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About Kyto The Blade Kyto The Blade
STR: 18 (+4) DEX: 14 (+2) CON: 12 (+1)
DEFENSE:
AC: 17 (+3 Int, +2Dex +2BoA) | HP: 28-28
OFFENSE:
MW Katana:
- Attack Bonus: 10 / 8 - Damage: 1d8 + 5 / 7 - Critical: 18-20 x2 - Type: S - Weight: 6 lbs. -Notes: deadly +4 to fort save during coup de grace -Location Left hip. Dagger x2:
- Attack Bonus: +7 - Damage: 1 d4 + 4 - Critical: 19-20 x2 - Range: 10ft - Type: P/S - Weight: 1lb each - Location: Crosswise lower back. Coat Pistol):
- Attack Bonus: +5 - Damage: 1d4 - Critical: 20 x3 - Range: 10ft - Type: B/P - Weight: 1lb -Ammo: 10 bullets 10 doses in horn - Location: right sleeve ------------------------------------------- SKILLS:
(Ranks + class skill + ability + Miscellaneous = total) Fly: 6+3+2+0=11 Knowledge Arcana: 6 +3+3+0=12 Knowledge Dungeoneering: 6 +3+3+0=12 Knowledge Planes: 6 +3+3+0=12 Ride: 6+3+2+0=11 Spellcraft: 6 +3+3+0=12 ------------------------ RACIAL ABILITIES:
2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. str Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic) -------------- CLASS ABILLITIES (MAGUS)
Spellbooks:
Lvl0: All 0 lvl words and meta words Lvl1: Burning Flash; Dash; Force Shield; Glide; Radiance; Shock Arc; Fade; Metaword Careful; Metaword Quiet Lvl2: Accelerate; Enhance Form
Prepared Spells:
Lvl0: Cone of Sense Magic; Selected Fire Jet; Selected Cold Snap; Lvl1: Lengthy Force Shield; Selected Burning Flash; Shock Arc Lvl2: Boosted Accelerate
Canny Defense (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. Weapon Focus (Ex):
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Arcane Pool (Su)::
At 1 st 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 /3 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 5 th 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. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. 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. 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, spellstrikes, 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.
Magus Arcana::
Arcane Accuracy (Su): 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 ---------------------------- PROFICIENCIES:
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. ----------------- LANGUAGES:
TRAITS:
FEATS:
Lvl1: improved initiative Lvl1 human bonus: extra arcane pool Lvl3: Quickdraw ----------------------- EQUIPMENT:
Backpack:
50 ft of string; Whetstone 1lb; 2 pieces chalk; Spell Book; 10 flasks acid; blank spell book; Compass; Crowbar; 10 trail 50 ft silk rope; 3 vials ink; inkpen; skeleton key; steel mirror -------------------- Character
PERSONALITY::
Quick to anger and just as quick to respond to a threat. Sees drunkenness as an escape from reality and refuses to drink in excess. APPEARANCE: :
Short black hair eyes a piercing yellow that have seen far too much violence and pain. Five foot eleven and three quarters broad shoulders that leads to a slim waist for quick precise movements. HISTORY::
Kyto was adopted by a man from the east called Miyamoto who was a disgraced samurai from the east. He never explained to his adoptive son what had happened Kyto just assumed it was to depressing and painful to explain so he never pushed it. His “father” taught him the way of the sword in the style of the samurai and Kyto was always fascinated by the stories of magic that his “father” told him of so he would also study magic despite the superstitions surrounding it as dark. One day while Kyto was out looking for a new book on magi he comes back to his home to find his “father” shot lying in a pool of his own blood. The house had been ransacked and everything of value had been stolen. Including his “father’s” katana which he had told him was more precious to him than his own life. He set out as soon as he had buried him and looked for the people who could have done this. He heads to a well known fence asking if any men had tried to sell off any unusual items. He showed him a very familiar blade, Miyamoto’s own katana. The man wouldn’t explain who had sold it to him, but after a show of magically might that involved burning part of his wares he relented. Kyto headed towards the place the men had set up camp after selling off their stolen goods. After waiting for the fall off night and their drunken snores he walked into their camp and slaughtered the three off them without remorse and left their bodies for the animals. He had to leave his village after the fence had accused him of witchcraft which was fine with Kyto. Sometime later while on the hunt for a bounty he ran into a beautiful and sultry woman who originally told him her name was The Black Butterfly its not until later that he finds out her real name is Aedia. When he found out they were after the same bounty they decided to team up and get him together, and split the bounty fifty-fifty. The two of them took the bounty down easily with her expert marksmanship and his quick blade and magic. After spending a few hours together after the payoff they decided to continue working together falling in love and getting married. They now work as a team making a name for themselves as a married bounty hunter team. |