About She-Who-Stands
She-who-Stands
Female Serpentfolk Eternal Magus (Bladebound, Kensai) 13
CN Medium Monstrous Humanoid
Init +23; Senses darkvision 60 ft., scent; Perception +35
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Defense
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AC 50, touch 39, flat-footed 27 (+8 armor, +22 Dex, +3 natural, +5 deflection, +1 dodge)
hp 236 (5d10+13d8+144)
Fort +19, Ref +20, Will +18
Defensive Abilities canny defense +10; Immune mind-affecting, paralysis, poison; SR 28
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Speed 30 ft.
Melee Bite (Serpentfolk) +21 (1d6+1/x2) and
. . Warbringer (Scimitar - Mithril colored - Black Blade) +31/+26/+21 (1d6+16/15-20/x2)
Special Attacks bloodline arcana: draconic, breath weapon (1/day) (dc 22), electricity claws (9 rounds/day), magus arcana (arcane accuracy +10, arcane edge 10, devoted blade), poison (dc 20), spellstrike
Spell-Like Abilities Blur (1/day), Disguise Self (humanoid form only) (At will), Dominate Person (1/day), Major Image (1/day), Mirror Image (1/day), Suggestion (1/day), Suggestion, Mass (1/day), Teleport (1/day), Ventriloquism (At will)
Magus (Bladebound, Kensai) Spells Prepared (CL 13--------------------
Statistics
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Str 14, Dex 34, Con 26, Int 30, Wis 22, Cha 22
Base Atk +14; CMB +16; CMD 55
Feats Dervish Dance, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dodge, Eldritch Heritage, Great Fortitude, Greater Eldritch Heritage (Wings), Improved Critical (Scimitar), Improved Eldritch Heritage (Breath Weapon), Improved Initiative, Intensified Spell, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Scimitar)
Traits Magical Lineage (Shocking Grasp), Veteran of Battle
Skills Acrobatics +30, Appraise +20, Bluff +24, Disable Device +30, Disguise +11, Escape Artist +25, Fly +30, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +14, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +35, Perform (dance) +13, Sense Motive +28, Spellcraft +20, Stealth +33, Survival +14, Swim +13, Use Magic Device +18; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orc, Shadowtongue, Sylvan, Undercommon; telepathy (100 feet)
SQ arcane pool (+4) (14/day), black blade, black blade: arcane pool (4/day), black blade: energy attunement, black blade: strike +4, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana (1/day), black blade: unbreakable, chosen weapon (scimitar), critical perfection, iaijutsu, iaijutsu focus +10, improved spell combat, perfect strike, superior reflexes
Combat Gear Hand of glory; Other Gear Belt of physical perfection +6, Bracers of armor +8, Cloak of displacement, minor, Handy haversack (empty), Headband of mental superiority +6 (Bluff, Sense Mo, Ioun stone (clear spindle), Ioun stone (deep red sphere), Ioun stone (dusty rose prism), Ioun stone (iridescent spindle), Ioun stone (lavender and green ellipsoid) (50 spel, Ioun stone (lavender and green ellipsoid) (50 spel, Ring of protection +5, Ring of wizardry I, Ring of wizardry IV, 144000 GP
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Special Abilities
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Arcane Accuracy +10 (Su) 1 Arcane Pool: +10 to attack rolls until the end of your turn.
Arcane Edge 10 (Su) 1 Arcane Pool: Add 10 Bleed damage to an attack.
Arcane Pool (+4) (14/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 13d6 Electricity damage, DC 22.
Canny Defense +10 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +10 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Devoted Blade (Su) Add either anarchic, axiomatic, holy, or unholy special ability to arcane pool options.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Electricity Claws (9 rounds/day) (Su) 2 Magic Claw attacks deal 1d6 damage + 1d6 Electricity
Flight (60 feet, Average) You can fly!
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Iaijutsu Focus +10 (Ex) Always act in surprise round, gain bonus to dam vs flat footed foes.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (lavender and green ellipsoid) (50 spell levels) Absorbs spells of 8th level or lower.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Poison (DC 20) (Ex) Poison—Injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (28) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
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Active Template -
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Eternal (Su)
An eternal creature cannot be permanently killed or destroyed. If killed, turned into an undead, polymorphed, petrified, burned, or otherwise destroyed, it returns to life and normal well-being 2d6 minutes later (even if disintegrated), gaining benefits similar to a true resurrection coupled with a heal. If the location of its body has become hazardous enough to kill it instantly, when the immortal creature returns to life it teleports to the closest safe space. Eternal creatures do not age, eat, sleep, or need to breathe, and they are immune to magic versions of those effects.
The downside of being immortal is an inability to grow and change. The eternal creature never gains any levels or Hit Dice. The effects of being eternal cannot be overcome with even a wish spell. Unless the eternal creature has a special weakness (see above), only the direct intervention of a deity can overcome the eternal status.