Artemis Entreri

Memnon Bash'ra's page

30 posts. Alias of Gramork.


Strength 14
Dexterity 19
Constitution 14
Intelligence 17
Wisdom 14
Charisma 10

About Memnon Bash'ra

Male Human
Eldritch Blade/3 (Magus and Fighter)
Crossblood Sorcerer/3 (Sage and Linorm)
Archmage/1
Medium Humanoid (Human)
Initiative +8; Senses:Perception +10, Sense Motive +4, Dark Vision 60, Scent.
Age:, Length:''', Weight: lbs

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DEFENSE
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AC 21, Touch 15, Flat-footed 17 (+5 Armour, +4 Dex, +0 Shield, +1 Natural Armour, +1 Deflection)
Wound Points 31
Wound Threshold 14
Vigor Points 27 (3d8) (8,7,6)(+3+3)
Fort +6 =+3 (class) +2 (con) +1 (Resistance)
Refl +6 =+1 (class) +4 (dex) +1 (Resistance)
Will +6 =+3 (class) +2 (Wis) +1 (Resistance), +2 (Iron Will) -2 (Crossblooded)
Resistances: Acid 5, +2 racial bonus on saving throws against fear and despair effects.
Immunities:

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OFFENSE
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Speed
Land 30

Melee
+1 Cold Iron Rapier +8 (1d6+5, 18-20/x2, P)
Obsidian Mst Kukri +7 (1d4+2, 18-20/x2, S) Fragile

Ranged
Magic Missile (1d4+1, 20/x2, medium range. 2 missiles.)

Prepared Spells CL 3, DCs: 13+SL
Acid Splash +6 (1d3, 20/x2, Close range TS). Unlimited use.
Corrosive Touch +6 (3d4, 20/x2, Melee TS) x1
Shocking Grasp +6 (3d6, 20/x2, Melee TS) x2

Special Abilities

Wild Talent:Conceal Thoughts : +10 to bluff checks to conceal motives and +4 to saves vs mind-reading.

Mythic Power Attack: Reduce attack rolls by -1 to gain +3 to dmg rolls.Bonus dmg is doubled on crit before being multiplied. Burn one mythic power to ignore penalty on attacks rolls for 1 minute.

Spell Combat: Cast one standard action or less spell in the same action as a melee attack, both get -2 penalty on attacks rolls, weapon must be light or one-handed, may apply penalty on attack rolls equal to int bonus to get bonus to concentration checks. 1/round.

Spell Strike:When you cast a touch spell, deliver it through weapon. Make one weapon attack at max BAB instead of free touch attack. Spell uses weapon's critical range but not modifer.

Arcane Pool: Spend one pool point as swift action, apply +1 enhancement bonus on weapon or armor for 1 min.

Arcane Accuracy :Spend one pool point as swift action to get insight bonus on attack rolls equal to int mod until end of turn.

Surge : As an immediate action, add 1d6 to any 1d20 roll. Spend one use of mythic power.

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STATISTICS
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Str 14, Dex 19, Con 14, Int 17, Wis 14, Cha 10
Base Atk +2; CMB +4 (+6 with weapons) CMD:18

Traits

*Ancestral weapon (Regional)

*Finding Kin (Campaign)

*Magical Linage (Magic) Shocking Grasp

*Scholar of Ruins (Race) Knowledge Geography

*Student of Philosophy (Social)

Drawback
Pride: -2 to diplomacy and sense motive checks if insulted until an apology is received.

Human Bonus Feat
Iron Will: +2 to will saves.

Feats
Improved Initiative: +4 on all initiative checks.
Toughness: +3 hit points, +1 per Hit Die beyond 3.
Additional Traits: Gain 2 traits.

Mythic Feats
Dual Path(Champion): Gain one Champion Strike, may select champion path abilities.

