Andoran Cavalier

Leena Almadill's page

79 posts. Alias of mcridill.

Full Name

Leena Almadill




Bladebound magus/5 | AC 17| Touch 12 | flat footed 15| HP 39/39| Init +3 |Perception +3| Arcane Pool 8/8|Concentration +14|










Common,Draconic, Sylvan, Celestial, Elven

Strength 17
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 8

About Leena Almadill

N Medium humanoid (human, Dual talented +2str,+2 Int)
Init +3 Perception +3
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 39 (5d8+10)
Fort +6, Ref +3, Will +5;

Speed 30 ft.
Melee Ridill +9 (1d6+5/18-20x2)
Melee Morningstar +6 (1d8+3/20x2)
Ranged Chakram +5 (1d8+3/20x2)
Str 17, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Combat Casting, Weapon Focus Scimitar, Arcane Strike, Craft Magic Arms and Armor
Craft Weapon +12, Craft Armor +12,Climb +8, Knowledge (arcana) +12, Knowledge (dungeoneering) +9; Knowledge (Planes) +12, Spellcraft +12, Swim +8, Armor Check Penalty 0
Traits Arcane Temper, Axe To grind.
Common, Elven, Sylvan,Celestial, Draconic.

Ridill (Blackblade Scimitar)
Morning Star (8gp)
Chakramx10 (10gp)
Mithral Chain shirt+1. (2100 GP)
Aegis of Recovery (1500)
Magus Kit (22 gp)
6710 Gp remaining

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 1/3 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 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

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.

Spell Recall:
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Arcane Temper, + 1 to initiative and concentration checks.

Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.


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.

Favored Class Bonus
1/4 arcane pool. (1.25)

Level one Spells Known
Burning Hands, Chill Touch, Magic Weapon, True Strike, Magic Missile, Shield, Shocking Grasp, Color Spray, Snow Ball, Grease, Obscuring Mist.

Level two spells known
Bull's Strength, Bladed Dash, Brow Gasher, Defensive Shock,
Tracked resources.

Arcane pool 7/8
ridill pool 2/2


Detect magic 1/1
Read Magic 1/1
Ray of Frost 1/1
Mage Hand 1/1

Level 1
Shield 1/1
Magic Weapon 1/1
Shocking Grasp 1/1
Magic Missile 1/1
Burning Hands 1/1

level 2
Bull's Strength 0/1
Bladed Dash 1/1
Brow Gasher 1/1