Elf

N´Kai Sureblade's page

372 posts. Alias of Istvin.


Full Name

N'Kai Sureblade

Race

Elf

Classes/Levels

Magus 6; hp 51/51; Init +7; Per +8; AC 20, touch 16, FF 15; CMB +5; CMD 20; Fort +7, Ref +8, Will +6; Arcane Pool 4/6

Gender

Male

Size

M

Alignment

NG

Deity

Sarenrae

Languages

Common, Elven, Celestial, Draconic, Sylvan, Aklo

Strength 13
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 10
Charisma 7

About N´Kai Sureblade

Elven Magus 6 (favored class)
NG Medium Humanoid (elf)
Init +7; Senses Perception +8, Low-light vision

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Background
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Spoiler:
N´Kai is the sole child of a modest elven family. As a member of the rangers that patrol the borders of Kyonin, his father knew how to use both the scimitar and longbow and was eager to pass on that knowledge to his son. His mother was a low-ranking cleric of Sarenrae and it was her who taught the young elf the essentials of the Dawnflower´s faith.
N´Kai briefly joined the rangers, yet after a particular nasty clash with a Razmiran raiding party, he realized both the power of magic and that things are not always what they seem at first glance. They took a prisoner that day, a half-crazed priest of Razmir that claimed they had crossed the border after one of his men which had stolen some ancient manuscript. During the night and while they were making the way towards the elven capital of Iadara, the stranger managed to get free and summon an strange, flying, transparent being that came visible only after suctioning several of the ranger´s blood. N´Kai barely managed to hold off the alien creature, which succeeded in sucking dry his summoner instead before vanishing, leaving only elven copses and a foetid stench in its wake.
Unable to understand what he had experienced and presumed dead by his family and friends, the elf became obsessed with magic and dabbled in what scarce occult lore he could find in Iadara. After leading a vagabond´s life for months and learning all he could from the texts he managed to get his hands into, he finally discovered he could blend his growing magical abilities to become a more effective fighter. Plus he wanted to be sure never to be caught in a fight with unnatural horrors without an effective weapon against them.
After almost a year, he heard the fugitive, a half-elf, had surfaced in the village of Erages and sold the manuscript to a passing-by professor of the Faculty of Occult Lore of Lepidstadt. N´Kai didn´t get to the town in time to talk to the academic, but decided to follow his steps to the capital of Vieland. After all, he thought he could spend some time in the city and the University library, especially the Occult Sciences section…

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Defense
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AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 deflection)
hp 51 (6d8+6+6(favored class))
Fort +7, Ref +8, Will +6
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Offense
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Speed 30 ft.
Melee [Scimitar +1] +11 (1d6+6/18-20/x2) or +9/+9 (1d6+6/18-20/x2 plus spellcombat damage) or [Mwk dagger] +10 (1d4+1/19-20/x2)
Ranged [Composite (+1) Longbow] +9 (1d8+1/x3)
Magus Spells Prepared (CL 6):
2 (4/day) Mirror image, Bear´s endurance, Frigid touch (UM), Levitate
1 (5/day) Shocking grasp (DC 14), Grease (DC 14), True Strike, Shield, Vanish
0 (at will) Arcane Mark (DC 13), Detect Magic, Light, Read Magic, Daze

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Statistics (25 points buy)
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Str 13, Dex 20, Con 12, Int 16, Wis 10, Cha 7
Base Atk +4; CMB +5; CMD 20
Feats: Weapon Finesse, Dervish Dance, Arcane Accuracy [Magus Arcana], Weapon Focus (Scimitar), Arcane Strike, Empowered Spell [Magus Arcana]
Skills: Climb +5, Fly +9, , Intimidate +2, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (planes) +9, Linguistics +4, Perception +8, Perform (dance) +0, Ride +9, Spellcraft +12, Swim +4, Use Magic Device +2
Languages: Elven, Common, Celestial, Draconic, Sylvan, Aklo
SQ: Arcane Pool (6 points/day), Cantrips, Spell Combat, Spellstrike, Magus Arcana, Spell Recall; immune to magic sleep, +2 vs. Enchantment spells and effects, + 2 to overcome SR, +2 to Spellcraft to identify magic items, +2 to perception
Traits: Warrior of old (+2 trait to Ini); Flame of the Dawnflower (+2 fire damage to critical hits).
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Combat Gear
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Spoiler:
Scimitar +1, Composite logbow (+1), arrows (50), arrows (adamantine weapon blanch,10), Masterwork dagger, Mithral chain mail, ring of deflection, cloak of resistance +1, pearl of power (level 1), potion of cure moderate wounds, potion of invisibility, scroll of stinking cloud

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Other Gear
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Spoiler:
backpack, bedroll, grappling hook, silk rope, magus spellbook, spell component pouch, explorers outfit, alchemist fire (x2), tanglefoot bag (x2), antitoxin vial (x2), 1746 gp, 8 sp
Ant´s unclaimed Loot: tanglefoot bag; masterwork light crossbow with 20 bolts, thieves' tools, 489 gp


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Magus spells known:
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2- (6) mirror image, bear´s endurance, frigid touch, blood transcription, elemental touch, levitate
1- (15) chill touch, color spray, enlarge person, expeditious retreat, frostbite, grease, hydraulic push, mount, obscuring mist, ray of enfeeblement, reduce person, shield, shocking grasp, true strike, vanish
0- (All) acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

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Rewards
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Spoiler:
23000 XP
+800 Edwin´s mob justice speech
+1500 Jail rock

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Special Abilities
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-Weapons and armor proficiency: all simple and martial weapons. Proficient with light armor, no arcane spell failure chance.

-Arcane Pool (Su):

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, f laming, f laming
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 Table
15–9 on page 469 of the Core Rulebook). 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 enhancementbonus 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.

-Cantrips:
Spoiler:
A magus can prepare a number of cantrips, or
0-level spells, each day, as noted on Table 1–1 under “Spells
per Day.” These spells are cast like any other spell, but they
are not expended when cast and may be used again.

-Spell Combat (Ex):
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.

-Spellstrike (Su):
Spoiler:
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:
Spoiler:
As he gains levels, a magus learns arcane
secrets tailored to his specific way of blending martial
puissance and magical skill. Starting at 3rd level, a magus
gains one magus arcana. He gains an additional magus
arcana for every three levels of magus attained after
3rd level. Unless specifically noted in a magus arcana’sdescription, a magus cannot select a particular magus
arcana more than once. Magus arcana that affect spells
can only be used to modify spells from the magus spell list
unless otherwise noted.
Arcane Accuracy (Su): 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.

-Spell Recall (Su):
Spoiler:
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With
a swift action he can recall any single magus spell that
he has already prepared and cast that day by expending a
number of points from his arcane pool equal to the spell’s
level (minimum 1). The spell is prepared again, just as if it
had not been cast.

-Bonus Feats:
Spoiler:
At 5th level, and every six levels thereafter,
a magus gains a bonus feat in addition to those gained
from normal advancement. These bonus feats must be
selected from those listed as combat, item creation, or
metamagic feats. He must meet the prerequisites for
these feats as normal.