The Scribbler

Jake Bladebound's page

45 posts. Alias of DFang.


Full Name

Jake Bladebound

Race

Human - Bladebound Gladiator |

Classes/Levels

[HP 72/72 | Arcane Pool: 8/10 | Total Weapon Enchancement: +5 Flaming| AC 21, 12T, 19F | CMD 26 | 10F 5R 6W | Init +2 | Perception +1]

Strength 22
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 8
Charisma 10

About Jake Bladebound

DESCRIPTION
Jake is a man of average height with black hair and the lower half of his face hidden behind a mask made of white cloth. He wears a layered black vest with a silvery hood whose edges are made from fur. Beneath the vest there is a thick strap of leather crossing from shoulder to hip holding various vials. From his right shoulder protrudes the dark handle of a blade, with a grip bound with well worn leather, evidence of frequent usage. Underneath it all is a bright silver chainmail whose sleeves extend just before the elbows and hem tucked inside his belted black trousers. Instead of gauntlets, his forearm is bound in bandages up to his fist wearing a silvery cestus. His boots are common made and has evidently been used for a long time.

Male Human | CG Medium
Magus (Bladebound) 10 / Fighter (Gladiator) 1

Init +2; Perception +1; Concentration +19

BACKGROUND:

-TO THE FINAL STAGE-
"Jake! Jake! Jake! Jake! Jake! Rwaaaa...!"

The roar of the crowd was barely audible to him as Jake was lost in the moment, executing a move he had done in practice thousands of times before now, his black bladed bastard sword cutting through flesh as if it wasn't there at all. The man in front of him now had a bleeding gash across from hip to shoulder.

"Left" said a voice in his head. Without doubt or hesitation, he dodged to the left as a javelin flew past his right shoulder, embedding itself in the chest of his wounded foe. Keeping his momentum, Jake spun around and dashed forward. Channeling fire into his sword, the crowd went wild in anticipation as his blade glowed in response. Before the man who threw the javelin can pick up his axe, Jake's weapon had already pierced through his gut, the wound immediately cauterized in the process as the clothes he was wearing caught fire.

As the final opponent collapsed, Jake finally noticed the crowd watching, and raised his sword above his head in triumph.

"We're finally going to mount the final stage, Jake. Are you ready to win them all?" the voice said.

"With you as the blade to strike down my foes, Grim, how can I not be?" Jake mentally responded, a smile creeping onto his face as he savored the glory.

-BEFORE THE GLORY-
Although Jake had natural talent for magic, he's always been more fascinated by combat and swordsmanship. For him, it's the purest form of fighting, especially when honor is on the line. When he was young, he would dream of competing with the best. As he earned his right to become a direct apprentice of a master wizard at the academy, he instead insisted to be trained in direct combat instead.

Most of the masters were surprised, but one accepted his request. Over the course of his apprenticeship, Jake learned that the old man who accepted him was one of the few Black Blade masters in the region. Generally weak in arcane power, unable to access the most powerful of spells. But years of training with the sword granted them a physique strong enough to contest with men 20 years younger than themselves. Despite his fortitude however, it cannot be denied that he was too weak to grant his partner's wish.

By the end of Jake's apprenticeship, the old master gave his student one final assignment. Jake was to inherit the black blade that his master had owned since his own initiation, and continue the quest in his place. This blade's legacy of greatness from those who wielded it cannot be ignored, not with so many of them prominent figures in history. However the blade itself has not yet found peace. It seeks to find its twin blade which was separated from it centuries ago, in a war long forgotten. Thus, it offers its own power to blademaster candidates over the years in exchange for the continued search for its twin.

After a ritual that went on late into the night, the blade transformed from a sleek katana to a powerfully heavy bastard sword as it was handed over to Jake. "You may call me by the name of Grimoire, or Grim if you wish. You already know the task. With both of us by your side, you shall become unstoppable! But... are you worthy?"

Now, with news of the Ruby Phoenix Tournament has spread wide across the land, what pushed Jake to join was not only the contest itself, but rumors of a certain blade among the Hao Jin collection of weapons. It's blade was made of black metal and its shape supposedly changes depending on whoever approaches.

