Rogue

Malvic Trist's page

199 posts. Organized Play character for Agent Eclipse.


Full Name

Malvic Trist

Race

| HP: 18/18 | AC:20 | T:18 | FF:12 | CMB: 3 | CMD: 17 | F:3 R:5 W:3 | Init: 6 | Speed 30ft | 1st Level Spells: 2/3 | Arcane Pool: 4/4 | Active Conditions:

Classes/Levels

Skills:
Acrobatics: 4 | Appraise: 4 | Craft (Books): 12 | Intimidate: 10 | Knowledge (Arcana/Dungeon/Planes): 10 | Linguistics: 5 | Perception: 2 | Spellcraft: 9 | Stealth: 4

Gender

Magus (Bladebound Kensai) 3

Size

Medium

Age

170

Alignment

N

Deity

Amaznen

Location

Mordant Spire

Languages

Aboleth, Celestial, Common, Elven, Draconic, Sylvan

Occupation

Researcher/Spire Defender

Strength 12
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 10
Charisma 7

About Malvic Trist

# 54329-3
Elf Magus (Bladebound Kensai) 3
LN Medium Humanoid (Elf)
Initiative +6|30 ft.

Defense::

AC 20|Flat-Footed 12|Touch 18|
HP 18
Fort 3|Reflex 5|Will 3|

Masterwork Silken Ceremonial Armor +1
Armor +2; ACP 0; Arcane Spell Failure Chance 0%;


Offense::

BAB 2|CMB 3|CMD 17|
Black Blade (Whip): 1d3 | x2 | 15ft.
Disarm, Performance, Reach, Trip

dice=Black Blade (Whip)]1d20+2+4+1+1
BAB+DEX+Enhancement Bonus+Focus
dice=Damage]1d3+1+1
Base+STR+Enhancement Bonus

Spell DC: 10 + Spell Level + 4 (INT)


Class/Trained/Common Skills::

Climb: 1
Craft (Books): 12
Fly: 4
Intimidate: 10
Knowledge (Arcana/Dungeon/Planes): 10
Linguistics: 5
Perception: 2
Ride: 4
Sense Motive: 2
Spellcraft: 9
Swim: 1
UMD: -2


Racial Traits:

Creepy
For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic.

Fleet-footed
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Low-Light Vision
Elves can see twice as far as humans in conditions of dim light.

Elven Immunities
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


Background Traits:

Signature Spell: Frostbite
Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level.

Bruising Intellect
Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.


Feats:

Run:
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Weapon Focus: Whip:
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Whip Mastery:
You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Alertness (When wielding Black Blade):
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Magus Class Abilities:

Magus:
Arcane Pool:
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:
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:
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.

[u]Kensai:[/u]
Diminished Spellcasting:
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense:
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, save that his chosen weapon may be of any type.


Gear::

Equipped:
Black Blade (Whip)
Masterwork Silken Ceremonial Armor +1
Wrist Sheath, Spring-Loaded
-Wand of True Strike
Wrist Sheath, Spring-Loaded
-Wand of Shield (2 Charge used)

In Bags:
Whip
Artisan Tools: Craft (Books)

Wand of CLW

2002G
8PP


Spells::

Known
0-Level:Acid Splash; Arcane Mark; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Disrupt Undead; Flare; Ghost Sound; Light; Mage Hand;
Open/Close; Prestidigitation; Ray of Frost; Read Magic; Spark;

1-Level:Auditory Hallucination; Burning Hands; Color Spray; Enlarge Person; Expeditious Retreat; Frostbite; Grease; Infernal Healing; Monkey Fish; Shield; Shocking Grasp;

Prepared
0-Level:
Detect Magic, Arcane Mark, Acid Splash
1-Level:
Frostbite, Frostbite, Infernal Healing

Description:

An older elf with a lithe frame built for speed over strength. Brown hair streaked with grey is pulled tightly back into a ponytail settling between his shoulder-blades. Deep eyes are focused on a single goal...there is always a goal to reach.

Equal parts enthusiasm and arrogance when given the opportunity to showcase his skill-set. He wields a whip given to him during his training as a Spire Defender. It is said to move with a mind of its own as it pulls enemies of the Mordant elves off their feet.

Background:

Born to a once prestigious house of elves in Kyonin, House Cerin. Arcane researchers that took on the mission of seeking out the treasures of their kin at the Mordant Spire. The house was left weakened as many members chose to stay delving further into the depths of the Azlanti ruins. With his house weakened by their absence Malvic tossed aside the name and traveled to confront his family who he viewed as abandoning their home.

The rage he felt was redirected when upon arrival he was informed many members of his old house were lost in an excavation. Unsatisfied with the account he pressed on interrogating researchers and archaeologist with force if needed. On one occasion it led him to cross blades with the Spire Defenders who apprehended him. He would receive his answers but could still not quench his rage.

Altovin Lanrel, a Spire Defender, recounted the events of the expedition where his family including his parents were lost. Within a new wing discovered deep under the spire they were looking to retrieve old tomes preserved with magic. While preparing the items for transport an Aboleth caved in the hallway adjacent to the library trapping the researchers. The defenders unable to get through the rubble looked for a way around but found it too late and the remaining elves had been taken further below.

Malvic vowed to strike out at the Aboleths and not fail as their defenders had. He spent countless years in research growing cold and determined. When not in the libraries he was his martial skills eventually catching the eyes of the Spire Defenders once again resulting in his brief acceptance among their ranks. However between his disdain for their failure to stop his family from being taken and his thirst for revenge he would soon be pushed out of the order.