Jirelle

Mia Reigh, the Phoenix Blade!'s page

12 posts. Alias of Kaouse.


Full Name

Mia Reigh - the Phoenix Blade!

Race

Half Elf [Raised to 15 RP]

Classes/Levels

Magus / Swashbuckler 20 | HP 284/284| Init +20; Perc +35| AC44 (T28 FF31) | CMD 48 CMB +24 | Fort +25 Ref +25 Will +25

Gender

Female

Size

Medium

Age

Physically in her Prime, Mentally Venerable [Ceradon's Eternity]

Alignment

Chaotic Good

Deity

N/A

Languages

A lot

Occupation

Sailor, Pirate

Homepage URL

https://www.myth-weavers.com/sheets/?id=2954234

Strength 10
Dexterity 22
Constitution 18
Intelligence 34
Wisdom 18
Charisma 14

About Mia Reigh, the Phoenix Blade!

General:
Mia Reigh, the Phoenix Blade!
Female CG Half-Elf Magus 20 / Swashbuckler 20,
Init +20, HP 284, Speed 30 ft
AC 44, Touch 28, Flat-footed 31, (+5 Armor, +6 Shield, +6 Dex, +7 Dodge, +5 Natural, +5 Deflect)
Fort 25, Ref 25, Will 25, CMB +24, Base Attack Bonus 20, CMD 48,
+5 Dueling Black Blade +40/+35/+30/+25 (1d6+5+5+10, 14-20/x3)

Abilities Str 10, Dex 22, Con 18, Int 34, Wis 18, Cha 14

Stat Breakdown:
STATS (30 Point Buy)
STR: 8(-2 PB) - 0 (Age) + 0 (race) + 0 (LVL) + 2 (ENH) = 10
DEX: 16(+10 PB) - 0 (Age) + 0 (race) + 0 (LVL) + 6 (ENH) = 22
CON: 14(+5 PB) - 0 (Age) + 0 (race) + 0 (LVL) + 4 (ENH) = 18
INT: 18(+17 PB) + 3 (Age) + 2 (race) + 5 (LVL) + 6 (ENH) = 34
WIS: 11(+1 PB) + 3 (Age) + 0 (race) + 0 (LVL) + 4 (ENH) = 18
CHA: 9(-1 PB) + 3 (Age) + 0 (race) + 0 (LVL) + 2 (ENH) = 14

Initiative = 6(DEX) + 4 (Mismatched) + 1 (competence) + 1 (Morale) + 2 (Luck) + 4 (Dueling) + 2 (Swashbuckler's Initiative) = +20

Class Features:
MAGUS (Bladebound, Arcane Weaponeer)
Casting [High]
Spell Pool [52/52]
Magic Talents [2+10]
Arcane Pool [18/18]
Spell Combat
Spellstrike
Black Blade Basics
Bonus Feats
Magus Arcana
Expanded Knowledge
Spell Advancing
Fighter Training
Stalwart
Rapid Enchantment
Spell Manipulation
Counterstrike
True Weaponeer

SWASHBUCKLER (Inspired Blade, Cutting Blur)
Inspired Panache
Inspired Finesse
Maneuvers
Stances
Charmed Life
Nimble
Rapier Training
Rapier Mastery
DEEDS
1st: Derring-Do, Heroic Recovery
3rd: Kip Up, Menacing Swordplay, Flowing Technique, Showman's Flourish, Swashbuckler Initiative
7th: Fantabulous Maneuver, Weapondance, Swashbuckler's Grace
11th: Inspired Strike, Evasive, Subtle Blade
15th: Battlefield Waltz, Swashbuckler's Edge
19th: Cheat Death, Assured Lethality, Crippling Finish

Feats:
ALL EVEN LEVEL FEATS = EXTRA COMBAT TALENT
BACKGROUND FEAT: Eldritch Heritage (Phoenix)
LEVEL 1 FEAT: Defiant Luck
LEVEL 3 FEAT: Inexplicable Luck
MAGUS 5 FEAT: Quicken Spell
LEVEL 5 FEAT: Counterspell
LEVEL 7 FEAT: Counterspell Mastery
LEVEL 9 FEAT: Dispelling Admixture
MAGUS 11 FEAT: Maximize Spell
LEVEL 11 FEAT: Combat Tenacity
LEVEL 13 FEAT: Improved Counterspell
LEVEL 15 FEAT: Greater Counterspell
MAGUS 17 FEAT: Advanced Study
LEVEL 17 FEAT: Advanced Study
LEVEL 19 FEAT: Advanced Study

