About Maeve the HarrowerCard Alignment rolling expression: [dice=Card Alignment]1d9[/dice]
Maeve's Backstory: Spoiler:
Maeve steps out of her covered wagon past the crates of her garments and into the bustle of the caravan. A few people look up and greet her as she starts her day. Not everyone is accepting of Tieflings, but her people were. That's what made the rest of the day ahead of her so painful. There had been much apprehension as the caravan approached Ridonport, she had been visited many times in the last month by people with dreams of terrible things happening to them in Absalom. She knew it was a message from her Patron, it was time for her to return home. Amygdala would infect the dreams of those around her, and eventually when they'd come to her they'd tell her about their dreams and she'd receive the message. Amygdala wanted Maeve to involve herself in the city and spread her influence. Maeve walked up to the leader of the caravan, Gonti, and broke the hard news that she'd be staying. She had known Gonti as a father figure, and she'd found a home among his people. She tailored their clothes and when they came to her with bad dreams or trouble sleeping she'd read their Harrow then help them to sleep. It hurt to know they bore the brunt of Amygdala's influence, but she could never tell them why it happened. The silver lining of leaving is knowing her patron won’t be troubling her found family. Gonti looks worried as she packs her things and makes ready for the journey back to Absalom. She left Absalom over a decade ago with the help of a smuggling operation backed by the Kortos Consortium. Amygdala first appeared to the people of Absalom with horrific dreams involving the then-teen Maeve, her powers first awakened when an angry local’s accusations turned violent, and she willed him to fall asleep. She was able to escape the growing mob in exchange for a favor to the Consortium, she used her powers to make a port authority inspector fall asleep, the Consortium used the opportunity to move hot merchandise and she used the opportunity to hide in a box. Card Caster Magus = [CCM] Cartomancer Witch = [CW] Tiefling = [T] Favored Class Bonus: Magus +1/4 Point to Arcane Pool (2/4) Racial Traits: [T] +2 Dex, +2 Int, -2 Cha Darkvision Skilled: +2 on Bluff & Stealth Spell-Like Ability: Darkness 1/day Scaled Skin: +1 Natural AC 5 Fire Resist Prehensile Tail BAB: +1 | Fort Save: +6 | Ref Save: +4 | Will Save: +3 | Init: +4 | AC:16 - Touch:14 - FF:12
Spoiler:
Aroden wrote much about ways to use weapons to enhance magic’s effectiveness, and you have taken to heart the insights gleaned from his words. Whenever you strike a foe with a weapon, you gain a +2 trait bonus on caster level checks to overcome that foe’s spell resistance until the end of your next turn. Traits Race - Tiefling: Dark Magic Affinity : Spoiler:
You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic. Whenever you cast a spell with the evil descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects. [CW]Spell Deck: Spoiler:
Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
Deliver Touch Spells (Su): At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck). [CW]Deadly Dealer: Spoiler:
At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex. [CW]Hexes: Spoiler:
1st Level Hex: Slumber (Su) (Advanced Player's Guide pg. 66): 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. [CW]Spells: Spoiler:
Spell Slots: 4 Cantrips, 3 1st Level
Spells Known: Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Detect Poison, Grasp, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stablize, Touch of Fatigue 1st Level Spells: Aphasia, Cloak of Secrets, Cure Light Wounds, Dancing Darkness, Haze of Dreams, Inflict Light Wounds, Touch of Blindness, Touch of Combustion, Undine's Curse Patron Spells: (1st) Sleep [CW]Patron: Spoiler:
Nightmares, 2nd level spell - Sleep [CCM]Deadly Dealer: Spoiler:
At 1st level, the card caster gains Deadly Dealer as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool. Arcane Pool: Spoiler:
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 (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.
[CCM]Arcane Pool Focus: Spoiler:
A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool. [CCM]Harrowed Spellstrike: Spoiler:
Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks.
( Spellstrike: 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.) This ability replaces and modifies spellstrike. Spell Combat: Spoiler:
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. [CCM]Spells: Spoiler:
Spell Slots: Cantrips: 4, 1st Level: 3
Magus Spells Known: Cantrips: Acid Splash, Arcane Mark, Dancing Light, Daze, Detect Fiendish Presence, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage Hand, Open/Close, Prestigitation, Ray of Frost, Read Magic, Spark 1st Level Spells: Shocking Grasp, Web Bolt, Vanish, Silent Image, Shield, Punishing Armor, Celestial Healing, Fallback Strategy Class Skills: Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Ride (Dex), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
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