With both Jake and Grim having a purpose to win the tournament, so begins their path of training and adventure towards the final stage of the Ruby Phoenix Tournament, Xielan Island.

CHARACTER INFO:

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DEFENSE
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AC 21, Touch 12, Flat-footed 19 (+9 armor, +2 Dex)
HP 72 (11 HD; 10d8+1d10+11+2(favored))
Fort +10, Ref +5, Will +6

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OFFENSE
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Speed 30 ft.
Melee Black Blade Bastard Sword +3 +18/+13 (1d10+12/19-20) | ((two handed) 1d10+15/19-20)
Melee MW Alchemical Silver Cestus +15/+10 (1d4+6/19-20)

Special Attacks
Improved Spell Combat
Pool Strike
Spellstrike

Magic Item Spell-Like Abilities
Fly (1/Day)
Invisibility (at will)

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STATISTICS
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Str 22, Dex 14, Con 12, Int 20, Wis 8, Cha 10
Base Atk +8; CMB +14; CMD 26

Feats

  • Alertness
  • Arcane Strike
  • Armor Proficiency, Light
  • Armor Proficiency, Medium
  • Blind-Fight
  • Combat Reflexes
  • Disruptive Recall
  • Exotic Weapon Proficiency (Sword, Bastard)
  • Extra Arcana (x1)
  • Following Step
  • Martial Weapon Proficiency
  • Performance Weapon Mastery
  • Simple Weapon Proficiency
  • Step Up
  • Step Up and Strike
  • Vital Strike
  • Weapon Focus (Sword, Bastard)

Skills

  • Acrobatics +2
  • Appraise +5
  • Bluff +0
  • Climb +12
  • Craft (Untrained) +5
  • Diplomacy +0
  • Disguise +0
  • Escape Artist +0
  • Fly +14
  • Heal -1
  • Intimidate +12
  • Knowledge (Arcana) +14
  • Knowledge (Dungeoneering) +11
  • Knowledge (Planes) +11
  • Perception +1
  • Perform (Act) +12
  • Perform (Untrained) +0
  • Ride +4
  • Sense Motive +10
  • Spellcraft +15
  • Stealth +0
  • Survival -1
  • Swim +9

Languages Abyssal, Celestial, Common, Elven, Tien

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SPECIAL ABILITIES
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Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +3 enhancement bonus for 1 minute. 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. These bonuses can be also 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 you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.

Armor Proficiency (Ex) You can cast magus spells while wearing light or 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.

Black Blade (Ex) You gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Bonus Arcane Pool (8x) Magus: Add +1/4 to the magus's arcane pool.

Bonus Feats A gladiator may choose to take combat or performance feats as bonus feats.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Enduring Blade (Su) Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level. The magus must be at least 6th level before selecting this arcana.

Fighter Training (Ex) You count 1/2 your total magus level as your fighter level for the purpose of qualifying for feats. If you have levels in fighter, these levels stack.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Headband of Intellect Skill Selection (Fly)

Improved Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty. You can also cast any spell from the magus spell list with a casting time of 1 standard action. When using the spell combat ability, you receive a +2 circumstance bonus on concentration check. If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as an additional circumstance bonus to your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. You must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Knowledge Pool (Su) When you prepare your magus spells, you can decide to expend 1 or more points from your arcane pool, up to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were in your spellbook and can prepare that spell as normal that day. If you do not cast spells prepared in this way before the next time you prepares spells, you lose those spells. You can also cast spells added in this way using your spell recall ability, but only until you prepares spells again.

Pool Strike (Su) You can expend 1 point from your arcane pool as a standard action to charge your free hand with energy. You can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 4d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). You can use this ability with the spellstrike class feature. If you miss with this attack, you can hold the charge for up to 1 minute before it dissipates.

Prescient Attack (Su) The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent's defenses. The target is denied its Dexterity bonus against the magus's attacks until the end of the magus's next turn. The magus must be at least 6th level before selecting this arcana.

Skills A gladiator gains Perform (act, comedy, and dance) (Cha) as class skills.

Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Weapon and Armor Proficiency A gladiator is not proficient with heavy armor or tower shields. Instead he gains the Performance Weapon Mastery feat (see page 112) at 1st level as a bonus feat. This bonus feat is in addition to the bonus feat a fighter gains at 1st level. Furthermore, a gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.

World Traveler (Sense Motive) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Sense Motive, and it is always a class skill for you.

BLACK BLADE INFO:

Name: Grimoire
Type: Bastard Sword +3
CG Medium Companion

Senses Low-light Vision, Perception +0

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STATISTICS
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Str —, Dex —, Con —, Int 14, Wis 10, Cha 10

Skills

  • Appraise +2
  • Bluff +0
  • Diplomacy +0
  • Intimidate +0
  • Knowledge (Arcana) +3
  • Perception +0
  • Sense Motive +0

Languages Common, Tien, Undercommon

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SPECIAL ABILITIES
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Black Blade Arcane Pool A black blade has an arcane pool with 3 points.

Black Blade Strike (Sp) As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Ego 12

Energy Attunement (Su) As a free action, a magus can spend a point of his black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus's next turn.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Senses A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature.

Telepathy (Su) While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Teleport Blade (Sp) As a standard action, a magus can expend an arcane point from his or his black blade's arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Unbreakable (Ex) As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

INVENTORY:

Gold: 697.3

-Equipped-
- Black Blade Bastard Sword +3, with Weapon Cord (Grimoire)
- Masterwork Alchemical Silver Cestus
- Celestial Armor
- Ring of Invisibility
- Headband of Vast Intelligence +2
- Belt of Giant Strength +4
- Swarmbane Clasp
- Spellguard Bracers
- Jaunt Boots
- Mask (common)
- Cold Weather Outfit

-Carried-
- Spell Component Pouch
- Magus Spellbook
- Scroll Case
--- Scroll (Grease)
--- Scroll (Shield) x3
- Bandolier
--- Alchemist's Fire (flask) x2
--- Alkali (flask) x2
--- Potion of Cure Serious Wounds x1
--- Antiplague (vial) x1
--- Antitoxin (vial) x2
- Belt Pouch
--- Antiplague (vial) x1
--- Potion of Water Breathing
--- Potion of Cure Serious Wounds x2

MAGUS SPELLBOOK:

Level 0 (DC 15)
    Acid Splash
  • Arcane Mark
  • Dancing Lights
  • Daze
  • Detect Magic
  • Disrupt Undead
  • Flare
  • Ghost Sound
  • Mage Hand
  • Open/Close
  • Prestidigitation
  • Ray of Frost
  • Read Magic
  • Spark

Level 1 (DC 16)

    Enlarge Person
  • Feather Fall
  • Grease
  • Hydraulic Push
  • Magic Missile
  • Obscuring Mist
  • Shield
  • Shocking Grasp
  • True Strike
  • Vanish

Level 2 (DC 17)

    Blur
  • Bull's Strength
  • Invisibility
  • Mirror Image
  • Pilfering Hand
  • Stone Call

Level 3 (DC 18)

  • Dispel Magic
  • Force Punch
  • Haste
  • Lightning Bolt
  • Locate Weakness
  • Versatile Weapon

Level 4 (DC 19)

    Black Tentacles
  • Elemental Body I

PREPARED SPELLS:

  • = 1 use

    Level 0 (DC 15) - 5/5
    - Arcane Mark
    - Dancing Lights
    - Detect Magic
    - Mage Hand
    - Open/Close

    Level 1 (DC 16) - 7/7
    - Enlarge Person
    - Feather Fall
    - Grease


  • - Obscuring Mist

  • - Shocking Grasp (x2)

  • - True Strike

    Level 2 (DC 17) - 5/5
    - Blur


  • - Mirror Image

  • - Pilfering Hand (2x)
    - Stone Call

    Level 3 (DC 18) - 4/4
    - Force Punch
    - Haste


  • - Lightning Bolt (x2)

    Level 4 (DC 19) - 2/2
    - Black Tentacles
    - Elemental Body I