About Nazetoz Da'Zhar---===Statistics===---:
Male Elf Magus (Black Blade, Hexcrafter) 3
NG Medium Humanoid (Elf) Init +5; Senses Perception +9, darkvision -------------------------------=DEFENSE=------------------------------- AC: 19, Touch: 15, Flat-Footed: 14 (+4 armor, +5Dex, +0 shield,+0 NA) HP: 25 {+3d8,+3Con} Fort: +5, {+3Base,+1Con,+1race} Reflex: +7, {+1Base,+5Dex,+1race} Will: +6,{+3Base,+2Wis,+1race} CMD 18 {+2Base +1Str +5Dex + size} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. CMB: +3; {+2Base +1Str + size + misc} Base Atk: +2; Melee:+7{+2Base,+5Dex} Ranged:+7{+2Base,+5Dex} --Melee:+7 --Ranged:+7 -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
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.
Crown of the World veteran: (reworked Valashmai Veteran) You have traveled to through the frozen wastes on numerous occasions, and your prowess in traversing the wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in cold terrain. One of these skills becomes a class skill for you (perception). (modified campaign trait)Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (frostbite, glitterdust, bestow curse)
----------------=Race Traits=-------------------
-=Languages=- Common(fluent), Elven(fluent), Celestial(fluent), Draconic(novice), Sylvan(Fluent), Orc(Novice) ---===Skills===---:
---------------=Adventuring Skills=- (18 points; 6 class, 12 INT)--------------- Acrobatics*(Dex)____+5{+0rank,+5Dex} Bluff(Cha)____+1{+0rank,+1Cha} ^Climb*(Str)____+5{+1rank,+1Str,+3class} Diplomacy(Cha)____+1{+0rank,+1Cha} Disable Device*(Dex)____+5{+0rank,+5Dex} Disguise (Cha)____+1{+0rank,+1Cha} Escape Artist*(Dex)____+5{+0rank,+5Dex} ^Fly*(Dex)____+5{+0rank,+5Dex} Heal(Wis)____+2{+0rank,+2Wis} ^Intimidate(Int)____+11{+3rank,+5Int,+3class} ^Knowledge (Arcana)(Int)____+8{+1rank,+4Int,+3class} ^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int,+3class} Knowledge (Local)(Int)____+5{+1rank,+4Int} Knowledge (Nature)(Int)____+5{+1rank,+4Int} ^Knowledge (Planes) (Int)____+8{+1rank,+4Int,+3class} Knowledge (Religion) (Int)____+5{+1rank,+4Int} ^Perception(Wis)____+9{+3rank,+2Wis,+3class,+1trait} ^Ride*(Dex)____+5{+0rank,+5Dex} Sense Motive(Wis)____+2{+0rank,+2Wis} ^Spellcraft(Int)____+10{+3rank,+4Int,+3class} Stealth*(Dex)____+5{+0rank,+5Dex} Survival(Wis)____+3{+1rank,+2Wis[+1 in cold terrain]} ^Swim*(Str)____+5{+1rank,+1Str,+3class} ^Use Magic Device(Cha)____+1{+0rank,+1Cha} ---------------=Background Skills=- (6 points)---------------
ACP -0 *ACP applies to these skills
---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship. Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on). Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus. Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression. Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana). Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade. Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus. Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls. Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete. Arcane Pool (Su): 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 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Favored Class Bonus = +3/6 of arcana Special Frost Powers
Frost powers wishlist:
---===Spells===---:
-------------------------------=Spells=------------------------------- -----------------------------=0th (at will)=-------------------------------- Prepared: Penumbra, Detect Magic, Brand, Mage Hand ------------------------------=1st (4/day)=------------------------------ Prepared: Rime Frostbite, Rime Frostbite, Color Spray, Open Known: Frostbite, Color Spray, Grease, Silent Image, True Skill, Devion’s Parry, Snowball, Chill Touch, Vanish, True Strike, Reduce Person, Long Arm, Blend ------------------------------=2nd (0/day)=------------------------------ Known: Glitterdust, Mirror Image ---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Black Blade Scimitar +1 (Free from class) Mw Composite Longbow str+1 (free) Mithral dagger (free) Mithral Chain shirt (600 GP) Wand of Shield (750 GP) Pearl of Power (1000 GP) Incandescent Blue Sphere (Cracked) Ioun Stone and resonating wayfinder (700 GP) Scribed spells 1 0th: (7.5 GP) 2 1st: (30 GP) 2 2nd: (60 GP) 8 doses salt (4 GP)
-=Money=- 0 GP 2 SP 0 CP
---===Background===---:
