Dr Davaulus

The Wasp's page

110 posts. Organized Play character for PJP.


Full Name

The Wasp

Race

Wayang

Classes/Levels

Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

Gender

Male

Size

Small

Age

28

Alignment

Neutral-Good

Languages

Common, Wayang, Abyssal, Aklo, Infernal, Draconic

Strength 14
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 7

About The Wasp

#150786-17
XP 4 / PP 5 / FP 8

The Wasp
NG Male Wayang Magus (Bladebound Kensai) 2
Init +3
Languages: Common, Wayang, Abyssal, Aklo, Infernal, Draconic
Faction: Dark Archives

DESCRIPTION
A shadowy wisp of a creature, The Wasp has taken to wearing a mask and flowing robes to hide his features.

HP 17 (1d8 +1 Con +1 FC / 5+1+1)

DEFENSE
AC 15 (+3 Dex +1 Int +1 Size), touch 15, flat-footed 11
CMD 14 (10 +2 Str +3 Dex -1 Size)
Fort +4 (+3 class +1 Con)
Ref +3 (+0 class +3 Dex)
Will +3 (+3 class +0 Wis)

Defensive Abilities
Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

OFFENSE
Speed 20 ft
Base Attack +1; Melee Touch +3; Ranged Touch +65 (+1 size)
CMB +2 (+1 BAB +2 Str -1 size)

Melee
Rhoka sword 25 gp 1d6 1d8 18–20/×2 — 3 lbs. S —
Att +5 (+1 BAB +2 Str +1 Size +1 W.Focus)
Dmg 1d6 + 2 (+2 Str) - 1 Handed
2H 1d6 + 3
Arcane Pool 5 of 5 remaining - Spend a point to make weapon +1 for 1 minute.

Ranged
Not really.

Spells Prepared (3 / 1+1)
0. daze
0. flare
0. daze
1. color spray
1. shocking grasp

Concentration Check: 1d20+5 (+ 1 CL +4 Int)

Spellbook
Cantrips: 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 Level: burning hands, magic missile, color spray, shield, shocking grasp, silent image, frostbite, chill touch, true strike, Expeditious Retreat, Grease, Hydraulic Push, Obscuring Mist, Unseen Servant.

STATISTICS
Abilities Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 7 (-2)

SKILLS 12 (2 +4 Int/2+4)
Acrobatics +4 (1 rank +3 Dex)
Appraise +4 (+4 Int)
Bluff -2 (-2 Chr)
Climb* +6 (1 rank +2 Str +3 class)
Craft (alchemy)* +8 (1 rank +4 Int +3 class)
Diplomacy -2 (-2 Chr)
Disguise -2 (-2 Chr)
Escape Artist +3 (+3 Dex)
Fly* +3 (+3 Dex)
Heal +0 (+0 Wis)
Intimidate* -2 (-2 Chr)
Knowledge (arcana)* +8 (+1 rank +4 Int +3 class skill)
Knowledge (dungeoneering)* +8 (+1 rank +4 Int +3 class skill)
Knowledge (planes)* +8 (+1 rank +4 Int +3 class skill)
Perception +2 (+0 Wis +2 race)
Ride* +7 (1 rank +3 Dex +3 class)
Sense Motive +0 (+0 Wis)
Spellcraft* +8 (+1 rank +4 Int +3 class skill)
Stealth +11 (+2 rank +3 Dex +4 size +2 race)
Survival +0 (+0 Wis)
Swim* +6 (1 rank +2 Str +3 class)
Use Magic Device* +2 (+1 rank -2 Chr +3 class skill)

EQUIPMENT
Rhoka sword 25 gp 3 lb
Wayfinder (1 PP from Confirmation)
Sling
Bullets (10) (1 sp)
Spell component pouch (5 gp 2 lb)
Wand of Infernal Healing - 50 charges (2 PP)
Scroll, Shield (25 gp)

COINS
PP – 0
GP – 1967
SP – 9
CP – 0

FEATS
Weapon Focus: Rhoka sword (Free) +1 Attack
Shadowy Dash (Wayang) (1st) Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 penalty for doing so.

TRAITS
Magical Lineage - When you apply metamagic feats to Shocking Grasp that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Wayang Spellhunter - When you use Shocking Grasp with a metamagic feat, it uses up a spell slot one level lower than it normally would.

SPECIAL ABILITIES
+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayang are nimble and cagey, but their perception of the world is clouded by shadows.

Wayang: Wayangs are humanoids with the wayang subtype.

Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Wayangs have a base speed of 20 feet.

Darkvision: Wayangs can see in the dark up to 60 feet.

Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.

Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

BOONS
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

BACKGROUND

Magus:

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 (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.

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

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

Kensai:

Kensai (Archetype)
A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

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 (Core Rulebook 382), save that his chosen weapon may be of any type.
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

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.

Critical Perfection (Ex): At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai's favored weapon. This ability replaces the magus arcana normally gained at 9th level.

Superior Reflexes (Ex): At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. This ability replaces improved spell recall.

Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0). This ability replaces heavy armor.

Iaijutsu Master (Ex): At 19th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised. This ability replaces greater spell access.

Weapon Mastery (Ex): At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. This ability replaces true magus.

Magus Arcana: The following magus arcana complement the kensai archetype: concentrate, critical strike, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield.

Bladebound (Archetype):

A select group of magi are called to carry a black blade—a sentient weapon of often unknown and possibly unknowable purpose. These weapons become valuable tools and allies, as both the magus and weapon typically crave arcane power, but as a black blade becomes more aware, its true motivations manifest, and as does its ability to influence its wielder with its ever-increasing ego.

Black Blades
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus's possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential. A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed. As a bladebound magus increases in level, his black blade gains power. A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can roll randomly for the weapon's purpose using the Intelligent Item Purpose table. Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Table: Black Blade Progression
Magus Class Level Enhancement Bonus Int Wis/Cha Ego Special
3rd–4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable
5th–6th +2 12 8 8 Energy attunement
7th–8th +2 13 9 10 —
9th–10th +3 14 10 12 Teleport blade
11th–12th +3 15 11 14 —
13th–14th +4 16 12 16 Transfer arcana
15th–16th +4 17 13 18 —
17th–18th +5 18 14 22 Spell defense
19th–20th +5 19 15 24 Life drinker

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.

Magus Arcana: The following magus arcana complement the bladebound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.

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.

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.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade's arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade's arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade's ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon's arcane pool as a free action; he then gains SR equal to his black blade's ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade's ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus's character level for this to occur.

Planning:

2 level dip into alchemist for poison (blowdart) - original concept, mutagens (dex or str depending on day!), vestigial arm (rod holding and just weird), and bombs (always a good alternate weapon)
Intensify spell (after magus 5)
rogue 1 dip for stealth and sneak attack

buy pearls of power

HISTORY
01.1 - Confirmation (+1XP/+2PP/+2FP/+435GP)
Spent 1 PP on Wayfinder
01.2 - Master of the Fallen Fortress (+1XP/+2PP/+2FP/+479GP)
Spend 2 PP on Wand of Infernal Healing
01.3 - Phantom Phenomena (+1XP/+2PP/+2FP/+500GP)
02.1 = The Stolen Heir (+1XP/+2PP/+2FP/+509GP) start 1508 end 1967
Spent 50gp to copy Expeditious Retreat, Grease, Hydraulic Push, Obscuring Mist, Unseen Servant from Silver Warden (#137974-12)
02.2 - Available