About Jax Naismith
Attack: Brink with Power Attack
+25/+20/+15 Brink 1d6+27+1d6, 15-20/x2
+3d6 Sneak Attack +3 Dex or Str
[-2 attacks with spell combat]
Status Effects: Overland Flight, False Life (16 temporary hit points), See invisibility (Can see invisible and ethereal creatures;2 hr+30min,), Heroism (Extended, 3 hr+20min; +2 attack/saves/skill checks), Telepathic Bond (Can communicate telepathically with Zoren, Ulp and Edmin for 3 hr+20m)
haste (+30' movement, +1 attacks, +1 reflex, +1 attack on full attack)
Arcane pool: 5/12 , Brink: 3/4
Leadership Score: Level15+0Cha+3Item
Concept: An organization of thieves, cutthroats, fences and forgers who seek excitement and wealth. Founded by Jax and Zoren (co-founder) to assist with operations in Farholde.
Level 1: 35 Experts, Rogues, Ninjas and any magically-inclined sneaky people. Common ranks including: rounders (burglars), sharpers (con men), rufflers (beggars), and other "low rank" criminals.
Level 2: 3--- Apprentice Boris and Apprentice Stanislav - Zoren's apprentices and shop clerks.
Level 3: 1 - Ironbeard Hawthorne - Dwarven "Upright Man" who leads a group of thieves in the capital
Level 4: 1 - Redthroat Alice - A female assassin who started as a bar-room server that Jax helped train out of boredom after finding her with her throat cut in an alley.
Male Tiefling Magus 13(Fiend Flayer, Bladebound)/ Rogue 5
Mythic Tier 1; Archmage
Neutral Evil Outsider (Native)
Init +10; Perception +23 [+21 when disarmed]
AC 37, touch 21, flat-footed 29 (+12 armor, +8 dex, +4 natural, +3 deflect)
HP 169 (15d8+1d8+93)
Fort +20, Ref +23, Will +17
[Math: Fort +5 Con, +9 level. Ref: +8 level, +9 dex. Will +9 level]
[All: +5 resistance, +1 Competence]
Speed 30 ft.
Melee +24/+19/+14 Brink (+3 Scimitar) 1d6+12, 15-20/x2
Or Power attack: +22/+17/+12 Brink 1d6+21, 15-20/x2
Space 5 ft., Reach 5 ft., Range 80 ft.
Special: +3d6 Sneak attack +3 Str or Dex damage
Internal Mortification (Su): Standard action: Sacrifice blood to increase your arcane pool by 1 point for each 2 points of Constitution damage taken. Any arcane pool points gained this way and not spent disappear the next time the magus prepares spells. This damage cannot be healed by lesser restoration, only time.
Arcane Pool (Su): [Pool Size: 12 (1/3 level + Int modifier+13/4 favored class)] At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he 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. [+13/4 favored class bonus]
ImprovedSpell Combat (Ex): This functions like Two-Weapon Fighting, but the off-hand is used to cast spells. As a full-round action, make all of your attacks with a melee weapon at a -2 penalty and cast one spell with a casting time of 1 standard action. Can only be used with a light or one-handed weapon and you must have a hand free. +2 Competence bonus on Concentration checks.
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.
Sneak Attack: +3d6 damage when target is denied dexterity bonus to AC or when target is flanked. Not multipled on critical hits.
Trapfinding: Add +1/2 level to Perception skill checks to locate traps & disable device skill checks. (+2 Perception/Disable Device)
Evasion Take no damage instead of half on a successful reflex saving throw. Can only use in light armor.
Uncanny Dodge Cannot be caught flat-footed, does not lose Dex to AC if attacker is invisible.
Trap Sense +1 on Reflex saves vs traps and +1 to AC vs traps.
Brink the Black Blade +3 scimitar, 16 Int, 12 Wis/Cha, Ego 16; Alertness, Black blade strike, telepathy, unbreakable, energy attunement, Teleport Blade, Transfer Arcana, Arcane Pool: 4
Black Blade strike Free action, magus can spend point from black blade's arcane pool to grant +1 to damage rolls for 1 minute. For every 4 levels beyond 1st, this ability gives the black blade another +1 on damage rolls. (+4)
Energy Attunement (Su): At 5th level, 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.
Teleport Blase[i] (Sp): As a standard action, a magus can expend an arcane point in the black blade and call the blade from up to a mile away, making it teleport to his hand.
[i]Transfer Arcana (Su): Once per day, a magus can siphon points from his black blade to his own arcane pool. Takes a full round action and magus must make a Will saving throw vs the black blade's Ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from the black blade. If he fails, he becomes fatigued.
Improved Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to that spell's level. They cannot apply metamagic feats in this way.
Knowledge Pool(Su): When a magus prepares his magus spells, he can spend 1 or more point from his arcane pool up to his Int bonus (+5). For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and prepare that spell as normal that day. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Bonus Feats At 5th level and every 6 levels thereafter, the magus gains a bonus feat that is a combat, item creation or metamagic feat. Intensified Spell (5th), Power Attack (11th)
Heavy Armor A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance.
Feats & Traits:
Str 14, Dex 28, Con 20, Int 20, Wis 14, Cha 10
Base Atk +11; CMB +21; CMD 42
Feats: Weapon Finesse (1st), Stealth Synergy (Bonus TW), Dervish Dance (3rd), Empower Spell (5th), Intensified Spell (Bonus magus 5), Leadership (7th) Zoren Cladius, Lunge (9), Elemental Spell (11), Spell Penetration (13), Power Attack (11, Bonus), Spell Perfection [Shocking Grasp] (15), Improved Critical (Bonus), Extra Arcana: Quickened Magic (17)
Traits: Forgery, Magical Lineage (Shocking Grasp)
Bonus Trait: +2 Concentration
Skills: Appraise +26, Acrobatics +13, Craft (Alchemy) +9, Disable Device +26, Fly +19, Knowledge(Arcana) +14, Knowledge(Dungeoneering) +9, Knowledge (Planes) +9, Bluff +21 (+25 when lying), Linguistics +23 (+25 forgery), Perception +25, Perform (Dance) +6, Profession (Painter) +4, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Stealth +30
Racial and Special Modifiers:
Racial Modifiers: +2 Dex, +2 Int, -2 Cha, Beguiling Liar [+4 Bluff to lie], Prehensile Tail [Recover item with swift action], Scaled Skin [Fire resistance 5, +1 natural AC], Darkvision 60', Darkness 1/day
Lore Warden Benefits: +2 Charisma, Chance to learn 9 spells (succeeded on 6: Bear's Endurance, Blood transcription, Darkness, Scorching Ray, Frigid Touch and Web)
Deck of Many Things Benefits Rogue 1: Skills (+1 Perception, +1 Bluff, +2 Stealth, +2 Sleight of Hand, +1 Disable Device, +2 Acrobatics, +2 Perform (Dance), Sneak Attack, Trapfinding, +5 HP
Team Evil Benefits +1 Appraise rank per level, Stealth Synergy
Stat Increases (Level) +1 Dexterity (4th), +1 Dex (8), +1 Dex (12), +1 Dex (16)
Mythic Hero: Archmage
Bonus Hit Points 3
Mythic Power 5/day
Archmage Arcana Mage Strike (Su): As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
In addition, bonus damage from this is doubled on a crit BEFORE its multiplied by the weapon's critical multiplier.
You can expend one use of mythic power to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Languages Common, Infernal, Draconic, Abyssal, Auran, Aquan, Undercommon, Goblin, Nordik, Ignan, Celestial
Gear and Possessions:
Wealth: 4,100 GP
Armor: Mithral Celestial Plate Armor +12 AC, +8 Max Dex, -0 armor check.
Belt: Belt of Physical Might +6 (Dex, Con)
Belt Buckle of the Ninth Knot (DC 25 caster level check to use divination on him) Currently resembles fancy silver belt buckle.
Body: Quickrunner's Shirt: 1/day, swift action to gain another move action.
Neck: Amulet of Natural Armor +3
Circlet of the Ninth Knot: Disguises Jax as a rather meek-looking young man with light brown hair, the beginnings of a bald spot, and rather soulful, liquid brown eyes. He looks completely human. He could be a clerk who writes poetry in his spare time.
Shoulders: +5 Cloak of Resistance
Feet: Getaway Boots (keyed to Zoren's Shop)
Gloves: Gloves of Arrow Snatching
Miscellaneous Magic: Pearl of Power (1st) x4, Heart of Fire spellbook, Lesser Rod of Piercing, bead of Newt protection, Bracelet of Friends (Edmin, Cimu, Ulp, Judge), Chime of Opening, Decanter of Endless Water
Special Ammunition/Alchemical Items
Spellcasting: Casting: [Prepared]
Concentration Check: 1d20+22 [level13+Int5+Trait2+SC2]
Caster Level Checks: 1d20+13
Caster level: 13
Spells per day:
0: 5 [Ghost sound, Arcane mark, Detect Magic, Read Magic]
1: 12 [Prepped: Intensified Shocking Grasp x10, Vanish, Shield]
2: 6 [Prepped: Bladed Dash x2, False Life, Invisibility, Mirror Image, See Invisibility]
3: 6 [Prepped: Force Hook Charge x2, Haste x2, Storm Step, Slow]
4: 4 [Black Tentacle, Dimension Door, Greater Invisibility, Monstrous Physique II(Tikbalang)]
3: 2 [
Spells Known (Spellbook):
0: All; Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1: Blood Money, Color Spray, Frostbite, Grease, Ray of Enfeeblement, Mount, Magic Missile, Obscuring Mist, Shield, Shocking Grasp, Reduce Person, Vanish
2: Alter Self, Bear's Endurance, Bladed Dash, Blood Transcription, Bull's Strength, Cat's Grace, Darkness, Eagle's Splendor, False Life, Flaming Sphere, Frigid Touch, Fog Cloud, Fox's Cunning, Glitterdust, Gust of Wind, Invisibility, Levitate, Mirror Image, Mount (Communal), Pyrotechnics, See Invisibility, Scorching Ray, Web
3: Dispel Magic, Flame Arrow, Fireball, Fly, Force Hook Charge, Haste, Vampiric Touch, Slow, Storm Step, Sleet Storm
4: Fire Shield, Icestorm, Stoneskin, Wall of Fire, Black Tentacles, Dimension Door, Greater Invisibility, Forceful Strike, Ball Lightning, Monstrous Physique II
5: Cloudkill, Overland Flight, Greater Bladed Dash, Teleport, Wall of Force, Wall of Stone
Jax gets a flask. It's a lovely thing -- silver inlaid with green semiprecious stones of an unknown nature, chased and worked in some elaborate, abstract design. The style is exotic and utterly unfamiliar. The flask is accompanied by an envelope. The envelope contains a note, lightly perfumed with a pleasant, familiar scent.
