Applying Ladrengil Annúmben, a Magus Bladebound. Regards to Enlightenment:
Elves in purple garments utter a song both solemn and sad. This is a farewell song in Kyonin, the music that marks the departure into the afterlife, the music that would mark Ladrengil on her decision of leaving the homeland to discover a new one. The funeral ritual on that winter afternoon in Calistril, that marked the way out of her father in his next life. Now, the life, the pursuit, the other way opens to me, finally I got rid of my last, of my fate. She thought looking to that full moon. Since her early childhood the life of Ladrengil was marked by changes and traumas that followed, and, because this she became an awkward between other elven children in Kyonin, and decades after in Erages. Unlike the others, the time of transition and understanding of revelation, "The Brightness", never start in a overflowing way.
(...) In the fog-shrouded streets of Caliphas one of the few elvish woman in Ustalav night roads looking for clues to better understand the world around her. A tip led Ladrengil Annúmben to an old antiquary in Barragoro Road, a place that maybe she could find ancient books with elven runes inscribed.
The fog is so heavy, I cant even note where I step ... this air is thick and hot, it´s reminds me arcane signs ... someone ... She stops. Steps into darkness, she knows she isnt alone. So, she turn in the opposite direction, knows that an night when the fog hides the moon the danger may be on peeks.
"మోర్టె ద్వారా మోర్టె అల్మాస్ మోర్టె ద్వారా మోర్టె" At the moment of her scimitar hits the target a touch from her hand, which glows with blue energy, makes the target suffer with the spell cast.
Sheet: Ladrengil Annúmben High Fantasy (20 point) Valley of Stars of West Sunset Female Elf Magus Bladebound 1 LN Medium Init +3; Senses Low-Light Vision, Perception +1 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex) hp 9 (1d8+1 Favored Class) Fort +2, Ref +3, Will +1 {+3 vs enchantment, immune to magic sleep} -------------------- Offense -------------------- Speed 30 ft. Melee Scimitar +2 (1d6+2/18-20x2) {+1 to confirm critical hits} Ranged Longbow +3 (1d8/x3) {+1 to confirm critical hits} Special Attacks Special Abilities Arcane Pool 5, Malleable Magic Magus Spells (CL 1st; concetration +6) 1st [3]- Shield, Feather Fall, Blend 0st (at will) [2] - Detect Magic, Disrupt Undead -------------------- Statistics -------------------- Str 15, Dex 16, Con 10, Int 17, Wis 09, Cha 10 Base Atk +0; CMB +2; CMD 15 Feats Skill Focus (Use Magic Device) Traits Subject of Study [Undead], Anatomist Skills Craft Tattoos (Int) 3 [3], Intimidate (Cha) 4 [1+3], Knowledge (arcana) 7 (Int) [1+3+3], Knowledge (dungeoneering) (Int) 7 [1+3+3], Spellcraft (Int) 7 [1+3+3] {9 to identify magic items}, Use Magic Device (Cha) 7 [1+3+3] Languages Common, Elven, Draconic, Sylvan, Celestial Gear Scimitar (15gp/4lbs), Longbow (75gp/3lbs) and Quiver (20 arrows) (1gp/3lbs), Leather armor (10gp/15lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs), 17gp -------------------- Special Abilities -------------------- Arcane Pool (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. 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. 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. Spells _____________Cantrips A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. _____________Spellbook A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. 0º Spells [All] - 8 pages 1º Spells [7] - 7 pages Blend, Enlarge Person, Chill Touch, Feather Fall, Grease, Mirror Strike, Shield -------------------- Traits -------------------- Subject of Study Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type: Undead. You gain a +1 bonus on damage rolls against creatures of this type. Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits. -------------------- Racial -------------------- Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses Elves receive a +2 racial bonus on Perception checks. Elven Magic 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. 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. Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
F Elf Magus Bladebound 1
Ladrengil looks in the direction pointed by the woman in full plate, trying to understand something about that place, but dont lose much of their time and turns back... I cant believe this girl would be able to see through dimensions, an illusion maybe, looks like most likely an insane one, ummmm, but nothing to worry about, I hope so. ...her face shows that she has no interest in "madness"´s Meri. ... and continues, looking at the dwarf...
The elf put her scimitar on the table, an ancient type of sword, all covered with an elaborate elvish fabric and adorned with typical carvings of Kyonin.
...looking into the eyes of Meri, and turning a glass of wine, Ladrengil question ...
F Elf Magus Bladebound 1
The elf keeps "her" dialogue between the dwarf and gnome. "Actually my interest isn't only limited to the aspects of the environment and survival of these creatures, I seek to understand the peculiar traits that some of the aberrations that live in regions full of magic, and even his strange origin. Well, we can take for example the Will-o'-Wisp, in Kyonin can be found many of these amorphous forms of "light conscious bog" in Tanglebriar, the demon-haunted swamps between the southern edge of the Forest Fierani. What would be its origin? Would be linked to an innate magical energy into your being or from their plane of existence, or maybe, are only distorted reflections of reality? Do you have any idea that "nature" of freaks like this?"
And, performing a motion with hands in a unusual gesture, but not rare among elves, Ladrengil presents yourself. "My apologies, Ladrengil Annúmben of Kyonin. Very pleased to meet you both."
F Elf Magus Bladebound 1
Ladrengil gets up and takes her seat next to the gnome.
