About Nissa Alami
Born a rani, Jana Alami had led a charmed life -- blessed by the gods and praised by men -- before her exile from the Aryind Dominion. As a rani, she grew up in her father's palace attended by servants and taught by tutors. As a priestess, Jana served one of the many faces of the Mother. Yet when she was seduced by a man whom she later discovered to be a thing -- a Rakshasa -- Jana discovered that the blessings of the gods were more enduring than the praises of men.
The Rakshasa was eventually unmasked, though it fled before it could be destroyed, and Jana was faced with an impossible choice: sacrifice her unborn child or her position.
She ran from both the Rakshasa and the thousand temples. She prayed to the Mother to protect her and her child from those that would do them harm.
Nissa was born on the western shores of this land soon after Jana landed in the Aryind colonies. She and the babe might both have died when she set into the wilderness trusting to the gods, if the gods had not directed her into the path of Camlo and his Romny family. They took pity upon her and let her ride in their wagons. Slowly but surely Camlo and Jana learned each others languages. Mutual respect and admiration grew into love.
Jana told Camlo of the troubles that had driven her to these shores, and taking council with his family Camlo directed the wagons eastward. They stopped in Mosval when Jana received a vision from the Mother. She believed that there was something in the waters of Mosval that would shield her from unkindly eyes. This is where she would stay and raise Nissa.
Camlo, a wanderer to his bones, could not be happy in one place, but he always returns to Mosval, his beloved, and the daughter he raised as his own.
Nissa grew up knowing nothing of her Rakshasa father or the truth of her mother's exile. Jana taught her of magic and the gods, but has very little to say about the Dominion. Despite her silence, Nissa knows that her mother misses her homeland. Why else would she make a gift of the traditional arms and armor of her royal family or teach her the tongue of the court?
Despite all the love and support she could hope, Nissa had a troubled childhood. She was intelligent, physical gifted, and beset with passions and hungers she could not begin to understand or control.
The closest thing to peace that Nissa knew growing up was communing with her sword. Knowing how and where to step came instinctually to her as did the graceful forms of the urumi. It was almost as if Nissa was remembering a skill that she had long ago mastered. The people of Mosval took greater notice of skill than her inner turmoil. She opened a small school where she teaches a style that focuses on using grace rather than strength to defeat one's foes. She also teaches techniques on how to defend others from attacks by deflecting and redirecting the blows of the enemy.
Her moment of greatest triumph was when deep in meditation the ayudhapurusha of her urumi spoke to her.
"I am Khadga."
"You are a sword," Nissa replied. "That seems to go without saying."
"No. I am not a sword I am Khadga."
When she opened her eyes, the urumi had turned pitch. She didn't understand, but she felt as if her world had changed . . .
Appearance and Personality:
Size: Medium, 5' 7", 135 lbs
Type: Humanoid (Human, Aryind, Female)
Nissa is lithe and muscular. Her long black hair is usually braided and wrapped in a bun at the nape of her neck to prevent any errant strands from getting caught in her urumi. Nissa possesses the glow of youth, with smooth dusky skin and startling green eyes.
There is something wild and terrible in Nissa that lurks below the surface. This finds its most common expression in her willful pride. She awakened the Ayudhapurusha of Khadga through her skill and dedication. She believes this means something. But even she is often surprised by the fire of her passions that no amount of sword work can tame.
Female Human Magus (Bladebound, Kensai) 3
AC 15 (18), touch 14, flat-footed 11 (+1 Armor +4 Dex, +3 Canny Defense)
HP: 30 (3d8+6)
Fort: +5, Ref: +5, Will: +3
Speed 30 ft.
Khadga (Black Blade: Urumi +1) +8 (1d8+5, 18-20, x2, S)
Magus Spells Memorized -- CL 3 -- CC +6
1st: Shield, Shocking Grasp, Shocking Grasp
Cantrips: Arcane Mark, Detect Magic, Light
Arcane Pool: 4/4
Khadga's Arcane Pool: 1
Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 16 (+2 BA, +4 Dex)
Traits Magical Lineage (Shocking Grasp), Reactionary, Pragmatic Activator, Pride, Seeker
Feats: Accursed (Story) Arcane Strike, Bodyguard, Circle Dance (Urumi), Combat Reflexes, Weapon Finesse (H), Weapon Focus (Urumi) (B)
Acrobatics: +5 (1 SR, 4 Dex)
*Bonus Class Skill
Favored Class Bonus: +3/4 Arcane Pool
Racial Modifier: +2 Dex
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.
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, flaming, flaming 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 the Magic Weapon Special Ability Descriptions). 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 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 weapon is wielded by anyone other than the magus.
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.
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. 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. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Black Blade Basics: 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. 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 using the items against characters rules. 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.
Black Blade Ability Descriptions: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
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.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
1st: Burning Hands, Chill Touch, Color Spray, Corrosive Touch, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Floating Disk, Mount, Shield, Shocking Grasp, Silent Image, True Strike, Unseen Servant, Vanish