Full Name |
Morbihan Fleche |
Race |
HP: 27/27 ; AC: 18 (FF: 10; T: 18) ; CMD: 2; Aldori Dueling Sword +9 (d8+2) Init: +4; Perc: +6; F: +6 ; R: +6 ; W: +5 |
Classes/Levels |
No armour, duelling sword, cloak with separate hood. |
Gender |
Elf Magus 4 |
Size |
M |
Alignment |
CG |
Deity |
Shelyn |
Strength |
13 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
10 |
About Morbihan Flèche
Morbihan Fleche
Male elf magus (bladebound, kensai) 4 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 18, touch 18, flat-footed 10 (+4 Dex, +4 dodge)
hp 27 (4d8+4)
Fort +6, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities canny defense +4; Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4+1/19-20) or
. . dusk of winter +9 (1d8+2/19-20)
Special Attacks arcane pool (+1, 5 points), spell combat, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 4th; concentration +10)
. . 2nd—animal aspect[UC]
. . 1st—color spray (DC 15), corrosive touch[UM], long arm[ACG]
. . 0 (at will)—dancing lights, daze (DC 14), detect magic
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Statistics
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Str 13, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +4; CMD 22
Feats Quick Draw, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits captain's blade, - custom trait -
Skills Acrobatics +16 (+17 while on a vessel afloat on water), Climb +5 (+6 while on a vessel afloat on water), Disguise +0 (+10 to appear as a plainly dressed Small human child, adult halfling, or adult gnome), Intimidate +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +5, Knowledge (planes) +8, Linguistics +6, Perception +6, Profession (gladiator) +4, Sense Motive +2, Spellcraft +11 (+13 to identify magic item properties), Stealth +5, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aquan, Common, Draconic, Dwarven, Elven, Goblin, Sylvan, Vudrani
SQ arcane focus, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, elven magic, perfect strike
Combat Gear pearl of power (1st level) (2), potion of cure light wounds, scroll of blend, disguise weapon, enlarge person, wand of grease (11 charges), wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of magic missile (10 charges), wand of shield (50 charges), acid, alchemist's fire, alkali flask[APG] (2), weapon blanch (silver)[APG]; Other Gear dagger, belt of incredible dexterity +2, cap of human guise[ARG], cloak of resistance +1, daredevil boots[ARG], backpack, bandolier[UE], mirror, mwk manacles, scroll case, silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 185 gp, 5 sp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Aldori dueling sword) Kensai abilities only function when wielding a weapon of this type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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FACTION CARD REWARDS
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least ve slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
UNDERCOVER EMANCIPATOR (4+ goals): You gain the assistance of a member of the Bell ower Network who is skilled at liberating slaves without being detected. Once per scenario, you can call upon this ally to gain a bonus equal to half the number of goals you have completed on one Disguise, Sleight of Hand, Stealth, or Survival check. This ally is a noncombatant. BONUS +3
BOONS
#7-10 INSIDE KNOWLEDGE: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon o the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
#7-10 LORD AVID’s RECOMMENDATION: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon o your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
#7-12 MERCY’S BLESSING: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon o your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.
#7-12 NIRA’S GRATITUDE: If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great e ort. After you roll a Knowledge check, Perception check, or Sense Motive check, but before the results are revealed, you can cross this boon of of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.