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Skills 7/Level
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+6 Acrobatics 2 +4(dex)
+8 Bluff 2 +3(Int) +3(class)
+6 Climb 1 +2(Str) +3(class)
+8/10 Diplomacy 2 +3(Int) +3(class) +2(info)
+0 Disguise 0 +0(cha)
+4 Escape Artist 0 +4(Dex)
+4 Fly 0 +4(Dex) +3(class)
+2 Heal0 +2(wis)
+0 Intimidate 0 +0(cha) +3(Class)
+7 Knowledge Arcana1 +3(Int) +3(class)
+8 Knowledge Dungeoneering 1 +3(Int) +3(class) +1(Trait)
+7 Knowledge Local 1 +3(Int )+3(class)
+3 Knowledge Nature 0 +3(Int) Untrained
+3 Knowledge Planes 0 +3(Int) +3(class) Untrained
+3 Knowledge Religion 0 +3(Int) Untrained
+10 Perception 3 +2(Wis) +3(class) +2(Racial)
+4 Ride 0 +4(Dex) +3 (Class)
+4/6 Sense Motive 2 +2(wis) +2(hunch)
+7 Spellcraft 1 +3(Int) +3(class)
+9 Stealth 2 +4(dex) +3(class)
+8 Survival 3 +2(wis) +3(class)
+2 Swim 0 +2(Str) +3(class)
+0 Use Magic Device 0 +0(Cha) +3(class)

Background Skills
+3 Appraise0 +3(Int) +3(class) Untrained
+7 Craft 1 +3(Int) +3(class)
+0 Handle Animal 0 +0(cha)
+3 Knowledge Engineering 0 +3(Int)
+8 Knowledge Geography 1 +3(Int) +3(class) +1(Trait)
+7 Knowledge History 1 +3(Int) +3(class)
+3 Knowledge Nobility 0 +3(Int) Untrained
+2 Profession 0 +2(Wis) +3(class)
+10 Sleight of Hand 3 +4(Dex) +3(class)

ACP:0

Languages:Common, 4 others
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GEAR/POSSESSIONS
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+1 Cold Iron Rapier
Master work Obsidian Kukri
+1 Dark leaf Studded leather
Spell Component Pouch (B-2)

Backpack (B-2)
Auranite Spring-Loaded Wrist Sheath (B-5)
Loaded w/Kukri
A bedroll (B-5)
Belt pouch (B-3)
4 Glow Rod
5 trail rations (-5)
50ft Mussel Rope (B-5) and
Waterskin (B-4).

Coin pouch: 44gp, 9sp and cp

Carrying Capacity:
Light 198 Bu. Medium 399 Bu. Heavy 600 Bu.
Current Load Carried: -64 Bu.
Total Buoyancy: -124 Bu.
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Spells Known:

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Level 0:
Spells per day: Limitless
DC: 13

Acid Splash: 1d3 acid dmg, close range, ranged touch attack. No save and No spell resist.

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Daze:Humanoid creature of 4 HD or less loses next action.

Detect Magic:Detects spells and magic items within 60 ft.

Ghost Sound:Figment sounds.

Mage Hand: 5-pound telekinesis.

Prestidigitation: Performs minor tricks.

Read Magic:Read scrolls and spellbooks.

Level 1:
Sorcerer Spells per day: 6
Magus Spells per day:4
DC:14

Blade Lash: Make one free trip attempt within 20 feet with a +10 bonus.

Burning Hands: 1d4/Cl (max 5d4) of fire dmg. 15 cone. Reflex for half. Spell resist.

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Corrosive Touch: 1d4/Cl (max 5d4) of acid dmg. Touch spell, no save, spell resist.

Endure Elements:Exist comfortably in hot or cold regions.
Sorcerer

Identify: Gives +10 bonus to identify magic items. Bloodline

Infernal Healing: Touched creature gains fast healing/1 for 1 minute, cannot heal silver or goodly damage. Creature detects as evil for duration. Evil Spell.

Line in the Sand: Increase your attacks of opportunity per round.

Magic Missile: 1 Force Missile +1 per 2 Cl above 1st Max 5. 1d4+1 dmg. Medium Range, No save, Spell Resist. Sorcerer

Shield: Conjure shield of force. +4 shield bonus to AC, blocks magic missile and counts against incorporeal. 1 min/Level. Personal.

Shocking Grasp: 1d6/CL (Max 5d6) of electricity dmg. Touch spell, no save, spell resist.

True Strike: +20 to next attack roll.