"Nothing so specific as to members and organic structure, only informations in elven compilations about the environment in which they inhabit and techniques of hunting and survival." Once again she talks eagerly, though her voice keep a calm tone...
...and pointing with a gentle motion to the young bartender...
F Elf Magus Bladebound 1
Ladrengil takes the interesting drink, with eyes closed she feels the taste and aroma, slowly. A few minutes later she experiences yourself more comfortable in a relaxed atmosphere, perhaps with the effects of drink, perhaps for the joy in the little show with magical butterflies. She would not know the answer. So, by removing her robe and put on the table she exhibits her body and reveals exotic tattoos on the back of her neck that descend by her arms. Elven signs mixed with arcane symbols mingle in her slender body. When realize the gnome enter the place, she closes the book that was read and moves her hands on arcane motives to welcome him with a blessing. "Yuelral మాంత్రిక బలం మీరు మొదటి ప్రపంచ బ్లెస్డ్ చిన్న జీవి వహించాలని".
Gnome: "That the magical strength of Yuelral remain on you, blessed little creature of the First World".
F Elf Magus Bladebound 1
A woman, a superb elven face, showing traces of the ancient worthy lineage of Kyonin, enters on tavern. She looks at the environment, and heads for the most central table, where she can watch everything and everyone. Her scimitar at the waist and the dress with arcane features draws attention. "Honey, bring me what you have special for the day, please." She says with a voice that exudes tranquility. Then she pulls out a small book with a very old appearance and begins to read while wait for the drink.
The character sheet and background (with a RP Sample) that I owe ... ^ ^ Regards to Enlightenment:
Elves in purple garments utter a song both solemn and sad. This is a farewell song in Kyonin, the music that marks the departure into the afterlife, the music that would mark Ladrengil on her decision of leave the homeland to discover a new one. The funeral ritual on that winter afternoon in Calistril, that marked the way out of her father in his next life. Now, the life, the pursuit, the other way opens to me, finally I got rid of my last, of my fate. She thought looking to that full moon. Since her early childhood the life of Ladrengil was marked by changes and traumas that followed, and, because this she became an awkward between other elven children in Kyonin, and decades after in Erages. Unlike the others, the time of transition and understanding of revelation, "The Brightness", never start in a overflowing way.
(...) In the fog-shrouded streets of Caliphas one of the few elvish woman in Ustalav night roads looking for clues to better understand the world around her. A tip led Ladrengil Annúmben to an old antiquary in Barragoro Road, a place that maybe she could find ancient books with elven runes inscribed.
The fog is so heavy, I cant even note where I step ... this air is thick and hot, it´s reminds me arcane signs ... someone ... She stops. Steps into darkness, she knows she isnt alone. So, she turn in the opposite direction, knows that an night when the fog hides the moon the danger may be on peeks.
"మోర్టె ద్వారా మోర్టె అల్మాస్ మోర్టె ద్వారా మోర్టె" At the moment of her scimitar hits the target a touch from her hand, which glows with blue energy, makes the target suffer with the spell cast.
Sheet:
Ladrengil Annúmben Valley of Stars of West Sunset Female Elf Magus Bladebound 1 LN Medium Init +4; Senses Low-Light Vision, Perception +4 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex) hp 9 (1d8+1) Fort +3, Ref +4, Will +4 {+6 vs enchantment, immune to magic sleep} -------------------- Offense -------------------- Speed 30 ft. Melee Scimitar +3 (1d6+2/18-20x2) {+1 to confirm critical hits} Ranged Longbow +4 (1d8/x3) {+1 to confirm critical hits} Special Attacks Special Abilities Arcane Pool 5, Malleable Magic Magus Spells (CL 1st; concetration +7) 1st [3]- Shield, Feather Fall, Blend 0st (at will) [2] - Detect Magic, Disrupt Undead -------------------- Statistics -------------------- Str 16, Dex 18, Con 13, Int 18, Wis 14, Cha 14 Base Atk +0; CMB +3; CMD 17 Feats Skill Focus (Use Magic Device) Traits Subject of Study [Undead], Malleable Magic, Anatomist Skills Craft Tattoos (Int) 8 [1+3+4], Intimidate (Cha) 6 [1+3+2], Knowledge (arcana) 8 (Int) [1+3+4], Knowledge (dungeoneering) (Int) 8 [1+3+4], Spellcraft (Int) 8 [1+3+4] {10 to identify magic items}, Use Magic Device (Cha) 9 [1+3+2+3] Languages Common, Elven, Draconic, Sylvan, Gnome, Celestial Combat Gear Scimitar (15gp/4lbs), Longbow (75gp/3lbs) Other Gear Leather armor (10gp/15lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs), 37gp -------------------- Special Abilities -------------------- Arcane Pool (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. 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. 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.
Spells
--------------------
Malleable Magic Once per day as a swift action, you can lose a single 1st-, 2nd- or 3rd-level magus spell to regain 1 arcane pool point. You can't exceed the maximum number of arcane pool points in your arcane pool by using this trait. Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Keen Senses Elves receive a +2 racial bonus on Perception checks. Elven Magic 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. 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. Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Good Luck to all!
Very interested. Generating the attributes for a female elf magus bladebound, Ladrengil Annúmben. Later today I´ll post the sheet and background.
Dice: 19 - 1d6 ⇒ 19 - (4) = 15
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