Duelist

Valivarre Karillian's page

1 post. Organized Play character for Soluzar.


About Valivarre Karillian

Valivarre "Val" Karillian
Male Elf Magus (Bladebound) 11
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +16
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Defense
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AC 27, touch 18, flat-footed 20 (+9 armor, +7 Dex, +1 deflection)
hp 80 (11d8+22)
Fort +11, Ref +13, Will +10; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee black blade +19/+14 (1d6+10/15-20) and
dagger +15/+10 (1d4+1/19-20)
Ranged shortbow +15/+10 (1d6/×3)
Special Attacks magus arcana (arcane accuracy, ghost blade), spellstrike
Magus (Bladebound) Spells Prepared (CL 11th; concentration +17):
4th—black tentacles, black tentacles, stoneskin
3rd—dispel magic, fly, haste, stinking cloud (DC 17), vampiric touch
2nd—bladed dash, frigid touch, inten shocking grasp (2), mirror image
1st—corrosive touch, grease, shocking grasp (2), vanish (2, DC 15)
0 (at will)—acid splash, detect magic, light, mage hand, prestidigitation
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Statistics
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Str 12, Dex 24, Con 12, Int 18, Wis 10, Cha 8
Base Atk +8; CMB +9; CMD 27
Feats Blind-Fight, Dervish Dance, Extra Arcane Pool, Improved Critical (scimitar), Intensified Spell, Spell Penetration, Weapon Finesse, Weapon Focus (scimitar)
Traits focused mind, reactionary
Skills Acrobatics +9, Diplomacy +4, Fly +10, Intimidate +3, Knowledge (arcana) +15, Knowledge (dungeoneering) +8, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +12, Linguistics +6, Perception +16, Perform (dance) +1, Profession (sailor) +4 (+7 on Andoren vessels), Ride +10, Sense Motive +4, Spellcraft +17 (+19 to determine the properties of a magic item), Stealth +8, Survival +11 (+13 to avoid becoming lost), Swim +4, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan, Thassilonian, Tien
SQ arcane focus, arcane pool, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, elven magic, spell combat, spell recall, knowledge pool
Combat Gear daredevil boots, pearl of power (1st level), pearl of power (1st level), potion of cure moderate wounds (2), potion of darkvision (2), potion of restoration, lesser, scroll of fly, fly, tankard of the drunken hero, wand of cure light wounds, wand of shield (50 charges), alchemist's fire (5); Other Gear celestial armor, dagger, shortbow, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +3, handy haversack, headband of vast intelligence +2, clear spindle ioun stone, necklace of adaptation, ring of feather falling, ring of protection +1, wayfinder, noble's outfit, pathfinder's kit, signet ring, soldier's uniform, spell component pouch, travelling spellbook, jewelry, stonekin components (worth 250 gp) (4), 8,587 gp
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool (+3, 9/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 (3/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 +3 (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: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Focused Mind +2 to Concentration checks
Ghost Blade (Su) Add brilliant energy and ghost touch special ability to arcane pool options.
Gray Corsair +3 to Profession (sailor) when aboard Andoren vessels.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
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.
Knighthood +2 to Diplomacy & Know (nobility) in Andoren or vs Andoren subjects.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Scroll of fly, fly Add this item to create a scroll with spells on it.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Tankard of the drunken hero This simple battered tankard is usually made of copper or tin. Its handle is not attached at the bottom so the bearer can hook it on his belt for easy carrying. The bearer gains a +1 resistance bonus on Fortitude and Will saves. Once per day, the bearer can fill the tankard with wine, ale, or other alcohol and drink from it to gain the benefits of a remove fear spell.

If Cayden Cailean is the bearer's patron, the tankard counts as a holy symbol. Once per day, the bearer can drink an alcoholic beverage from the tankard to gain the benefits of heroism. Once per day, the tankard automatically unties ropes that bind the bearer or unlocks locks that hinder him. This occurs about 5 minutes after the tying or unlocking and affects only bindings directly on the bearer's person (for example, it won't unlock a door to the bearer's prison cell, but will unlock the bearer's manacles). This power is subtle enough that it is unnoticeable unless someone checks the bindings to make sure they are secure - ropes loosen but still appear to be tightly bound, manacles unlock and loosen but do not automatically fall off. The tankard can untie or unlock only bindings with an Escape Artist or Disable Device DC of 25 or lower, though more powerful tankards may exist.