About Kiddrik, the Blackstone
Class & Rechargeable Resources
Arcane Pool 4/4 remaining
Blackblade Arcane Pool 1/1 remaining
Mask of the Mantis 3/3 remaining
Pearl of Power I - 1/1 remaining
Cantrips: Arcane Mark, Detect Magic, Ghost Sound
1st Level: Rime Frostbite, Shield, Vanish
2nd Level: Frigid Touch
112g 1s 0c
Kiddrik, the Blackstone
Str 16, Dex 14, Con 13, Int 16, Wis 10, Cha 10
AC 18, touch 16, flat-footed 13 (+2 armor, +1 deflection, +2 Dex, +3 dodge)
Feats: Additional Traits (1), Improved Initiative (Human), Weapon Focus: sawtooth sabre (Kensai1), *Alertness (Bladebound1), Rime Spell (3)
Skills: (28 total = 8 magus + 12 Int + 4 Human + 4 favored class
Languages Common, Osiriani, Red Hand, Tien
Bonus Feat: Improved Initiative
Skilled: +1 skill rank per level
The Blackstone: +1 sawtooth sabre. Int 11, Wis/Cha 7, Ego 5.
At 3rd level, the bladebound magus' 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.
Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Black Blade Basics:
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM's choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
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. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade: Arcane Pool (1/day) (Su) A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Black Blade: Strike +1 (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.
Black Blade: 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.
Black Blade: 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.
Arcane Pool +1 (4/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
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. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). 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 he uses this ability again, the first use immediately ends.
Canny Defense +3 (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Chosen Weapon (Sawtooth sabre) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex) At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.
If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
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.
Spells & Spell Journal:
Caster Level 4
Cantrips: 3 prep slots
The Blackstone (black blade; +1 sawtooth sabre)
Mask of the Mantis
+1 silken ceremonial armor
Cloak of Resistance +1
Ring of Protection +1
Pearl of Power (1st level)
Spell component pouch
mwk cold iron sawtooth sabre
mwk alchemical silver sawtooth sabre
crossbow bolts (20)
Travel Bag (backpack)
Deep in the heart of Taldor, hidden in the forbidding and wind-swept Dragonscar Mountains, nestles the quiet mining village of Solwetta high above the Valley of the Azlant. The village is quiet because it holds a secret. In addition to modest amounts of coal, some minerals, and the odd gemstone, Solwetta produces and exports assassins (Raised in Secrecy). It is something of a 'cottage industry' for the four families that founded the village.
It was in this community that Kiddrik was raised … a small, quiet, black-headed boy with striking, pale blue eyes and a curious, sharp mind. Kiddrik’s father was Mattin Black, a tallish Taldan man who shared his young son’s quiet nature, sharp mind, black hair, and pale blue eyes. Kiddrik has no memories of his mother, nor of Mattin speaking of her. Mattin and Kiddrik lived a mostly quiet life in their strange little Red Mantis village, with Mattin making a modest living as a carpenter between assignments for the Red Mantis Assassins.
Kiddrik—known as Kidd by most of the town—grew as most boys do. And while he wasn’t the quickest to make friends, he grew up playing the games of his village. Between working with his da and receiving the lessons and training given by the four founding families, he made a few friends in the hills around his home … hunting imaginary beasts, winning imaginary wars, and slaying imaginary targets (Highlander). He was a natural athlete and a quick learner. And, as his mind got more curious, his da began teaching him the ways of the Red Mantis magus (Magical Lineage). Simple cantrips he memorized as he ate breakfast. Basic sword forms he worked with a wooden practice saber. And the basic, still somewhat complicated tenets of the community’s beliefs … the beliefs of the Red Mantis.
It might not be the normal life of most young Taldans, but Kidd remembers it fondly. It was the simplest time in his life, and he grew into it well.
And Kiddrik became Kiddrik Blackstone.
A Father’s Legacy
And then that day came, nearly a decade ago. Mattin was called away once again. As always, a sixteen-year-old Kiddrik ached to go along—or to even know where his father went—but he knew better than to ask. Mattin was away for days, which turned into weeks that stretched into months. Assignments had rarely gone this long with no word from his da, but what could Kidd do but wait. Then, over a year later, word finally found its way back into Solwetta.
Whatever the assignment. Whatever the target. Whatever the circumstances … Mattin Blackstone had failed. The Red Mantises don’t accept failure in the best of circumstances. To make things more odd, the Mantises came to Solwettta. They interviewed Kiddrik, they interviewed Mattin’s friends and associates. They searched Kiddrik’s house. Again, no details were revealed to Kidd, but the message was clear … Mattin had failed them in a way that warranted investigation, and the Mantises were eager to make an example.
Kiddrik became the object of curiosity, then of suspicion, and ultimately of scorn and isolation. The name Blackstone became a black mark that Kiddrik had to carry. When he found his father’s blade, he took it up. In the time since, he’s been trying to unlock its power … feeling a connection to the Blackstone he’s sure his father did before him. He wears it with a stubborn pride … a not so metaphorical black chip on his shoulder.
In this time of training, he’s kept close counsel with one of the few people he feels is loyal to his da’s memory … the Red Minister. He views the older man as one part friend, one part older brother, and one part uncle. The man is as much a part of Kidd’s success as Mattin was, and Kidd is loyal to Red in a fierce way.
When the time came for his trials and tests, he threw himself into the tasks without pause. No matter the task, whether trying, demeaning, or mundane, Kiddrik pursues it with implacable resolve. When he finally earned his twin sabers, it was the first step to proving what he is. Who a Blackstone is … no matter what folks whisper.
Appearance & Personality:
Kiddrik is tall and lean with an athletic build. He’s pale-skinned with a shock of unruly black hair. With his blue eyes in an unremarkable, long-featured face, he’s pretty forgettable. He prefers to wear simple, comfortable, well-made clothes. Under these, he wears his ceremonial silks. He is never without his namesake blade—Blackstone—riding in its sheath on his back, the pommel peeking over his right shoulder.
Kiddrik is quiet. He is smart. And he is tenacious in his focus on a task. Kiddrik strikes a unique balance between careful, methodical preparation for any given task that quickly turns to a level of intense proactivity that some view as reckless, but is really just a supreme level of self-confidence. In fact, Kiddrik is as supremely confident in his own skills as his father ever was, and—because of the events around his father’s disappearance—feels the need to constantly prove himself to the Red Mantis Assassins. As such, he’s also incredibly touchy about his role and reputation within their ranks.
1) Additional Traits, **Improved Initiative, *Weapon Focus, *Alertness
3) Rime Spell
5) ?,*Power Attack
7) Outflank (?)
8) +1 Con
11) ?, *?
solid feats: Arcane Strike, Power Attack, Intensified Spell, Outflank, Precise Strike, Stealth Synergy