Magic Talents:
SPHERES OF POWER CASTING TRADITION
<-- DRAWBACK: Burdened Magic
<-- DRAWBACK: Consciousness Linked
<-- DRAWBACK: Galvanized
<-- DRAWBACK: Magical Signs
<-- DRAWBACK: Mental Focus
<-- DRAWBACK: Skilled Casting [Craft: Painting]
<-- DRAWBACK: Somatic Casting
<-- DRAWBACK: Somatic Casting
--> BOON: Essence Pool {x3, 10}
--> BOON: Spell Points {x5, +20}

SPHERES OF POWER TALENTS [2(Casting)+10(Class)+5(Oath)=17(total)]
ALTERATION SPHERE [1(sphere)]

DEATH SPHERE [1(sphere) - 2(drawbacks) + 2(talents) = 1(total)]
<-- DRAWBACK: Deathful Touch
<-- DRAWBACK: Necromantic Limit (Ghost Strike)
--> Drain (ghost strike)
--> Enervation {ADVANCED TALENT}

DESTRUCTION SPHERE [1(sphere)-2(drawbacks)+2(talents)=1(total)]
<-- DRAWBACK: Destructive Touch
<-- DRAWBACK: Energy Focus (GROUP: Stone)
--> Admixture {ADVANCED TALENT}
--> Stone Blast (blast type)

DIVINATION SPHERE [1(sphere)-2(drawbacks)+2(talents)=1(total)]
<-- DRAWBACK: Hidden Magic
<-- DRAWBACK: Limited Divination (divine)
--> Dowsing (divine)
--> Greater Divine

FATE SPHERE [1(sphere) - 1(drawback) + 1(talent) = 1(total)]
<-- DRAWBACK: Luckless
--> Undying Obstinancy (consecration) {ADVANCED TALENT}

ILLUSION SPHERE [1(sphere)]

LIFE SPHERE [1(sphere) - 1(drawback) + 1(talent) = 1(total)]
<-- DRAWBACK: Limited Restoration (Restore)
--> Restore Spirit

MIND SPHERE [1(sphere) - 2(drawback) + 2(talent) = 1(total)]
<-- DRAWBACK: Blatant Side-Effects
<-- DRAWBACK: Hypnotic Gaze
--> Expanded Charm
--> Powerful Charm

NATURE SPHERE [1(sphere)-2(drawbacks)+2(talents)=1(total)]
<-- DRAWBACK: Limited Nature
<-- DRAWBACK: Limited Nature
--> Master of Elements (spirit)
--> Master of Elements (spirit)

PROTECTION SPHERE [1(sphere)-3(drawbacks)+3(talents)=1(total)]
<-- DRAWBACK: Alternate Aegis
<-- DRAWBACK: Circle of Symbols
<-- DRAWBACK: Crystalline
--> Impartiality (aegis)
--> Inner Peace (aegis)
--> Spell Ward (aegis, ward)

TIME SPHERE [1(sphere)-2(drawbacks)+3(talents) = 2(total)]
<-- DRAWBACK: Altered Time (slow)
<-- DRAWBACK: Personal Time
--> Improved Haste
--> Temporal Haste {ADVANCED TALENT}
--> Reversion {ADVANCED TALENT}

VEILWEAVING SPHERE [1(sphere)-1(drawbacks)+4(talents) = 4(total)]
==Veil: Ceradon's Eternity <E:0>==
<-- DRAWBACK: Limited Essence
--> Bind Body Chakra
--> Capacity Increase
--> Capacity Increase
--> Capacity Increase

WAR SPHERE [1(sphere) - 2(drawbacks) + 2(talents) = 1(total)]
<-- DRAWBACK: Commando
<-- DRAWBACK: Small Unit Strategist
--> Favorable Momentum (momentum)
--> Resilient Momentum (momentum)

Combat Talents:
SPHERES OF MIGHT MARTIAL TRADITION {DEDICATED DUELIST}
SPHERES TALENTS [4(Martial Tradition)+2(Gestalt)+10(Feats)=16(total)]
ALCHEMY SPHERE [0(sphere) + 2(talent) = 2(total)]
==FORMULAE PACKAGE==
--> Panacea
--> Ambrosia

BERSERKER SPHERE [1(sphere) + 2(sphere) = 3(total)]
--> Deathless
--> Warp Spasm {LEGENDARY TALENT}

EQUIPMENT SPHERE [0(sphere) + 5(talents) = 5(total)]
--> Finesse Fighting
--> Gauntlet Shield
--> Duelist Training (discipline)
--> Huntsman Training (discipline)
--> Shield Training (discipline)

