Seoni

Sādhanā Risbane's page

4,405 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Sādhanā Risbane

Race

Anizari

Classes/Levels

Magus (Bladebound) 8 : Mythic tier 3 Champion

Gender

Female

Size

6'1 187lbs

Age

23 Birthday: 12th of Starsbright

Alignment

Neutral Good

Deity

Aroden

Location

Zahvroma

Languages

Common, Draconic, Celestial, Orc, Elven

About Sādhanā Risbane

Max HP:82 Current HP: 78 Raging:90/98 Death Threshold -28 Speed: 30 Fly: 30
STR 16(+3)20(+5)/22 (+6) DEX 14 (+2) CON 14 (+2)18 (+4)/ 20 (+5) INT 22(+6) WIS 10 (+) CHA 10 (+)

Defense :

AC: 22 (24) [10+ 5 Armor+ Dex 2+ 2 Natural (+4)+ 2 Dodge(26 w shield spell)+1 Deflection] (30 vs AoO)
Touch: 15 (+17) (19 vs AoO)
Flat footed: 18 (+20) (22 w shield spell)

Armor: +2 Deathless studded leather Armor (absorbs the first 10 points of positive or negative energy damage per attack/25% chance to ignore negative levels from any attack. Does not block healing)

Fort: + 8 +11/+12 Reflex: + 4 Will: + 6 +8+9

CMD:21 (26 vs Bullrush/Overrun/Reposition)

Offense :

BAB:+6 CMB +9 Initiative:+5

Combat:
Oblivion: +2 Blackblade longsword +13/+8 (+14/+9) 1d8+4(+5) 19-20 or (Keen +13/+8 1d8+5 17-20)

Flash of Rage:
Oblivion: +2 Blackblade longsword +15/+10 (+16/+11) 1d8+6(+7) 19-20 or (Keen +15/+10 1d8+7 17-20)

Flash of Rage/Enlarged: Oblivion: +2 Large Blackblade Longsword +16/+11 (+17/+12)
2d6+8 (+10) 19-20 or (Keen +16/+12 2d6+9 17-20)

Special Abilities:

Arcane pool (10) Used(2) :+2 bonus for 2 mins

Cantrips
Spell combat (-2 to attack, cast spell in same round)
Spell strike (Deliver touch spells via weapon)
Black blade
Spell recall (Retrieve cast spell- spend 1 pt per spell level)
Magus Arcana: Philosopher’s Alloy (Su) (Use arcane pool to allow your weapon to bypass cold iron, silver, or adamantine damage reduction.)
Knowledge Pool - Prepare magus spells not in spell book by spending 1 pt per spell.

Mythic AbilitiesMythic Event: Granted power of Reaper
Hard to Kill (Automatic stabilization, don't die until your total number of negative hit points is equal to or greater than double your Constitution score.)
Mythic Power 9/day (Used:3 )
Surge 1d6
Champion’s Strike (Sudden attack: Swift Action/ Roll twice and add tier to attack/ Ignore DR)
1st Path Ability: Punishing Blow (Struck loses the benefits of regeneration and fast healing for 1 round. If Critical, also loses DR for 1 round)
+5 HP
Amazing initiative
2nd Path Ability: Flash of Rage (Ex) (Rage 2 rounds, whenever self or ally receives critical hit)
3rd Path Ability: Fleet Warrior. When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
Extra Path Ability: Blowback: (1st tier) As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel.
If it strikes another creature, both it and the creature it strikes take half this damage.
Recuperation: Restored to full hit points after 8 hours of rest. regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day with 1 hr's rest spending 1 mythic point.
Recuperation: At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Skills::