Vanish:As invisibility for 1 round/level (5 max)

Eldritch Blade Class Features:

Spells (Su) :
An eldritch blade may know any number of spells, but he must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour practicing combat tactics with his bonded weapon. While practicing, the eldritch blade decides which spells to prepare. An eldritch blade otherwise learns, prepares, and casts spells as a magus of his eldritch blade level. An eldritch blade gains bonus spells if he has a high Intelligence score

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.

Arcane Weapon (Su): At 1st level, eldritch blades form a powerful bond with a weapon. An eldritch blade begins play with one weapon of his choice at no cost. This must be a weapon that he is proficient in. This weapon is not made of any special material, but is of masterwork quality. If an eldritch blade attempts to cast a spell without his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

An eldritch blade can add additional magic abilities to his bonded weapon as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a magus with a bonded longsword must be at least 5th level to add magic abilities to the sword (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the eldritch blade who owns it. If a bonded weapon's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the eldritch blade prepares his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per eldritch blade level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded item. An eldritch blade can designate an existing magic weapon as his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

An eldritch blade does not record his spells in a spellbook. Instead, he stores his spells in his bonded weapon. The eldritch blade must practice special combat tactics with his bonded weapon each day to prepare his spells. Bonded weapons store all of the spells that an eldritch blade knows, and an eldritch blade cannot prepare a spell that is not stored by his weapon. An eldritch blade’s weapon begins play storing all of the 0-level magus spells plus three 1st level spells of the eldritch blade’s choice. The eldritch blade also selects a number of additional 1st-level spells equal to his Intelligence modifier to store in his weapon. At each new eldritch blade level, he adds two new spells of any spell level or levels that he can cast (based on his new eldritch blade level) to his weapon. An eldritch blade can also add additional spells to his weapon through a special ritual. This ritual requires the same time and cost as adding a spell to a spellbook.

An eldritch blade cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. This ability replaces the magus spellbook.

Arcane Pool (Ex):

This is exactly like the magus ability of the same name, except that the eldritch blade can use this ability to enhance his arcane weapon. Additionally, an eldritch blade of 1st level can expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor 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 armor properties: balanced, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19).

Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus or improved energy resistance for +5 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor 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 armor is worn by anyone other than the eldritch blade. An eldritch blade can only enhance one weapon and one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends. This ability changes arcane pool.

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.

Magus Arcana:

Arcane Accuracy: 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.

Sorcerer Class Features:

Bloodlines Sage and Linorm (Tarn)
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Bloodline Arcana:Tarn Linorm:You curse those who harm you, just as a linnorm bestows a terrible curse on those who slay them. When an opponent damages you in combat, they must make a Will save or gain vulnerability to your energy type for a number of rounds equal to 1/2 your sorcerer level (minimum 1). The DC of the save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. An opponent who succeeds at his saving throw is immune to your curse ability for 24 hours

Bloodline Arcana:Sage:Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bloodline Power:Linnorm Senses:Starting at 1st level, you possess the amazing senses of these primal hunters. You gain keen senses, granting you a +2 racial bonus to Perception checks. You also gain darkvision to a range of 60 ft., and the Scent ability. At 5th level, your senses become more acute, increasing your racial bonus to Perception to +4 and your darkvision increases to a range of 90 feet. At 7th level, your racial bonus increases to +6 and your darkvision increases to 120 feet. At 11th level, your racial bonus increases to +8, and you gain the blindsense ability.

Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.

Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Racial Features:

Breadth of Experience:

Athasian humans choose two skills at frst level. Tese skills are always considered class
skills for them. Diplomacy and Stealth

Emissary
Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better
roll.

Eternal Hope
Athasian humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, afer a natural roll of 1 on a d20 roll, humans may reroll and use the second result.

Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Urbanite
Humans gain a +2 bonus on Diplomacy checks made to gather information and Sense Motive checks
made to get a hunch about a social situation.

Wild Talent
Humans begin play with a psionic talent, determined by a roll on the Wild Talent table.

Mythic:

Hard to Kill (Ex):Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su:Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su):You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Path: Archmage and Champion

Archmage Arcana:Arcane Surge :As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.

If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.

Champion Strike:Sudden Attack :As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Path Ability:Coupled Arcana (Ex) :Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

Background:

Appearance and Personality:

Motivations:

Favorite Color:

Favorite meal: