Kyper's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Lets be serious guys. You are not going to get EVERY common formula for 1 SP. Apply some sense and logic here please. It is clearly meant to be all 0 level one's only. Nothing more, nothing less. Anything more than that for that price is insane and absurd.


Thanks Chess Pwn, for whatever reason I had thought that was like the Arcane Strike feat which is unneeded really after 3rd level as a Blade Adept. I reread it and realized it was exactly what I was looking for.

Blakmane the only way I could become an Eldritch Knight is if I took a class that allowed me to become proficient with all martial weapons, as the Martial Weapons Proficiency feat only applies to a single weapon of the martial weapons type.

To be honest I'm not sure if I'll even take a prestige class with this character. We'll see though.


Ok, so I should get 8 points each day in my pool then with rest. 3 base, 5 do to level (if you round up).

If thats the case on the arcane reservoir, then a player in our group was right. That will be handy being able to put flaming and such on the blade adepts black blade.


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Okay, two questions here.

First with regards to thier favored class option:

Quote:
Arcanist: Increase total number of points in the arcanist's arcane reservoir by 1.

Does this mean that it increases the number of points I start with after a nights rest as well? So a 9th level elven blade bound arcanist thats chosen this say 5 times would have 3 + 5 (for level) + 5 (for favored class option) = 13 points in his reservoir after a nights rest?

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Second, with regards to the Blade Bounds arcane reservoir. Does it work like the Magus Arcane Pool for purposes of enhancing the black blade?

In short, can it do this:

Quote:

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. 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.


Megan Robertson wrote:

Kyper - that looks all right. I accept Ultimate Magic even if HeroLab doesn't!

Jestem - if you'd like to play, you'll be welcome. I'm thinking of firing this puppy up again this coming Monday (to give everyone time to put finishing touches to characters, work out - with me and with the other players - how we get the newcomers involved, etc.), so get that character made. You will be 2nd level, so give yourself appropriate average starting wealth, please.

Fraust - you tempter. But you've got a Ptolus game anyway!

It'll accept it beginning of next month. Yay us. :)


I am looking to get involved in the game myself. Looking at possibly the below Dhampir Magus.

Demora:
DEMORA CR 1
Male Dhampir Magus 2
CG Medium Humanoid (Dhampir)
Hero Points 1
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +3
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (2d8)
Fort +3, Ref +2, Will +4
Defensive Abilities Negative Energy Affinity; Resist Undead Resistance
Weakness Light Sensitivity
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OFFENSE
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Spd 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Silversheen Longsword +4 (1d8+2/19-20/x2) and
Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Spellstrike
Spell-Like Abilities Detect Undead (3/day)
Magus Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day) Shield
0 (at will) Acid Splash, Read Magic, Detect Magic, Prestidigitation (DC 12)
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STATISTICS
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Str 14, Dex 14, Con 10, Int 15, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Godless Healing
Traits Reactionary, Westcrown Firebrand
Skills Acrobatics +1, Bluff +4, Climb +5, Escape Artist +1, Fly +1, Intimidate +6, Knowledge: Arcana +7, Knowledge: Dungeoneering +6, Knowledge: The Planes +6, Perception +3, Ride +5, Spellcraft +7, Stealth +1, Swim +1, Use Magic Device +6
Languages Abyssal, Common, Infernal
SQ Arcane Pool (+1) (3/day) (Su), Godless Healing (1/day) (Su), Hero Points (1), Resist Level Drain (Ex), Spell Combat (Ex)
Combat Gear Dagger, Studded Leather, Silversheen Longsword; Other Gear Backpack, Masterwork (2 @ 31.5 lbs), Bag, Waterproof (25 @ 23 lbs), Bedroll, Blanket, winter, Chalk, 1 piece (3), Charcoal Stick (2), Fishhook, Flint and steel, Hammock, Potion of Cure Light Wounds (2), Pouch, belt (1 @ 0.86 lbs), Powder (4), Rations, trail (per day) (7), Soap, Bar (50 uses) (2), Spell component pouch, Travelling Spellbook (blank), Waterskin (2), Whetstone, Whistle, Signal
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SPECIAL ABILITIES
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Arcane Pool (+1) (3/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 poo
Darkvision (60 feet) You can see in the dark (black and white vision only).
Godless Healing (1/day) (Su) Move, at 50% or less Hp heal 1d8 + level damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) The creature alive, but reacts to positive and negative energy as if it were undead - positive energy harms it, negative energy heals it.
Resist Level Drain (Ex) A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional savin
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Undead Resistance +2 save vs. disease, mind affecting
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

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As a note Hero Lab does not put the spellbooks into statblocks, and also does not have Ultimate Magic in it yet.

Her Spellbook is:
0-level Magus Spells: All
1-level Magus Spells: Shield, Burning Hands, Magic Missile, Corrosive Touch (In Ult Mag), Frostbite (In Ult Mag)