About Valkyrie StormseekerCrunch:
Valkyrie Stormseeker Aasimar(Plumekith)(Gestalt) Magus(Bladebound/Kensai) 9/Swashbuckler(Inspired Blade) 9/Mythic(Champion) 3 CG Medium Outsider (native) Init +16; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 30, touch 24, flat-footed 16(+6 armor, +7 Dex, +5 Int, +2 dodge) Hp 101 (9d10+36+15) Fort +10, Ref +14, Will +9 Defensive Abilities: Resist acid 5, cold 5, elec 5 -------------------- Offense -------------------- Speed 60 ft. Melee Striker +25/+20 (1d6+17+9/15-20x3) Power Attack (-3/+9), Black Blade(+3) -------------------- Statistics -------------------- Str 13, Dex 24, Con 16, Int 21, Wis 12, Cha 10 Base Atk +9; CMB +10; CMD 34(+4 vs disarm etc.) Feats Combat Casting, Critical Focus, Extra Arcana, Fencing Grace, Greater Weapon Focus, Improved Critical(Rapier), Improved Initiative, Power Attack, Weapon Finesse, Weapon Focus(Rapier), Weapon Spec(Rapier) Magus Arcana - Arcane Accuracy, Spell Blending(heroism) Traits Bladed Magic, Indomitable Faith Skills Acrobatics +21, Fly +15, Know(arcana) +17, Know(dung) +13, Know(local) +13, Know(nob) +13, Know(planes) +17, Perception +15, Sense Motive +10, Spellcraft +17, Stealth +16; Racial Modifiers +2 Acrobatics, Fly Languages Abyssal, Celestial, Common, Daemonic, Infernal, Undercommon SQ arcane pool(+3) (8/day), chosen weapon (rapier), mythic power(9/day), panache (6/day), spell combat, spellstrike, surge(1d6) Gear Striker, +2 Chainshirt, +1 Cloak of Resistance, Gloves of Dueling, +2 Belt Dex/Con, +4 Headband Int(Perc/Stealth) -------------------- Special Abilities -------------------- Arcane Pool (+3) (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level). Critical Perfection (Ex) A kensai adds his Intelligence bonus(+5) on critical hit confirmation rolls with his favored weapon. Iaijutsu (Ex) 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. Improved Spell Combat (Ex): When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. Inspired Finesse (Ex) An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. Inspired Panache (Ex) (6/day) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Nimble +2 (EX) A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Perfect Strike (Ex) Spend 1 point for max damage or 2 points to increase crit mod by 1. Rapier Training (Ex) An inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level). Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spellstrike (Su) Deliver touch spells as part of a bonus melee attack. Deeds:
Kip-Up (Ex) While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Opportune Parry and Riposte (Ex) 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Precise Strike (Ex) 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. Any creature that is immune to sneak attacks is immune to the additional damage granted by 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). Superior Feint (Ex) A swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn. Swashbuckler's Grace (Ex) While the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space. Swashbuckler Initiative (Ex) While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. Targeted Strike (Ex) As a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands.
Prepared Spells:
Magus (Kensai) Spells Prepared (CL 9th): Conc.(+20) 0-(at will)Arcane Mark, Detect Magic, Mage Hand, Prestidigitation 1st-(6/day)Frostbite, Magic Missile, 2nd-(4/day)Bladed Dash, Bladed Dash, Frigid Touch, 3rd-(3/day)Displacement, Spellbook:
0- Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Prestidigitation, Read Magic 1st-Expeditious Retreat, Frostbite, Grease, Keep Watch, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Shocking Grasp, Vanish 2nd-Bear's Endurance, Bladed Dash, Frigid Touch, Invisibility, Mirror Image, Scorching Ray 3rd-Burst of Speed, Displacement, Fireball, Fly, Heroism, Lightning Bolt, Vampiric Touch Mythic Stuff:
Mythic Points(9/day) Surge +1d6 +15 hit points Amazing Initiative (Ex) You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. Recuperation (Ex) 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 Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Usables:
Striker:
Intelligent CG +3 Rapier Int 14, Wis 10, Cha 10 Arcane Pool 3/3, Languages Abyssal, Common Knowledge Arcana +7 Alertness, Black Blade Strike +3, Telepathy, Unbreakable Energy Attunement (Su): 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 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.
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