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Jacqueline Artorias's page

107 posts. Alias of Ravalon Lightborn.


Full Name

Jacqueline Artorias

Race

Human

Classes/Levels

Magus (Mindblade Kensai) 1 | HP: 9/10 | AC: 16, T: 15, FF: 14 | CMB: -1, CMD: 13 | Fort: +3, Ref: +1, Will: +3 | Init: +1 | Perc: +2 | Pool 0/2 | Speed: 30 ft. | +1 aldori dueling sword +3 (1d8+2/19-20) | Spells: 0: At-will, 1st: 1/1

Gender

Female

Size

Medium

Age

??

Alignment

NG

Deity

??

Location

??

Languages

Taldoran, Celestial, Abyssal

Occupation

???

Strength 8
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 12
Charisma 12

About Jacqueline Artorias

Appearance:

The first thing that strikes most people about Jacqueline is how pale she is. Indeed, some would mistake her for a member of the undead if not for the vibrant, unmistakable light of life in her eyes. Long, snow-white hair frame a face that's unmarred but by a single, faded scar along her right cheek. Eyes the color of a mid-winter chill dance with thousands of whirling ideas and bright thoughts, and seem the drink in every last detail of her surroundings as if it was the last oasis in an endless desert. Indeed, she occasionally gets too caught up in the minutae to notice a tentacle waving in front of her face.
Jacqueline's frame is slender and willowy, graceful to a fault. She moves like flowing fire, graceful and balletic one moment, crackling with motion the next. Her usual garb accentuates this, with a tricorne hat always tilted a jaunty angle and a long, faintly scarlet overcoat over a richly black tunic and cravat, with sensible fabric trousers over her legs.

Essentially, like this.


Personality:

There are two sides to Jacqueline. Not literally, as in two personalities, but an outward face and an inner self, that she only reveals and accepts in times of privacy and introspection.
Her outward face is unrelentingly chipper and verbose, even in the face of sanity-shredding horrors. She always keeps a smile on, whether a wild grin of exultation of the challenge of defending the innocent or uncovering ancient secrets, a gentle upward curve for tender moments and comforting, or a mask upon a mask of tearful remembrance for those long gone. Perhaps her greatest joy is that of discovery, of both lost knowledge and finally puzzling out how the anatomy of a creature with so many oily tentacles and squamous tumors could possibly work. No matter her gentle, more than slightly eccentric, head-in-the-clouds demeanor, however, Jacqueline doesn't have time for ignorance. She is always quick to educate, especially when hatred and paranoia arises from the ignorance in question. And when people refuse to listen, she unleashes one of her premier weapons: her slashing tongue. Jacqueline possesses a rapier wit both for jest and for hammering the point home to her audience. Jacqueline possesses the same attitude towards those of ill intent, and in the rare cases of true evil: educate, then intimidate, then, if they refuse to listen, pontificate upon the point of a blade of psychic will.

Jacqueline's inward self, while sharing many characteristics with her mask, is significantly more melancholy. When in moments of reflection and privacy, Jacqueline is slumped, upon the verge of tears, feeling the echoes of a tragedy no longer remembered. The young woman knows that this is unsensible, even unhealthy, but can't shake the distinct feeling that if she loses this, her inner self, then she will lose something important and precious. One name rings out in these times: Sorana.


Class Features:

Spells: Jacqueline casts spells from the magus spell list as psychic spells. She can cast any spell she knows without preparing it ahead of time. Jacqueline can learn or cast up to 4th level spells. The saving throw DC to resist Jacqueline's spells is equal to 12 + the spell's level.

Like other spellcasters, Jacqueline 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.

At 5th level and every 3 levels thereafter, Jacqueline can learn a new spell in place of one she already knows, using the same rules as a bard. In effect, she 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 Jacqueline can cast.

Jacqueline 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.

Cantrips: Jacqueline can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Diminished Spellcasting: Jacqueline may cast one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Intelligence allows bonus spells of that level.

Chosen Weapon: Jacqueline has chosen the aldori dueling sword (reskinned as a longsword) as her chosen weapon.

Canny Defense (Ex): When wearing light or no armor, not using a shield, and using an aldori dueling sword, Jacqueline adds 1 point of Intelligence bonus per magus class level as a dodge bonus to her Armor Class. If she is caught flat-footed or otherwise denied her Dexterity bonus, Jacqueline also loses this bonus.

Weapon Focus (Ex): At 1st level, Jacqueline gains Weapon Focus with the aldori dueling sword as a bonus feat.

Psychic Pool (Su): Jacqueline has a psychic pool, similar to a normal magus's arcane pool. At 1st level, she 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, Jacqueline 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 her hand. Jacqueline can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, she regains the psychic energy used to create it. Jacqueline can maintain only one weapon at a time.

At 1st level, a psychic weapon counts as a magic weapon of whatever type Jacqueline conjures, 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, Jacqueline 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 she can spend only on weapon special abilities.

Spell Combat (Ex): Jacqueline knows how 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, she 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, Jacqueline 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 Jacqueline casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her 2, 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. Jacqueline can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, Jacqueline cannot cast the spell between weapon attacks.


Skills:

Knowledge (arcana) +6 (+1 Rank, +2 Intelligence, +3 Class)
Knowledge (planes) +6 (+1 Rank, +2 Intelligence, +3 Class)
Perception +2 (+1 Rank, +1 Wisdom)
Spellcraft +6 (+1 Rank, +2 Intelligence, +3 Class)
Use Magic Device +5 (+1 Rank, +1 Charisma, +3 Class)

Background Skills:

Knowledge (religion) +3 (+1 Rank, +2 Intelligence)
Knowledge (nature) +3 (+1 Rank, +2 Intelligence)

Feats:

Weapon Focus (aldori dueling sword): Jacqueline gains a +1 bonus to attack when wielding an aldori dueling sword.

Weapon Finesse: Jacqueline can use her Dexterity modifier in place of her Strength Modifier when attacking with a light weapon, or an aldori dueling sword.

Slashing Grace (aldori dueling sword): Jacqueline may count an aldori dueling sword as a light or one-handed piercing weapon for the purpose of class abilities, and can add her Dexterity Modifier in place of her Strength modifier for damage rolls while wielding an aldori dueling sword.


Traits:

Charming: Jacqueline is rather attractive. If somebody is potentially attracted to her, or is attracted to her, she gains a +2 trait bonus to Diplomacy and Bluff skill checks.

Driven By Guilt: Jacqueline awakens after her ordeal with a lingering feeling that she has taken part in something outside the normal bounds of her morals. Whether Jacqueline corrupted at one point or compelled to perform some forgotten actions, this guilt drives her to fight against those forces in the world that prey upon the good. Jacqueline sees her present condition as a chance to redeem herself and banish this unsettling emotion. She gains a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, Jacqueline can add her Charisma modifier to her attack rolls and deal 1 additional point of damage for each class level she has against evil creatures for 1 round.

Weakness - Self Doubt: Jacqueline suffers from crippling self-doubt. She always thinks, even if subconsciously, that whatever she does, it isn't adequate, it isn't enough, it won't bring her back. In addition, she will blame herself for everything bad that happens to the party if there is even some way she is connected to the situation.


Combat:

DEFENSE
Initiative: +4
AC: 15 (+1 dodge, +4 Dexterity, +1 silken ceremonial armor)
hp: 10 (1d8+2)
Fortitude: +3 (+2 Class, +1 Constitution)
Reflex: +4 (+4 Dexterity)
Will: +3 (+2 Class, +1 Constitution)
CMD: 13 (-1 Strength, +4 Dexterity)

OFFENSE
Speed: 30 ft.
Melee: +1 aldori dueling sword +6 (1d8+5/19-20)


Spells:

Cantrips
-Telekinetic Projectile: Hurl a nearby object telekinetically, dealing 1d6 points of damage.
-Mage Hand: Minor telekinesis that can carry up to 5 pounds for up to 15 feet.
-Detect Magic: Detect magic in a 60-ft. cone.
-Read Magic: Read magical scrolls and writings with minimal effort.

1st Level
-Mage Armor: Add a +4 armor bonus to her armor class.
-Magic Weapon: Add a +1 enhancement bonus to her weapon.