2+Int (6)+Human(1)+Favored(1)= 10 skill points/ level
*Special: Concentration +16
Appraise rank+mod=+
Acrobatics 5 ranks+2mod=+10
Bluff ranks+mod=+
Climb rank+3mod=+3
Decipher Script 4ranks+6 mod=+10
Diplomacy ranks+mod=+
Escape Artist 1 rank+2 mod=+3
Fly 3 rank+2 mod+4misc=+12
Gather Information rank+mod=+
Knowledge Arcana 7rank+6 mod=+16
Knowledge Dungeoneering 1ranks+6 mod=+10
Knowledge Engineering 1ranks+6mod=+10
Knowledge Geography ranks+6mod=+2
Knowledge History 7ranks+6mod=+16
Knowledge Local 1rank+6mod=+10
Knowledge Planes rank2+6mod+3=+11
Knowledge Nature 1 ranks+6 mod=+10
Knowledge Nobility 1 ranks+6 mod=+10
Knowledge Religion 2ranks+6mod=+11
Linguistics 3ranks+6mod=+9
Perception 2 rank+0mod=+2 (+4)*
Profession (Masseuse) 2rank+3mod=+8
Sense Motive ranks+1mod=+
Stealth 3rank+3mod=+6
Sleight of Hand rank+3mod=+
Spellcraft 8ranks+6mod=+19
Swim 1rank+3mod=+4
Use Magic Device 7ranks+3mod= +13

Feats::

Weapon focus (longsword), Dodge, Extra Arcane pool, (Alertness*) Mythic Dodge (swift action +10 AC 1 attack), Mobility, Medium Armor proficiency, Improved Natural Armor, Extra Mythic path abilty

Traits::

Bladed Magic
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Focused Mind

Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

.

Racial::

Sigils along body provide +1 Natural Armor bonus

Spells Prepared:

0-level
Detect Magic, Disrupt Undead, Acid splash , Prestidigitation , Arcane Mark, Read magic, Light
1st -level (Per day 6 Cast: )
Shield, Swift Girding, Shocking Grasp, Grease , Corrosive Touch (5d4 acid), Vanish, Unseen Servant
2nd -level (Per day 5Cast:
Armor Lock, Mirror Image (1d4+2), Ablative Barrier, Frigid touch
3rd-level (Per day 2) Cast:
Haste, Air Geyser (2d6, blast up 5ft per caster level), Vampiric Touch (4d6)

Spellbook:
All zero level (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.

1st (15) : Chill touch, , Grease, True strike, Shield, Magic missile, Corrosive Touch(5d4), Swift Girding, Shocking Grasp (5d6, +3 vs metal), Vanish, Burning Hands (5d4), Feather Fall, Lock Gaze, Mount, Silent Image, Unseen servant

2nd (9): Bladed Dash (+5 to attack), Mirror Image, Ablative Barrier, Frigid Touch(4d6 staggered), Blur, Bull's Strength, Scorching Ray(2rays 4d6), Tactical Acumen, Armor lock

3rd(2): Haste, Forcepunch (8d4), Vampiric Touch (4d6), Air Geyser (2d6, blast up 5ft per caster level)

Equipment::

Campfire
Backpack
Waterskin
Belt pouch
Potion belt:
Fox's cunning (Int +4 for 4 mins)
Scrolls: cause fear, cure light wounds, command

Explorer's outfit
Azure cloak
Deeper blue tunic (wearing)
Dark breeches (wearing)
Deep blue-green sleep set (In pack)

Slotted items:

Head: Headband of Vast Intellect +2
Neck: Aegis of Recovery (+2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.)
Shoulders: Cloak of the Hedge Wizard (Transmutation) At will Mage Hand, 1/day Enlarge person, Expeditious retreat
Finger: Ring of Protection +1
Waist: Belt of Giant strength. This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Feet: These strange, heavy, leather-and-steel boots feature a pair of ever-fluttering wings on each side. These boots function like winged boots (Fly 3x/day 5mins per flight, +4 to fly check), but also grant a +5 bonus to CMD against bull rush, overrun, and reposition combat maneuvers as long as the wearer is standing on solid ground. A mythic creature can expend one use of mythic power when commanding the boots to fly to gain the bonus to CMD for as long as she uses the boots to fly.

Capacity:

Spoiler:

Light: 43 lbs
Medium: 86 lbs
Heavy: 130 lbs

Background::

Original (Aurelia)

Daughter of an Icathian mid level noble in a region that would become affected by the war, on the outs with her family on account of being the black sheep, independednt minded, brash and fell in love with her bodyguard, another woman, ruining her father's aspirations of marrying her off for better political standing.

