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About Kiri FrostbrandKiri Frostbrand
Spellbook:
BLACK BLADE:
'Black Ice' (alertness, black blade strike, telepathy, unbreakable, energy attunement) Perception -2 STATISTICS
Enhancement bonus: +2
SPECIAL ABILITIES:
Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells. Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. 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 4 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 +1 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. Armor Proficiency (Ex): You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing 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): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). 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. *Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. *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. *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. *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. *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. Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. Bonus Magus Arcana : The magus gains 1/6 of a new magus arcana. Elven Immunities (Ex): Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex): Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once. Hex Magus: At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall. *Slumber (Su) Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. *Flight (Su) Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Keen Senses (Ex): Elves receive a +2 bonus on Perception skill checks. Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again. 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. Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. *Arcane Accuracy (Su) Benefit: The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. 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 (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, you can make all of your attacks with your 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 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 a circumstance bonus on 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. Spells: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. 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. BACKGROUND:
Go to Aria Park, just south of the famous opera house. There will be people to meet. What do I care for the petty politics of the humans? It appears to be a relatively peaceful protest. I would rather not talk to anyone. If you would unlock my secrets, go to Aria Park. A solitary figure approaches the rear of an assembly of protesters. The female elf wears a hooded cloak, concealing long, black hair. She wears a chain shirt and caries a cold-iron scimitar with a bluish-black blade. When she speaks, her voice sounds irritated, and her expression is cold. "I came to the park as you requested," she says. "You said your secrets would unlock if I came here," she whispers harshly. The assembled protesters do not seem to see that she is addressing the bluish-black blade at her waist. She throws a hand up in exasperation, apparently not receiving a response. Kiri Frostbrand a student of both swordplay and magic. Approximately a year ago, she discovered a blade in her family’s possessions, one made of an unusual material that seemed to conduct her spells. She began experimenting with it, when she learned it was an intelligent blade, and one with a purpose. Kiri is a careful and competent warrior. She takes her craft very seriously, as she does everything else. When she began a serious study of the blade, she found that it was an artifact of a war in Cheliax. Her research brought her to the Silver City of Kintargo, where the blade began to speak to her mind telepathically. Liberty. Freedom. Happiness. She did not care all that much about its goals, nor for its chipper personality. Kiri’s personality is most kindly described as cold and distant. She cares little for comradery or interpersonal relationships. In contrast, her sword seems quite friendly and outgoing. She also takes everything quite literally, and has little ability to understand nuance or innuendo. For what reason the blade has brought her here, she does not know. But she intends to find out. Kiri has almost complete apathy to the way others feel, and is gullible. She is logical and tidy. Unknown to Kiri, her blade, 'Black Ice,' was once used by the goddess Milani when she was a mortal. The blade is an emphatic supporter of freedom and opposes oppression in any form, along with Asmodeus and Zon-Kuthon and their followers. Appearance Personality 1. Background
PFS:
Boons and Vanities: Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option). Pharasma's Blessing: You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. Cursebreaker: You may cross this boon off your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. PFS# 132076-19
Level Progression:
Level 1: Class Taken: Magus Class Feature Gained: Arcane pool, cantrips, spell combat Hit points Gained: 1d8 + 1 Con Skill Points (2+4): intimidate (1), knowledge (arcana)(2), perception (1), spellcraft (1), swim (1) Feats: Rime Spell Favored Class Bonus: +⅙ of a new magus arcana Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Dice:
[dice=+2 Scimitar]1d20+10;1d6+5[/dice] [dice=+2 Scimitar (power attack)]1d20+8;1d6+9[/dice] [dice=MW longbow]1d20+8;1d8+3[/dice] *power attack (-2/+4)
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