FENCING SPHERE [1(sphere) - 1(drawback) + 2(talent) = 2(total)]
<-- DRAWBACK: Distracting
--> Expert Feint
--> Fast Feint

GUARDIAN SPHERE[1(sphere) + 2(sphere) = 3(total)]
==CHALLENGE PACKAGE==
--> Cold Iron Call
--> Endure Pain

SCOUT SPHERE [1(sphere) - 1(drawback) + 1(talent) = 1(total)]
<-- DRAWBACK: Hunter's Eye
--> Discern Condition

Path of War Maneuvers:
CUTTING BLUR MARTIAL DISCIPLINES
--> FOOL'S ERRAND
--> RADIANT DAWN (REPLACES LEADEN HYENA) {Free Trade!}
--> RIVEN HOURGLASS (REPLACES MITHRAL CURRENT) {Trait}
--> SHATTERED MIRROR (REPLACES SCARLET THRONE) {Tradition}

MARTIAL TRADITION = STAINED GLASS CHAMPIONS

MANEUVERS KNOWN: 15 (+4 from Advanced Study x2)
MANEUVERS READIED: 7
STANCES KNOWN: 5 (+1 from Advanced Study x1)
MAX MANEUVER LEVEL: 6 (9 for Advanced Study Maneuvers/Stances)

--> [FOOL'S ERRAND] LVL 4 STRIKE: Night Falls
--> [FOOL'S ERRAND] LVL 4 COUNTER: Make Them Humble
--> [FOOL'S ERRAND] LVL 5 COUNTER: Moment of Mastery {READIED}
--> [FOOL'S ERRAND] LVL 6 STRIKE: Flowing Dance of the Fool
--> [FOOL'S ERRAND] LVL 9 SPECIAL: Proof of Victory {READIED}

--> [RADIANT DAWN] LVL 1 STANCE: Spoils of War <E:7>
--> [RADIANT DAWN] LVL 2 COUNTER: Witness to Glory
--> [RADIANT DAWN] LVL 3 STRIKE: Disrupt Essence
--> [RADIANT DAWN] LVL 3 BOOST: Decree of Death
--> [RADIANT DAWN] LVL 3 STANCE: Armaments of the Empire
--> [RADIANT DAWN] LVL 4 BOOST: Sunstroke <E:6> {READIED}
--> [RADIANT DAWN] LVL 5 BOOST: Decree of Purity
--> [RADIANT DAWN] LVL 6 STRIKE: Karmic Strike
--> [RADIANT DAWN] LVL 9 FULL ROUND: Judgement Day <E:6> {READIED}

--> [RIVEN HOURGLASS] LVL 1 COUNTER: Clockwatcher {READIED}
--> [RIVEN HOURGLASS] LVL 4 COUNTER: Temporal Body Adjustment
--> [RIVEN HOURGLASS] LVL 5 COUNTER: Relativity Burst
--> [RIVEN HOURGLASS] LVL 5 STANCE: Chronal Fission
--> [RIVEN HOURGLASS] LVL 6 STRIKE: Shatter the Hourglass
--> [RIVEN HOURGLASS] LVL 8 STANCE: God of the Hourglass

--> [SHATTERED MIRROR] LVL 1 STANCE: Obsidian Reflection Stance
--> [SHATTERED MIRROR] LVL 5 COUNTER: Empty Frame {READIED}
--> [SHATTERED MIRROR] LVL 5 STANCE: Silvered Mirror Stance
--> [SHATTERED MIRROR] LVL 7 BOOST: Mirror Demon's Waltz {READIED}
--> [SHATTERED MIRROR] LVL 8 COUNTER: Obsidian Negation

Half-Elf Racial Traits:
HALF-ELF RACE POINTS = 10 RP
Ability Score Modifiers: +2 INT
Size: Medium
Type: Humanoid (elf, human)
Speed: 30 ft

Adaptability [Skill Focus (Knowledge: Arcana)]
Mismatched (Replaces Keen Senses & Low-Light Vision)
Shadow Hunter (Replaces Elven Immunities)
Fey Thoughts [Knowledge: Nature, Stealth] (Replaces Multitalented)

EXTRA ADD-ONS
Integrated (+1 to Bluff, Disguise, Knowledge: Local) [+1 RP]
Defensive Training, Greater (+2 dodge bonus to AC) [+4 RP]
TOTAL = 15 RP

Other Traits:
OTHER TRAITS (5)
--> CAMPAIGN TRAIT: Trap Finder
--> COMBAT TRAIT: Unorthodox Method
--> FAITH TRAIT: Fate's Favored
--> MAGIC TRAIT: Focused Mind
--> SOCIAL TRAIT: Clever Wordplay [Bluff]