Growing up in the frozen wastes of the crown of the world was harsh. Food was scarce and the dangers were many. But that was the life the snow elves had chosen for themselves. There was beauty in the frozen wastes as well, serene glaciers covered with ice, tall mountains and beautiful waterfalls. Nazetoz Da'Zhar grew up in this desolate place in a tight knit community of elves who had made the artics their home. He grew up in a family of four, his father was the leader of the clan, Heluviel Da’Zhar a skilled ranger, while his mother was Elviriella a powerful wizard bending the snow and ice all around them to her will. Nazetoz also had a twin sister, Quisa. Nazetoz and Quisa got along fairly well and they both learned martial skill from their father and Magic from their mother. They pushed each other to excel and constantly one upped one another. Quisa was the better hunter, taking after their father, but Nazetoz was a better mage, taking more after their mother. One cool summer day while Nazetoz was out travelling across the tundra he came across a small half-elf girl. She was left in the middle of nowhere without any sight of the parents. He was still a youngling himself and didn’t know how to care for a kid, but luckily he knew there was a Kellid village nearby. Nazetoz brough her there a kind priestess of Sarenae called Merisa living there agreed to take her in and she named the girl Irisa. Time passed and Nazetoz watched Irisa growing up through sporadic visits. He also got to hear plenty of lessons from Merisa on the teachings of the Dawnflower. He pondered the teachings while he was travelling, but ultimately, they were consigned to the back of his mind. What was more important to him was working together with his sister Quisa to hunt and improve themselves. Soon enough they found that they wanted more challenges. An opportune moment of a lone traveller meeting the two of them presented itself. Quisa suggested it, but Nazetoz joined in as they robbed the old guy and got to test their skills in a new way. From there it was a slippery slope, they continued to rob travellers, getting more of their tribe to join in to be able to take on larger caravans. They were quite successful and Nazetoz became an expert at intimidation and extortion. Naturally their parents did not agree with the path the youngsters had taken. Eventually was a violent breakup and the twins ended up splitting away from the tribe with almost half of the members. Even through all this Nazetoz continued his visits to the girl Irisa, who was now growing into becoming a young woman. Nazetoz and Irisa got to have many interesting conversations and much fun together and grew quite close. Quisa did not like these visits, that he prioritized this little girl over her. She decided to punish her brother for his priorities. One morning Nazetoz woke up alone to find that the whole tribe had left him behind. He managed to follow the sizable tracks and was met with a horrific sight. The village was in flames and there were dead people everywhere. Nazetoz joined the battle, but not on the side of the elves, instead he fought for the villagers, helping them escape and using his frost powers to knock out his tribe mates. He saw Irisa, but it was too late. Quisa struck her down as he watched. Overcome with grief, Nazetoz was helpless to intervene, as he knew it was hopeless to try to attack her head on with so many elves protecting her. Instead the young elves escaped together with Merisa and several of the other villagers. Even in her grief, Merisa realized that he had helped them survive. She gave him her old magical sword. Told him that she had planned to give it to Irisa, but that she could no longer receive it. The sword, named Blackfire was bestowed with the will of Sarenae and would guide him on the right path. By helping the village Nazetoz had started on the path to redeeming his actions as a bandit. There was nothing more for him in the north, Nazetoz decided to travel south, figure out what he could do to redeem himself through good actions and to learn more about himself, magic and his connection with the sword. Later Nazetoz heard that his sister had been forced to flee south as the Kellid had not taken kindly to the destruction of the Kellid village and he wondered if their paths would cross again. If it did, it would not be as friends...
---===Appearance and Personality===---:
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