Exiled for defying her father's wishes, she picks up study of both sword and blade becoming quite the warrior. When the war erupts and things head south, she returns home in time to find the place being overrun by the enemy.

Fighting her way into the manor she finds the bodies of most of her family and is in time to see her fatehr fall in his study just as her releases a catch in his desk that reveals an elegant black bladed longsword.

In a frenzy she barely remembers she takes the balde and manages to kill her way out in the chaos and escape, her blurry memeories mixed with snippets of thoughts or feelings that weren't hers.

She's been fighting ever since, gaining more ability and skill. At times she can swear she feels an exhilaration comng from the sword itself, and also a strange pull. The mysterious island has been entering her dreams of late, yet in the dreams she is someone else.

NPC's::

Jelks - Bard. Not very confident. self conscious about something physical
Umina. Other Blade bearer. WIELDER OF HOPE. Lonely. hiding from Anizari.
Rakali Kitsune blooded Anizari. Aunt of Clara. Wields black blade Gukinshi


Sādhanā's appearance
Sādhanā's build

Sādhanā is the perfect specimen of an Anizari warrior, tall and powerfully built while maintaining a definite feminine physicality. At 6’1 she is somewhat taller than the average man and towers above most women, her sleek well-muscled frame accented by generous curves that soften her overall appearance.

Her long, silvery-white hair compliments skin, pale as though from extended periods outside of sunlight, adorned with elegant iridescent blue tattoos of ancient sigils along her face, neck, arms, legs, and other visible expanses of her body.

Sharp blue eyes emanate intelligence, constantly taking in all aspects of her surroundings, she wears an expression of attentiveness and focus, which can erupt in a surprisingly dazzling smile when the mood strikes her.

Dressed in archaic black studded leather armor when in the field, she wields a deadly looking ebon-black longsword that seems to absorb the light that touches it, often morphing into a deadlier form when she enters combat.

Spoiler:

Wealth

Spoiler:

g s
gems

Knowledge::

Anniversary: 14th of Forgefire, 251 AS
Wife's Birthday: 28th of Frostfall

Statues.
The artwork is relatively insignificant. It simply serves to venerate the three gods that were probably ever-present in their lives. The figurines, however, are quite the opposite. Older than any living being, they are quite a historical find.

While the details are lost to Aurelea, she is certain that they are depictions of three ancient gods worshiped in the latter part of the First Age and the early part of the Age of Conquest. These gods, long forgotten, were predecessors of the current gods. While Aurelea can identify the nude woman as Inaea (in-ā-ya), a goddess of love before Shelyn, and the man with the shepherd's crook as Tajal, a god of agriculture and farming before Erastil; she cannot determine who the bird-headed god is or if it belongs to the same group of gods.

Books

2 books taken from swamp fortress library.

Anizari, Summoners & Midwives:
"Just remember you asked for this...The Summoners and Anizari were tied together, mostly through marriages and a shared belief in Aroden's work. The Summoners were the only males that were able to conceive with the Anizari, though it still took a toll on their bodies. When Aroden saw the incompatibility between the two groups, that's when he blessed the Anizari with the ability to procreate among themselves. That started a rift between both groups. The death of Aroden dissolved the rest of the ties between the Anizari and the Summoners. The Summoners were quick to adopt other gods, while the Anizari clung to Aroden faithfully.

The Midwives were mediators between both groups and delivered new Anizari children into the world in accordance with their goddess, Aveta. The birth of an Anizari child is a harrowing ordeal. Aveta has been gone from this world for a long time and many think her dead. Others speculate that Pharasma took Aveta's power...but Konstantyná's ability disproves that rumor. It is also rumored that Aveta was Aroden's lover, which would explain why Midwives and the Anizari get along well. But that was ages past...I doubt Konstantyná would know of this."

Oblivion:

Spoiler:

Int: 13 Wis: 9 Cha: 9 Ego:10
Enhancement bonus +2
Languages: Common, Draconic

Fort: + 8 Reflex: + 4 Will: + 6
Arcane pool:3 Used:0

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.p

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.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Resources per day:

Boots: 3 Used:1
Cloak: Enlarge person used: 1
Expeditious retreat used:0