Contains Extended bear's endurance, Irin wants exotic liquor brought back in it.
Not every villain is a cruel, black-hearted curr. In fact, some even have a bit of heart and spirit to them...some just do what they do for fun.
[The black and white dressed merchant looks through the magnifying glass once again. “I still don't see what you're referring to. There's nothing here to indicate a forgery.”
Across the scarred wooden table, a man with impeccable black hair pulled back in a short ponytail lets out a sigh and cracked his fingers. He leans over the table and taps a gloved finger on the scroll. “Right here, the curve of the lettering indicates that the left hand was used to sign this. Sir Rosencruz is right-handed, sir. I do believe you have a forgery on your hands.”
The merchant's brow furrows and he nods. “Okay, alright..I see what you mean. I'm glad that Sergeant Jennings sent you over here to identify this. So, I shouldn't transfer the funds, Mr. Warrington?”
“No, of course not. Unless Sir Rosencruz's family heirlooms are to end up in the hands of a scoundrel. The proper documentation is what Jennings sent me here with. Its a very good forgery, but not quite good enough to fool Sir Rosencruz's assistant, luckily for you and him. Hmn..wonder if I'll get a raise for noticing this.” The man in the red and gold coat laughs, smiling at the merchant. “Thank you for contacting us about the possibility of a forgery, I'm glad I could help prove the matter. Now if you'll just furnish the case..?”
The merchant nods and turns, pulling a long, black leather case off of the shelves. The box is covered in silver embroidery and, by the way the man struggles to lift it, is carrying a small fortune. “Right you are, my man. Good fortune to you on that raise. Give me best to Sir Rosencruz and that delightful daughter of his.”
A sly smile crosses the Sparrow's face and he nods once while taking the case. “Quite right, I will indeed. Good day to you, Mr. Grunin. Give my best wishes to Jennings.” He spins, his tailored coat flaring out behind him and strides to the door. Expensive, black boots clicking with each step. As he reaches a hand to open the door, it swings open and a fat man in a uniform with a large mustache blinks in surprise. “Ah..bugger.”
The uniformed man swings one hand, clubbing the faux noble across the skull with his baton. “Got you, scoundrel!”
Jax Naismith is a man known by many names. The mysterious, faceless Sparrow. The well-dressed and mild-mannered noble Jacob Warrington III. The silver-tongued merchant from foreign lands Filippe Demiso. The ever-friendly soldier Argon Steeljaw. He is a man who takes whatever face he can when he needs to, or did, anyway, until he forgot to add enough taggit root to Sergeant Jennings morning meal. Jax grew up with his aunt, his father a corrupt policeman who'd been hung when Jax was only eight. His mother ran away, leaving him in the care of her sister. Despite a rough upbringing, he's friendly toward nearly everyone—usually lying through his teeth the entire time.
Jax is a con-artist and a forger, he grew in talent until he was, presumably, one of the best in the city. He's attractive, but his demonic features usually put others off a bit. His eyes are a pale yellow, his nails are hard and dark, and he has a slender, pale-skinned tail. Most of these features aren't hard to hide and he does his best to do so.
Jax doesn't think about the effect of his crimes on others, and frankly cares little about that. What he cares about is his own greed-acquiring a massive amount of money and enjoying the process of getting that money. He has a love for luxury, the exotic and challenge. Obeying the rules is simply too easy. Working in a salt mine seems so...unappealing. Jax has sworn to escape his prison and amuse himself by getting some revenge.
Why would the hedonistic son of a corrupt policeman concern himself with mixing arcane and martial? For perfection. Jax isn't just hedonistic, he's a complete narcissist--and its hard not to be when you can do so many things, and do them perfectly. He's a perfectionist at heart. His forgeries are better than they need to be, because he wants them to be. He routinely creates forgeries of famous artwork, just to hang on his walls to fool friends. He's a fantasy Renaissance man--he values art, wine, dance, dueling and the thing that makes all of those easier--Magic. Jax sees magic as his "trick" as the way up. A normal forger may be able to create a perfect work of art..but what if you want to replicate the image-shifting pattern of the Fabrezio Alruso or the accurate violin-playing of Lucresius in the painting Garden Nights?
A true man of fashion knows a little bit about everything--magic, dueling and the arts. He takes full advantage of his unique heritage to harness his blood for even more power in severe situations.