magical? Stone Wolf construction?)
*Some valuable materials to make a stone wolf.
*Quest Schema and bonus Items