Mythic:
PATH: The Gifted
MYTHIC SPHERE MASTERY: FATE (Consecration: Undying Obstinacy)
MYTHIC ABILITY TIER 1: Mythic Sphere Knowledge

MYTHIC FEAT TIER 1: Mythic Eldritch Heritage

Gear:
WEALTH BY LEVEL = 440,000 gp

OATH OF OFFERINGS = 220,000 gp

1.) Ring of Freedom of Movement = 40,000 gp
2.) Pale Green Prism Ioun Stone = 30,000 gp
3.) Flawed Pale Green Prism Ioun Stone = 28,000 gp
4.) Luckstone (Stone of Good Luck) = 20,000 gp
5.) Robe of Arcane Heritage = 16,000 gp
6.) Belt of Impossible Action = 16,000 gp
7.) Death Warden's Bandolier = 15,000 gp
8.) Soulsight Goggles = 15,000 gp
9.) Dueling (Black Blade) Rapier = 14,020 gp
10.) Cloak of Good Fortune = 12,500 gp
11.) Mind-Buttressing Mithral Silken Ceremonial Armor + Armored Kilt = 8,050 gp
12.) Specialized Healer's Satchel = 3,000 gp
13.) Minor Bag of Holding = 1,000 gp

NON-MAGICAL
14.) Mithral Spiked Gauntlet = 505 gp
15.) Masterwork Thieves Tools = 100 gp
16.) Climber's Kit = 80 gp
17.) Portable Alchemist Lab = 75 gp

REMAINING GOLD = 670 gp

Backstory:
Mother was a Human of the Vuldrani tribe, Father was an Elven mage. The two met after Father was struck down in victorious combat vs an evil Lich and was presumed dead, but still clung to life. Mother saved him, brought him to her village, nursed him back to health. He utilized his magic to help out the tribe. The two fell in love. Mia was born.

Unfortunately, Father had to depart back to his old life, leaving Mia and her mother alone. When she came of age, Mia left the tribe, and joined a pirate crew in order to travel the seas and find her Father. Along the way, she learned martial maneuvers from her Pirate Captain, Crossbeard.

She quickly surpassed the skill of Captain Crossbeard and rose in ranks to lead the crew. Eventually, she challenged other Pirate Crews, and between her quit wit and suave tongue, she managed to amass a veritable battalion of pirate crews and an impressive armada to match.

However, she had drawn the notice of the Imperial Bank & Trading Company (the IBTC), for she had plundered much of their resources to share with the less fortunate. They found & captured her Father, and used him as leverage against her. Unwilling to see his daugther sign away her life for his own, her Father broke free and with the last of his strength sent her away to another world - another reality - before swiftly meeting his end.

When she woke up, she found that she had been transported to the castle of the Grand Wizard Ceradon - the master who taught her father. Under his tutelage and guidance, she learned how to tap into her latent magical power, that she had only partially been using with her maneuvers.

Unfortunately, what she never realized was that the altenrate plane she studied on had an erratic time trait. By the time she gained the magical skill to leave the plane, who knows how much time would have passed in the real world? While it was definitely too late to save her Father (she watched him get stabbed right as he completed the spell to send her to safety), maybe it wasn't too late to save everyone else?

Character Capabilities:

She makes a decent white mage, able to heal HP, keep people alive beyond their death threshold, remove most conditions, and even resurrect people. She has some limitations though, like she can't resurrect the same person more than once per day, with a similar once per day per person restriction on healing certain debilitating conditions with Ambrosia. But that's probably a good thing, since otherwise, infinite rez and infinite condition removal kinda just trivializes the game.

Offensively, she's mostly single target DPS, though a large portion of her damage comes from Spellstrike, especially when she's allowed to crit with it. She also has a few maneuvers that allow for some Spellstrike Shenanigans, mainly Sunstroke to cut damage in half, but affect a decently sized AoE. Without Spellstrike criticals, her damage plummets by an insane degree, though Spellstrike alone still keeps it competitive at the very least.

Outside of combat, she's really great at skills. All of her Knowledge skills are at +35. Her Perception and Sense Motive are also at +35 each, which is respectable at this level. And if she spends a spell point, she can use Mystic Adaptation to grab "Master of Words" to use her +40 Bluff skill in place of Diplomacy and Intimidate, making her a great party face if need be. Granted, it only works for about a minute per spell point spent, so it's potentially something that can drain a ton of resources.

But as long as she has resources, then she can basically do anything the party requires.