Elf

Sharathiel's page

69 posts. Alias of WabbitHuntr.


Race

Elf Magus(Kensai Bladebound) 8 + Sorcerer(Sage) 1 w/ Arcanist 7 HP 57/60, non-lethal dam 15 | AC 21 | T 21 | FF 11 | with Mage Armor|AC 25 | T 21 | FF 15 | F +11| R +10 | W +9| Init + 10| Perc +13 (+15 wielding Blade)

Classes/Levels

Daily Buffs & Pools:
Mage Armor +4 ac 21 hr dur/Ablative Barrier 5hp lethal damage per attack converted to non-lethal, max 40hp, 24hr dur/POOLS: Arcanist 7/10 Magus 4/7 Blade 12/14

Gender

Male

About Sharathiel

Male Elf Magus(Kensai Bladebound)8 gesalted w/ Sorcerer(Sage, Arcane Bloodline)1 + Arcanist 7

Status:
HP 60/60 | AC 21 | T 21 | FF 11 |
with Mage Armor|AC 25 | T 21 | FF 15
F +11| R +9 | W +9|
Init + 10| Perc +13|

Statblock:

Male Elf Magus(Kensai Bladebound)8 gesalted w/ Sorcerer(Sage, Arcane Bloodline)1 + Arcanist 7
CG Medium Humanoid Perception +13 (+15 wielding Blade)
XP

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DEFENSE
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Initiative 10 (+5 Dex, +5 Int)
AC21, touch 21, flat footed 11 (+5 dex, +5 int, +1 luck)
with Mage Armor AC 25, touch 21, flat footed 15
HP60
Fort+11, Ref+9, Will+9

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OFFENSE
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BAB7 (+7 BAB +5 DEX +2 Black Blade +1 Weapon Focus)
Speed30 ft
MeleeKatana +15/+10 (1d8+15/18-20/x2 S) dam:+5 Dex ,+2 Black Blade, +8 Precise Strike-----------Precise Strike not multiplied on critical
Spell Combat + Spell Strike +13/+13/+8 (1d8+15/18-20/x2 S)+spell dam

swift action use 1 Magus Arcane Pool pt= weapon enhanced +2 for 1min, free action use 1 Black Blade arcane pool pt= +2 dam for 1 min
MeleeKatana +15/+10 (1d8+17+1d6/15-20/x2 S) added Keen & (Shock, Flaming or Frost)
Spell Combat + Spell Strike +13/+13/+8 (1d8+17+1d6/15-20/x2 S)+spell dam

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STATISTICS
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Str8,Dex20,Con16,Int20,Wis12, Cha 8
Base Atk+7; CMB+6;CMD27
Feats ChosenWeapon Finesse,Bonus Feat from Bloodline(Combat Casting) Slashing Grace, Spell Penetration, Extra Magus Arcana(Arcane Deed:Precise Strike),
Feats from Class or RacialWeapon Focus(Katana), Eschew Materials,Intensified Spell
Traits, Magical Lineage(Shocking Grasp),Seeker
Languages Common,Elvish, Celestial, Draconic, Sylvan, Orc, Goblin
Combat Gear Katana Black Blade +2 Cold Iron from Magus Bladebound archetype
Magical Gear Handy Haversack,Headband of Vast Intelligence +2, Belt of Physical Might +2 Con & Dex, Cloak of Resistance +2, Jingasa of the Fortunate Soldier, Ioun Torch Heightened to 4th lvl x2, Travelers Any-Tool, Wand of Cure Light Wounds 44/50, Quick Runners Shirt, Pearls of Power 1rst x2, Pearly White Spindle Ioun Stone Cracked regen 1 hp/hr, lesser Metamagic Rod Extend
Potions Lesser Restoration
Mundane Equipment Tent, Blanket, Kit Gear maintenance, Kit Grooming, Kit Monks, Kit Deluxe Dungeoneering, Spellbook
Encumbrance 7lbs vs light load of 27lbs
Coin Plat 20, Gold 200

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Racial Abilities
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Arcane Focus Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen SensesElves receive a +2 racial bonus on Perception checks.

Low-Light Vision Elves can see twice as far as humans in conditions of dim light.

Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

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Special Abilities
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Sorcerer 1 Sage, Arcane Bloodline

Bloodline Arcana

Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

This ability replaces the Arcane Bloodline Arcana.

Bloodline Powers

Your preferred focus is a bolt of mind-spun magic.

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your (see FAQ/Errata) Charisma modifier.
This bloodline power replaces arcane bond.

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Abilities from Arcane Bloodline + Arcanist Exploit Bloodline Development
If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.

Bonus Spell Prepared: Identify, Invisibility, Dispel Magic

Bonus Feat: Combat Casting

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
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Arcanist 7
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Cantrips

Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su)

An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells (Su)

At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

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Magus 8 Kensai Bladebound
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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 1/2 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, 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. 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.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

[See FAQ]

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)

[See FAQ]

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.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

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, 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.

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.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.

Fighter Training (Ex)

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
This ability replaces knowledge pool.

Iaijutsu (Ex)

At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
This ability replaces the medium armor ability.

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Skills:

Appraise 9____________(3 class + 1 rank + 5 Int)
Climb 3_______________(3 class + 1 rank + -1 Str)
Fly 9_________________(3 class + 1 rank + 5 Dex)
Intimidate 0__________(0 class + 0 rank + -1 Cha)
Linguistics 9_________(3 class + 1 rank + 5 Int)
Perception 13_________(3 class + 8 rank + 1 Wis + 1 Trait)
Ride 9________________(3 class + 1 rank + 5 Dex)
Spellcraft 16_________(3 class + 8 rank + 5 Int)
Stealth 9_____________( + 4 rank + 5 Dex)
Swim 3________________(3 class + 1 rank - 1 Str)
Use Magic Device 10___(3 class + 8 rank -1 Cha)

Knowledge
Arcana 13______________(3 class + 5 rank + 5 Int)
Dungeoneering 9________(3 class + 1 rank + 5 Int)
Engineering 9__________(3 class + 1 rank + 5 Int)
Geography 9____________(3 class + 1 rank + 5 Int)
History 9______________(3 class + 1 rank + 5 Int)
Local 9________________(3 class + 1 rank + 5 Int)
Nature 9_______________(3 class + 1 rank + 5 Int)
Nobility and Royalty 9_(3 class + 1 rank + 5 Int)
Religion 9____________(3 class + 1 rank + 5 Int)
the Planes 9___________(3 class + 1 rank + 5 Int)

Spellcasting:
casting Stat for all classes Int 20=+5

Spells Known and Spell book will be completed if chosen

Sorcerer, Sage(Int is casting Stat), Arcane Bloodline
0th Known 4| at will (Detect Poison, Drench, Mage Hand, Spark)
1rst Known 2| per day 3+2 bonus (Shield, True Strike)

Arcanist Arcane Bloodline
0th prepared 7| at will (Touch of Fatigue, Message, Detect Magic, Read Magic, Ghost Sound, Light, Mending)

1rst prepared 5| per day 4+2 (Grease, Mage Armor, Blend, Protection from Evil, Shocking Grasp, bloodline: Identify)

2nd prepared 3| per day 4+1 (Ghoul Touch, Resist Energy, Mirror Image, bloodline: Invisibility)

3rd prepared 2| per day 3+1 (Haste, Twilight Knife, bloodline:Dispel Magic)

Magus Kensai -1 spell of each level
0th 4+1 ( Prestidigitationx2, Open-Close x3)
1rst 3+2 (Shocking Grasp Intensified x5)
2nd 3+1 (Frigid Touch x3, Ablative Barrier)
3rd 1+1 (Vampiric Touch x2)


Go to Spellbook..

Feats and Traits:
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Traits
Magical Lineage Shocking Grasp 1rst
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Seeker Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats
lvl 1 Weapon Finesse: dex to hit w/Katana

lvl 1 Kensai BF Weapon Focus Katana: +1 to hit

Lvl 1 Sorcerer BF Eschew Materials

lvl 3 Slashing Grace: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

lvl 5 Magus BF Intensified Spell:An intensified spell increases the maximum number of damage dice by 5 levels.

lvl 5 Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

lvl 7 Extra Magus Arcana: Arcane Deed (Precise Strike +1 dam/lvl)

lvl 7 BF from Bloodline: Combat Casting Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Magus Arcana:

Arcane Pool 1/3 Magus lvl + Int =7

Broad Study (Ex)You can use your spellstrike and spell combat abilities with spells from another class spell list

Flamboyant Arcana (Ex)
A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, but he cannot use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana. (Note that the wording of the deeds has been altered simply to replace "swashbuckler" with "magus" for convenience and clarity.)

Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Arcane Deed (Ex)

Prerequisite(s) Flamboyant arcana

Benefit(s) When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. A magus can take this arcana multiple times, each time gaining a new deed.

Selected Deed:Precise Strike (Ex) : At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Arcanist Exploits:

Arcane Reservoir (Su) 3 + Arcanist lvl 7 = 10

Bloodline Development: If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.

Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect's target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

Black Blade:

Arcane Pool=14
Black Blade Stats: +2, Int 13, Wis/Cha 9, Ego 10

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, 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.

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.

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.

Elf Favored Class Bonus Magus:

+1/6 Magus Arcana per lvl
lvl 6: Flamboyant Arcana

Appearance:
WIP

Background:
WIP A bit cliche but Sharathiel is a to use 2nd edition terminology an Elven Fighter Mage. made effective by mixing the Magus Kensai Bladebound archetypes and Arcanist. He will be fully fleshed out with background spells skills etc if chosen.